In einem kleinen Artikel bei IGN berichtet Alexis Le Dressay über die Arbeit an Act of War, der Artikel ist sehr interessant!
Artikel in Englisch:Act of War Dev Diary
Alexis LeDressay opens a bottle of champagne.
by Alexis LeDressay, Eugen Systems
February 25, 2005 – So… the game is DONE! It’s hard to believe… It’s an amazing feeling nearly two years later, to step back and look at the result of thousands and thousands of hours and millions of lines of code, and realizing that it’s not the end of a project, but the beginning of a new franchise! We went gold on February 22, and I’m sure we’ll celebrate it as a birthday for years to come!
[MEHR]
Yesterday I and my brother Cedric flew in from Paris to go to Atari’s wrap party in New York, which was a totally awesome experience organized by their PR team! Dale Brown (our technical and story consultant) was also there, with his editors at Harper Collins handing out preview copies of the novel Act of War (which totally kicks ass!), as well as the production team from SWAT Films who did all the cinematics. Meeting all the assembled journalists and analysts and editors really gave me this weird feeling of „what have we done“… It’s almost bizarre to finally be able to let go of all the built-up anticipation and stress, wind down, step back and look at it all from a distance.
One of the main points I try and bring out in my interviews is usually what I call the „pace of the game,“ which I think is by far the most unique feature of Act of War. Unfortunately, it’s rare that anyone asks about it as you really can’t put your finger on what it is… What I mean is so many different things; the huge scope of the maps, the massive size of the explosions, the magnitude of the terrain features, the intensity of the gameplay, the rhythm of the story, the time between decision and effect, investment and reward as you build your army, and so on, all merged into one. All combined, it just creates this feeling of the entire game being a bit larger, grander and more action-packed than anything I’ve ever seen or played before, and this is probably what I am most proud of in Act of War.
Another related thing I’m really happy with is how the rhythm of the whole game reflects what the characters feel in the story; they’re frustrated and almost a bit lost when they don’t really know what’s happening, before the enemy is revealed. They’re almost a little bored and casual while not yet at full alert, and they carry out what they feel are routine missions using a very limited set of equipment. Once the action starts though, it’s all down to nitty-gritty business. Once you have your targets, you’re empowered to feel and be the most powerful military force ever. Partly, we simulate this in the game through the ratio of non-interactive and interactive content, and I ‚m really satisfied with the result.
Finally, of course, these past weeks have been focused on the ever-excruciating decisions of which features and content will actually make it into the game… and which ones we’ll have to save for the future. Rest assured, though, that we’ll keep a very close eye on the forums to see what you think and feel about the game, as well as monitoring the stats and tracking system to see patterns in game balance. It’s very gratifying to be able to have such instant feedback to the fan community, and I sincerely hope we’ll be able to get a lot of useful feedback from all of you.
All of these are elements we’ll take with us as we start sketching on the future iterations of projects in the newly born Act of War world!