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Chat Gamespy du 5 juin 2004

Ce chat portait sur deux points: les émotions des unités ainsi que le monde vivant entourant le jeu, les questions sont donc en rapport avec ces thèmes.

<[GSI]WolfBlade> Hello everyone, and welcome to GameSpy Arcade's featured event for the day...
<[GSI]WolfBlade> A live developer Chat event with VP and Executive Producer Mark Skaggs about the upcoming game The Lord of the Rings: The Battle For Middle-earth
<[GSI]WolfBlade> For more information about tonights event please visit: http://www.gamespyarcade.com/events/chats/markskaggs_lotrbfme_06042004.shtml
<[GSI]WolfBlade> Tonights chat will focus on two of the games many innovative features: "Unit Emotion" and "A Living World." Please ask your questions related to those features.
<[GSI]WolfBlade> Questions can be directed through me, the chat's moderator. Just type /msg WolfBlade and your question to submit - Please do not page our guests as they will be unable to answer you.
<[GSI]WolfBlade> And now, without any further delays, I'd like to introduce our guests!
<[GSI]WolfBlade> Please Welcome VP and Executive Producer for Battle for Middle Earth - Mark Skaggs!
<MarkSkaggs> Hi all
<[GSI]WolfBlade> Also Mike "BFMEMike" Murphy - Community Manager, EA GAMES!
<BFMEMike> hey
<[GSI]WolfBlade> Welcome folks!
<[GSI]WolfBlade> well.. with all that said - let's get those questions going.

<[Admin]WolfBlade> *{9thInf}1LtMalarkey-gs* Will emotion animations vary from race to race? i.e. a hobbit may have say... a calmer wave while a dwarf would have a somewhat more boistrous one
<MarkSkaggs> We're doing different animation sets for each of the characters with the goal that the mocap actors act like the characters they are representing. We start that 2nd round of mocap next week so I'll make sure the director knows to do this. Good suggestion.

<[Admin]WolfBlade> *rexer@me-mw-board-gs* Unit Emotions: Will e.g. archers switch to sword when enemy melee units are closing in on them, or will they just continue using bow and arrow?
<MarkSkaggs> The archers are going to stay using bows and arrows, cause after all, that's their function. :)

<[Admin]WolfBlade> *rexer@me-mw-board-gs* Living World: Will there be a day/night cyclus? In SP? In MP?
<MarkSkaggs> Originally, we were going to have day/night because some of the creatures (like orcs) like night better than day and it fits with the fiction. Ultimately though, we decided to hold off because it was just going to be a graphic change rather than add to game play functionality.

<[Admin]WolfBlade> *Sirus198-gs* How is the single player "living world" map handeled?
<MarkSkaggs> In solo play, the living world map is the place you get to see what is going on in middle-earth, choose the battles you want to fight and more importantly choose which of your persistent armies you take with you into battle.
<MarkSkaggs> Think of it as your new way cool method of choosing your next mission. It's beautiful, non-linear and persistent.

<[Admin]WolfBlade> *FatHobbit16-gs* how will civilians play into the game, if they die will that affect the game in any way?
<MarkSkaggs> Civs are there to fill out the world and also in certain spots as game play elements. For example, remember in the films where Rohan had to escort their population to Helm's Deep, we have that in our game.

<[Admin]WolfBlade> *NaturalBornTreat-gs* Will the emotions be reflected every time the units sees enemies?
<MarkSkaggs> Emotional reactions will be relative to the enemy faced. If a Gondor soldier comes up to an orc, he won't be scared, but if he comes to a Troll, he will be. Heroes also affect emotions in that they can give moral boosts to stop their surrounding units from being so afraid.
<MarkSkaggs> Veteran units also are less fearful.
<MarkSkaggs> Emotions don't only mean fear though. They also manifest themselves in the cheering, etc. that units do after they win a fight.

<[Admin]WolfBlade> *NDR-DRGN-The-Shadow-gs* "Unit Emotion" I watched a trailer that showed Men of Gondor attacking A Troll and when the troll picked up a Tree They got scared and backed off will they always show the same fear or will they have different looks of fear each time?
<MarkSkaggs> Yes. we're going to make the fear reaction a bit different each time.

<[Admin]WolfBlade> *DiebytheSword-gs* Will different types of weather occur within the game? If so, will it make battles harder, or easier for certain types of units?
<MarkSkaggs> We'll have different weather effects in different maps.

<[Admin]WolfBlade> *Format134-gs* How visible and clear are the emotions the characters show?
<MarkSkaggs> Great question. Emotions are not only expressed by visuals. Sound plays a big part in them as well. Our goal is to make sure players see the emotions. If we don't get that right, we're wasting our time.... :)
<MarkSkaggs> One of the central philosophies we have is to make sure everything we do is obvious to players.
<MarkSkaggs> Hey everyone - Harvard just walked into my office. Says "hello"

<[Admin]WolfBlade> *[AA]True-gs* Will there be a large amount of characters for each army being similar, i.e. a weak / heavy melee unit + a weak / heavy ranged unit for each army? Or would it be more Like Zero hour where the units have different qualities for each faction
<MarkSkaggs> Think of the characters that make up the armies in the films...that's what you'll get in the game.
<MarkSkaggs> The sides to play differently(like our Generals/Zero hour goals) and that's because they fight differently in the films. For example, Gondor = very defensive. Mordor = lots and lots of units
<MarkSkaggs> Rohan = fast raider army and Isengard = stronger orcs, and magic from Sauruman.

<[Admin]WolfBlade> *-=[ROCKY]=-Mickey-gs* will the living world be fully interactive as in trees falling and stuff like that?
<MarkSkaggs> Sure, we're going to make the elements of the world as interactive as possible. One of the great examples of that is "weapons on the battlefield" where trolls pick up trees.

<[Admin]WolfBlade> *{AKA}Kaltmix-gs* will the people have a mind of their own? will they go where they want, do what they want?
<MarkSkaggs> There's a fine line between units having emotions and running scared versus players losing control of their units. We've think we've got it about correct at this point.
<MarkSkaggs> If for example, one of your troops is afraid and runs, you can always order him to attack and he will do so. This gives the benefit of fun/personality to your units, but doesn't break the RTS convention of units being under your direct control.
<MarkSkaggs> If we didn't do it this way, imagine how frustrating it would be for your troops to refuse to attack because they were just too afraid. :)

<[Admin]WolfBlade> *[RAH]Magus-gs* on a graphical point, will troop movement cause a visible effect to the terrain? And if so would it be permanent or just long enough to notice a difference.
<MarkSkaggs> we'll do foot prints and the like for soliders, of course oliphants knock down trees and once down, they will stay down.
<MarkSkaggs> Destroyed buildings will stay destroyed.

<[Admin]WolfBlade> *FatHobbit16-gs* Will your armies fight better if a hero is near them, better morale and such?
<MarkSkaggs> Yes, this is where the emotions will show up pretty clearly. You'll notice that when a hero is near, your troops are braver, cheer louder and fight better. I'm excited about this because it makes
<MarkSkaggs> the game play element of morale boosts from heroes be very visible and relevant. I've never liked the fact that previously, we've had to show morale boosts, etc as icons or sparkles or whatever other graphic effects we thought could be relevant
<MarkSkaggs> I have to say, this was an unexpected side benefit to the emotions system.

<[Admin]WolfBlade> *DiebytheSword-gs* Will the troops when charging have that authentic noise of thousands of people screaming and running into battle??
<MarkSkaggs> yes, we'll have the sound effects from the films to draw on and more that we're generating ourselves. Sound is such a key element in games we're going farther for B4ME than in anything else I've worked on.
<MarkSkaggs> We've had a full time audio engineer on the product since last fall and I'm excited by the new tools we have to make the sound the best ever. Coupled with sound effects from the film, the audio portion of the game is coming together well.

<[Admin]WolfBlade> *(EUS)ScorpionKing1-gs* Will the enviroments be big?
<MarkSkaggs> Big is a relative term. They will be bigger than before but also you'll have more troops to move and fight with. One of the things we noticed is that how "big" a space feels depends on how much contiguous open
<MarkSkaggs> space there is to see. When you have lots of troops, there are less big opens contiguous spaces so you don't really get the same sense of big. We're also going more vertical in this game.
<MarkSkaggs> Minas Tirith for example is very high and huge compared to anything we've done before.

<[Admin]WolfBlade> *{AKA}Kaltmix-gs* do the units ever cry?
<MarkSkaggs> "there's no crying in baseball"
<MarkSkaggs> We're going to skip that emotion in this game, it's not something that really shows up well from game view.
<MarkSkaggs> :)

<[Admin]WolfBlade> *[VKI]Mad_Hatter-gs* do players attributes increase with experience?
<MarkSkaggs> Heroes are persistant and level up during the game. There's spells/powers and allies that you accumulate during the game as well.

<[Admin]WolfBlade> *Jab2565-gs* "living world" if you can pick and choose missions, by picking them in different orders will the missions play out differentily?
<MarkSkaggs> Yes they can according to which enemies may have moved into those territories.

<[Admin]WolfBlade> *Specterz-gs* how hard was it to create a living and changing world wothin the game, without going over the boundaries set in the books and films, which would undoubtedly cause a riot among the fans?
<MarkSkaggs> So far, it hasn't been that hard. We can use areas of the world that are shown, mentioned, discussed, etc in the film so we've got a big world to play with. There's really a huge amount to the films that we can use so
<MarkSkaggs> we've never felt limited by the fiction/license, etc.

<[Admin]WolfBlade> *FatHobbit16-gs* Do horses express emotion, i no doubt believe a horse would be scared of charging at an oliphaunt?
<MarkSkaggs> good question, I've been focusing most on people/orcs, but making horses scared too sounds like something we should do. :)

<[Admin]WolfBlade> *Peetbyte-gs* What wild animals will apear in the game and will they be dangerous?
<MarkSkaggs> we'll have a variety of animals, but right now there are enough other dangerous things lurking about (orcs, trolls, fell beasts, etc) to keep the player on his toes.

<[Admin]WolfBlade> *UglukTheOrc-gs* will the Witch King make men run in fear, and if so, will heros such as Eowyn, charge him without a problem?
<MarkSkaggs> yes, normal men will be very afraid of nazgul/fell beasts. Heroes are not afraid, because after all they are heroes. :)

<[Admin]WolfBlade> *Monstrouslordmelkor-gs* will smoke from areas like isengard cause an effect on the surrounding area?
<MarkSkaggs> Smoke etc will obscure your view, but not have a physical effect on your units. In general though, we try to keep the player's view of the game as clear as possible. Testing on Generals showed that when players can't see
<MarkSkaggs> at least 70% of their units due to smoke, they get frustrated quickly.

<[Admin]WolfBlade> *[SF]Em`-gs* will there be anything else interactive in the living world besides the trees?
<MarkSkaggs> yes, orcs can pick up a handful of grass and throw it......lol...j/k.
<MarkSkaggs> Actually if you look at the E3 demo, you can see Treebeard grab a "chunk" of rock from a building and throw it.
<MarkSkaggs> we're going to be releasing a movie of the E3 demo on our website next week.

<[Admin]WolfBlade> *joshinzon-gs* after the units have been fighting for awhile, will they look like they are tired, maybe breathing hard or arent able to walk as fast as before?
<MarkSkaggs> one of the things that we learned with Generals is that hurt/tired units moving more slowly is frustrating to players because it's a micro detail they would rather not deal with. We're going to avoid that with B4ME.

<[Admin]WolfBlade> *Monstrouslordmelkor-gs* what effects will lighting have on units, for example will orcs fight better at night?
<MarkSkaggs> I talked about this a little earlier. Lighting will be a visual effect only for this one. After considering it for a while, we realized that we would have to make them fight dramatically better so that players would actually notice the difference.
<MarkSkaggs> This would then make the balance change whether it was night or day and isn't something we wanted to tackle at this point.

<[Admin]WolfBlade> *NDR-DRGN-The-Shadow-gs* In this game will you be able to zoom in and out? if so will you be able to see finer detail than from far out?
<MarkSkaggs> yes, you can move the camera in pretty close to the characters in the game and you'll see more details. We've added a new LOD system to the SAGE engine that makes this possible.

<[Admin]WolfBlade> *MadmanAgent-gs* How long of a time span would it take to march surons amry across the map?
<MarkSkaggs> Fighting batltes along the way, I would guess 10-15 hours.

<[Admin]WolfBlade> *Leavenonealive-gs* Can Minas Tirith be destroyed in the game and will it affect the "living World?
<MarkSkaggs> yes, when playing the evil side, one of your missions will be to destroy MT.

<[GSI]WolfBlade> Any last advice, tips or info that you'd like to share with the fans? or are we all finished?
<MarkSkaggs> hmmm...let me think for a second.
<BFMEMike> Be sure to visit the offical web site: http://www.eagames.com/official/lordoftherings/thebattleformiddleearth/us/home.jsp
<MarkSkaggs> We're really pushing some new boundries and trying lots of new directions with this game. One of our main goals was to try to innovate at least a little bit, if not a lot in all basic areas of traditional RTS.
<MarkSkaggs> New interface, new types of units, new build mechanism, new resource collecting and more.
<MarkSkaggs> All this on top of the wonderful LoTR fiction from Peter Jackson's films.
<[GSI]WolfBlade> Awesome guys!
<[GSI]WolfBlade> A HUGE thanks to Mark Skaggs and Mike Murphy for dropping by. Great to have you!
<MarkSkaggs> Some of this stuff you can see early by watching our "Inside the Battles" video series that will keep coming until we launch.
<MarkSkaggs> Yes, thanks everyone.
<[GSI]WolfBlade> Another BIG thanks goes out to everyone who came by to participate. Great questions, folks.
<BFMEMike> Thanks all!
<[GSI]WolfBlade> We'll have a chat log of tonights event posted for everyone real soon!

 
 
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