Emperor: Battle for
Dune FAQs with Chris Longpre
11. Tell us about the AI in Emperor: Battle
for Dune.
We designed the AI with the goal of making it
feel like an online opponent. We wanted to capture the uncertainty,
surprise factor, and various game strategies of a human player.
Therefore, we developed a complex system that teaches the AI about
map features and player strategies. When a mission starts, the AI
knows nothing about the map it cannot see, and will usually start
a scout mission to push back the shroud and keep the fog-of-war
away. After that, it uses the war strategies of the house it is
playing to defend its base and start an offense. The AI is aware
of unit positions it can see and will plan accordingly. It�s quite
good at finding your weakest link and hitting it hard.
12. How different has it been designing
a 3D game rather than the 2D worlds of C&C? What new challenges
does a 3D environment present for a designer?
There are many differences that affect everything
from art to code to design. Something as simple as shooting a gun
at an enemy raises interesting design questions. For example, in
many 2D RTS games, you can always shoot the enemy, because line
of sight rules are ignored. Often, even if you use line of sight
rules in 2D, you end up with players not understanding why they
can 'see' the unit, but not shoot at it. In a 3D environment, you
must take line of sight into consideration. Buildings in the way
are very obviously in the way. We must use address both the line
of sight rules, and make units smart enough to still shoot at targets
effectively.
13. Did Westwood feel any pressure to produce
a 3D accelerated RTS?
Oddly enough, gamers and press have been screaming
for 3D RTS games over the past year, and now that a few have been
done, it seems the feeling is not as strong as before. We knew that
just adding 3D to an RTS would lead to problems and may not provide
the fun game play that gamers truly desire. That is why we took
our time to seriously consider how it should be done, and how to
ensure great game play. We feel that our use of 3D in an RTS is
optimal for visual excellence and game play superiority.
14. Why was Dune chosen ahead of C&C
to be Westwood's first foray into 3D strategy? Is there anything
inherent in the Dune world that made you think it more suitable
than C&C?
It wasn�t a conscious decision to use 3D technology
in the Dune franchise at the expense of C&C. In fact, Emperor
and Renegade, Westwood�s two 3D titles that will be released in
2001, developed along the same time frame. We never make a decision
to use a platform based on the title of the game or what franchise
it belongs to. We firmly believe that the technology exists to enhance
game play, and we make our decisions whether to use 2D or 3D based
on each individual title.
15. Westwood past success with real-time
3D technology has been a little under whelming. I'm thinking of
the final two Lands of Lore titles here. As such, some gamers might
be skeptical of your chances this time around. How would you respond
to this criticism?
At the time we made the last two Lands of Lore
games, 3D technology was still not quite capable of enhancing the
worlds we were creating. PCs were not fast enough to build the diverse
and compelling worlds we wanted, so we augmented the technology
with several 2D and voxel solutions. That allowed us to create more
visually diverse worlds than a typical 3D shooter of the day.
Emperor is in a very different position. With
the latest advances in 3D, and most gamers having a 3D card in their
machines, we can completely embrace the new visual techniques that
are offered. As you look at the screenshots and movies of Emperor,
you will see the mind-blowing visuals and complete mastery of the
medium. We are quite confident in the 3D technology of Emperor.
16. A recent trend in the RTS genre
- especially 3D titles - has been a focus on tactical combat at
the expense of building and managing bases. What kind of focus will
Emperor have?
Emperor is focused around deep and involved
strategy along with diverse tactics, but to answer your question,
we are using base building and resource collection. Also, we have
added a whole new level of strategy in the campaign level of the
game. Which territory do you attack next? How to you plan for defending
your hard fought victories? Which alliances should you pursue? The
battlefield, the diverse houses, the distinctive units, and ability
to ally with sub-houses all contribute to generating unique combinations
of armies and tactics.
17. Westwood clearly knows real-time
strategy, having developed one of the most important and popular
strategy series in history. What lessons has the C&C experience
brought to the development of Emperor?
We are constantly looking at ways to advance
the game play experience, in RTS, RPG, first person shooter, etc.
We are always building on what we�ve learned developing all our
titles, especially our flagship franchise, Command & Conquer.
Our main lesson throughout though, is that we are here to make great
games for our fans. We constantly pay attention to how our fans
respond to the games, and develop products that they want.
18. One of the reasons for the C&C
series' enormous popularity is it relatively low system requirements,
making it a game perfect for the mainstream or casual gamer. What
is the strategy for retaining this market for Emperor, despite (one
would assume) its significantly higher system requirements?
Of course our main focus in developing games
is that everyone, from the casual player to the hard-core gamer,
can enjoy them. System specs increase with every title we put out,
mainly because the technology is also improving and becoming more
accessible to our customers. Although we develop games that take
advantage of new technology, we will always keep our customers�
capabilities in mind.
19. Are 2D real-time strategy games dead?
Absolutely not. Our decision to use
2D or 3D technology is based on what would best enhance the game
play of a particular title. Both platforms have benefits. For example,
3D technology not only adds beauty and depth to RTS games, but it�s
used in a way that will better allow the player to control the battle
in front of him. However 2D is more accessible because it requires
lower system specs and the ability to add certain details to buildings
and units that aren�t possible when using 3D technology.
20. What made you choose to use FMV to tell
Emperor's story?
Each game is evaluated uniquely in how we will
tell the story elements. Even though we have done some games with
full motion video, we have also done computer animated sequences
as well as in-game scripted sequences. It really depends on the
style and atmosphere we are looking for.
Cont'd
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