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Battle for Atlantis Interview Continued

 

battle-atlantis-1.jpg (62479 bytes) battle-atlantis-2.jpg (54303 bytes) battle-atlantis-3.jpg (69689 bytes)

 

AE: What kinds of environments will players do battle in?

 

RV: The game process takes place both on the global map (looking like a globe) in turn-based mode, and on so-called “strategic locations” (3D landscapes) in real time.  On the global map the player can find resources – oil, metals, biomass – and bases, as well as commanders with their armies, builders and marauder troops.

 

The strategic locations will have the changing terrain, underwater and frozen spaces, rocks (which can’t be changed) and the remnants of Human civilization, such as city ruins and marauder villages. Battles will take places in all three elements – in the Air, on Earth and in Water. Every active party is dominant in it’s native element, but at the same time is forced to weaken it to build structures or extract resources. Depleted mines will be flooded by water, icebergs will melt, and water will turn into swamps after heavy use. Therefore all players during the battles must find a balance between the amount of resources gained and the controllable territories.

 

AE: Are there any plans for a level editor, or other tools for user-created modules in Battle for Atlantis?

 

RV: The game will include a scenario editor, enabling the users to create full-scale single and multiplayer maps, and even entire mini-campaigns.

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AE: Battle for Atlantis be making water a central force that players must contend with. How will water affect players? Is there any way that water can be used tactically in the game? Ie. Players flooding an area, or redirecting waterways?

 

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RV: Getting resources, the player will involuntarily cover dry surface with deep holes, and create huge dams. The more resources are extracted, the harder it will be to control the territory and the more vicious will be the enemies.  Rushing water can flood ravines, destroy buildings and harm enemy units (if they’re not Atlanteans). Every race has it’s own ways to interact with water. For Atlanteans it is the source of life and resources, for Humans – a mortal enemy, for Ultrans – an unpleasant necessity to create more ice.

 

AE: How will physics impact players in Battle for Atlantis? How can they take advantage of this?

 

RV: Every object in the game is affected by physics. Even if we leave aside the interaction with water, you can say that a player will feel the physics on their own and enemy units. For example, an explosion can turn over a tank, and you’ll be forced to use a special vehicle to put it back on its tracks. If during a terramorphing a unit (for example, a battle mech) falls from the slope into the hole, you’ll need to help it to rise and come out of there.

 

AE: Have you learned anything from other RTS games that you have found useful in creating Battle for Atlantis?

 

RV: Of course, we’ve looked over other projects, but because we have rather special basic features – terramorphing and physical water – we did not find anything particularly exciting. Such games as SimCity have a different genre, and ones such as Perimeter have dull gameplay.

 

February 20, 2007

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