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Les interviews
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Interview du 30 aout 2002 par Planet CnC

This interview is part of the C&C Generals Boot Camp. It features both questions from a personal sit down interview with Mark Skaggs and a general press Q&A at the Boot Camp.

Q: What prompted the usage of the 'Command & Conquer' name for Generals?
A: The type of RTS we make has a 'Command & Conquer' feel to it, you command your forces and you conquer the enemy. It's the type of gameplay; it's the speed and the pacing of it. It's sort of like saying, what makes an Arnold Shcwarzenegger movie an Arnold Shcwarzenegger movie? It's the people doing it, his movies have changed over time, but you can expect action, you can expect cool cinematic moments, general entertainment value. We've seen stuff like "Well you moved the sidebar to the bottom, it's not C&C anymore!" Really though, if we kept it like that, then we should just make C&C with new graphics and that's no fun. It's been our goal to have a modern warfare title. We started of C&C, then we got into sci-fi. Then we tried it with Red Alert, then that got sort of like, comic book action. Generals is our game to stay in the modern warfare part. That's why we think it is C&C, makes a lot of sense to us.

Q: What has been the biggest challenge so far in making Generals?
A: The biggest challenge? I'd say it's the following. We start out with a good-looking engine, we make a lot of maps, we get a great looking target, this is what we want to try to get as a target with respect to quality graphics, liveliness of the world. Then we sit down and find out, for example, in Red Alert 2 you could have 200, maybe 300 if you were really good objects on the map. In Generals, we have 3,000 objects; it's quite a giant scope. So some people would say 'well just limit it down then.' What happens with though is that with a 3D engine, people expect more, they want a type of realism. Like, say you have a certain type of building that you want to place, but it just doesn't look right without certain trees, or bushes, or other elements around them, you have to add those in. We have to put a lot of realism in it and need to watch out so that we don't put too much realism in it, we don't' want it to be a simulation. So we want to be thorough with respect to realism in the game, but we do have limits on the number of objects we can put in so we don't mess up the frame rate.

Q: Has the game reached alpha stage yet?
A: We are still pre-alpha.

Q: In the video made in Germany, 'Generals Online' was mentioned. Is this a new matchmaking service?
A: It's a new online component, but, it's something we are going to talk about later. There are still some things we need to get together and collaborate on before we can talk about it.

Q: Can you shed any light on the mod support for the game?
A: Our goal is to do really heavy duty mod support, to open up as much as we can to the people. We want people to look at Generals and say "this is really easy to modify, I can do this, change the INI files, head models, change some art work, and can build great scenarios." Not just regular maps, we want them to be able to build fully scripted scenarios. We saw what people did with Red Alert 2, and we didn't help them at all. If we made some good tools for them, that should open everything up.

Q: What's happening at ECTS?
A: We aren't actually going, but we have a booth called 'EA Play.' There will be booths for Generals where people can see a preview of it; also there will be little kiosks where people can get some actual hands-on time with the game.

Q: What are you plans for the beta?
A: We're looking at the scope right now; we want it to be worldwide. As for closed or open beta, we're going to have a limited number. We are going to get the discs in the hands of people to actually play. We don't have a time yet, definitely more in the next 45 days. We've actually hired on extra people to ensure that the beta happens.

Q: Why is Generals not using FMV video sequences, why the CGI movies?
A: Well, 5 years ago, they actually added value to the gameplay, but as we kept going, even in Red Alert 2, we felt they were cool, but we felt they were staying at a minimum of people's expectations. It's gotten to the point that people are expecting, or nearly expecting in a game what they see on the big screen in a movie and people want that. We were thinking of doing a combination of people and computer graphics but then in April, we saw that the engine was so good and that the video problem was taking us away from the game so we decided to put everything we had into the game engine. This is our first step to what we think is going to be even better C&C cinematic sequences.

Q: Would you say the other branches of the C&C universe, the Tiberian and Red Alert series are still alive?
A: Yeah, there is something in the future, and I can't talk about those. If we had enough people to have multiple games going on, we would be doing more of them at one time, but games are getting so big, and we want to do a good job, we can only do so much with so many people.

Q: Is it safe to say that EAP is the new C&C headquarters?
A: Actually no, it's not, what you can say is that EAP is the Generals headquarters. Westwood is the headquarters for the Red Alert and Tiberian series.

Q: In the earlier C&C games you had a mission selections where if you took a certain branch, or did a certain mission one way, it would impact later missions. Is Generals going to follow this or is it just a straight mission-to-mission type of thing?
A: It's just straight mission-to-mission in this one.

Q: Is the full editor going to be included with the game?
A: Yeah, we call it World Builder, it's actually a scenario editor, and so you can make a full single player scenario if you want. We want to build a tutorial on it; it's not going to be something we are supporting as a finished product. You might get support for it, we are going to have people answer things on the message boards for it, but it's not going to be something like, a 1-800 number where we will answer your questions if you are having a problem.

Q: Will it have a map generator?
A: No, no map generator, the worlds are pretty complex for random generation. But as we said before, this engine is the starting block for all the next generation C&C titles. So as we work on newer titles with the engine, we may put it in for later games as we discover more things about this engine.

Q: Who is doing the in-game music?
A: What you heard was from a composer named Bill Brown, he's done a large number of games.

Q: Have you been talking to Hollywood types about a movie for Command and Conquer?
A: Every year or two years it kind of surges up and then goes low, I think right now, we are in a low. We are pretty protective about the brand; we want anyone who does do it, to do it right. We are also about making games and not movies. I don't know how many bad video game movies there have been; three words 'Super Mario Brothers.' We don't want to damage the brand with a bad movie.

Q: Will Generals continue the C&C and Westwood Studios tradition of no built in cheat codes of any kind, bar easter eggs?
A: No cheat codes, but who knows what those wacky designers will do for Easter eggs.

Planet CnC

 
 
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