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Mario Kroll (Codename: Panzers) Interview Conducted by Omni The
introductions: Who are you? What
is your role on Codename: Panzers?
How long have you been in the game industry?
Have you ever been at the controls of a real Panzer tank? Hi, I’m Mario Kroll, and I’m the Associate Producer and English language Community Manager for CDV’s Codename: Panzers. In my position, I wear several hats, including being the guy who keeps the English-speaking games community current on Panzers and other CDV titles (through the various forums and Web sites) along with showing off Panzers to game industry editors and writers. I’ve
been with CDV since July 2004. Prior to CDV I founded Wargamer.com in
1995 and held a number of key management roles there for roughly the
past decade. Regarding
a Panzer tank, actually Panzer is simply the German word for tank.
I served in the U.S. Army for several years during and following
the Gulf War and had a chance to see and play with several during that
time. Last month, however,
I had a chance to take a number of journalists to Sherman, Texas where a
company called Tactical Tanks split us into teams and taught us how to
drive and navigate self-propelled artillery pieces.
That was a blast. In
case some people don’t know, describe what Codename:
Panzers is? Codename: Panzers is a World War II Real Time Strategy game (now there’s a mouthful) that’s being developed by Stormregion and published by CDV. The game takes players into some of the most heated battles of World War II and puts them in the role of armchair general. As each battle begins, you’re assigned prestige points, which you can use to buy men and equipment, or upgrade those you already have. Then you hit the battlefield and fight it out with the enemy. Panzers
also has an online multiplayer component, which allows players to go
head to head over the ‘net, or, if you prefer, to fight the 30
missions in the single-player campaigns cooperatively. If you haven’t
had a chance to check out our single and multi-player demos, you should
head over to www.panzers.com to
give them a try. They are a lot of fun, and give you a good taste of the
game. Codename:
Panzers is already out in some territories.
Does this help at all when it comes to finding bugs in the
software before it releases in other territories?
Or is the time spent strictly on localizing? The
time is typically spent on localization, though I can’t say it
doesn’t help with some of the bug hunting. The
advantage is that, for example, the U.S. and UK release versions have
benefited from several patches compared to the original German release.
One
of the clichés of the real-time strategy genre is the “tank rush.”
With a title like Codename: Panzers how do you avoid the idea that it will all be
about the tank rush tactic? What
kinds of tactics can gamers expect to use? Codename:
Panzers is about
tanks and, make no two bones about it, playing tanks in the game is a
lot of fun. But so is
handing out a real ass-kicking with grouped mortar or anti-tank infantry
teams. Because there are so
many different mission objectives that all require their own tactical
subtleties, and because how a player chooses to build and compose his
core army, game play is really very varied and requires far more than
the typical RTS’ “tank rush”; at least if the player wants to be
successful. ;-) Is
there one particular aspect of Codename:
Panzers that the team is most proud of? Probably
the graphics engine. It is
so gorgeous for a RTS title that it has inspired many of our fans to
compose incredible in-game situations and then share the resulting
screenshots. I can’t
remember any other RTS title where such a fan culture spontaneously
spawned. Is
Codename: Panzers an
“evolution” of the real-time strategy genre or is Codename:
Panzers more of a refinement on the genre? I’d say Panzers is more of a refinement of the genre. We’ve gotten rid of the clichéd features like resource foraging and placed the focus on tactics and a broader gameplay experience. We’ve done everything we can to make the player feel like he’s really part of the battle, not just “Commanding from Above.” While the “raze your enemy” RTS standard can be a lot of fun, we’d like to think our varied mission objectives are a bit more sophisticated and interesting. Codename:
Panzers is packed with detail.
Were there any sacrifices made in the graphical splendor
department to get Codename:
Panzers to run at an acceptable framerate? I’d like to think that with one look at Panzers, most people would feel that there were no compromises made. For Panzers, Stormregion used a new graphics engine called Gepard (German for “Cheetah”) and the engine shines in every way. It’s not only fast, but it delivers lush, detailed environments 100% of the time.
The only area where I wish we had been able to do more is in the cut-scene animations where close ups of characters from the game are involved. All the cut-scenes were rendered using the in-game engine, which simply is better suited for the pitched combat scenes than for cinema-quality character interaction cut-scenes. (For example, lips don’t move during spoken dialog, on the characters.) It’s a little thing, but we’ll continue to evolve the engine and the game.
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The destructible environments are one area where the game shines brightly, as you watch barns get blown into so many matchsticks, yet the game doesn’t chug or slow down at all. Even while you watch your troops rummage through their packs for bandages, or the enemy launches a blistering rocket volley from the Katyusha rocket launcher, there’s no noticeable slowdown or degradation of image quality.
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How
much realism was sacrificed for the sake of fun? Codename:
Panzers is clearly
about fun. Whenever fun and
realism collided, we opted to go with fun. But, that doesn’t mean that realism was thrown overboard
either. The game system
does a lot of sophisticated abstraction of real world equipment and soft
factors. For example the fog of war system is fairly complicated
for a game of this nature. Your
troops typically have no, limited, or full awareness of enemy unit
presence and type based on your troop experience and dependent on
whether you have direct visual contact.
Your troops might get blindsided by an off-screen rocket or
artillery attack, might know that there is some type of wheeled enemy
vehicle ahead, or might know that there are two T-34 tanks atop a nearby
hill. These kinds of subtle
touches of realism, in my opinion, enrich the gaming experience but also
allow players not to get bogged down with the typical aspects of games
that make World War II strategy titles sometimes less accessible to
mainstream gamers. How
many people from start to finish were involved in Codename: Panzers? Hundreds.
<grin> A
lot of the recent World War II first-person shooters tend to revel in
cinematic action with plenty of scripted events.
Does Codename: Panzers
take the same approach during its campaigns? Codename:
Panzers has a pretty impressive graphics engine that makes the
entire gaming experience visually attractive.
However, there are plenty of embedded cut-scenes also that
gracefully take the player in and out of the RTS experience to provide
crucial pre- and mid-mission details, offer side missions, and the like.
I think it’s tastefully done and not so numerous that the
cut-scenes themselves take away from what is essentially a top-down RTS
title. It’s my opinion that custscenes have suffered ever since full-motion video was eschewed in favor of pre-rendered or in-game vignettes. How are Codename: Panzers cutscenes being handled? As
I mentioned previously, all cut-scenes in Codename: Panzers were created with our own Gepard graphics engine.
This makes for really incredible battle scenes but, in my
opinion, offers a little lower quality in terms of close-up scenes where
there’s a lot of spoken dialog. Still, for example, when you watch the intro movie to the
game, you actually get to see what the game engine can produce and more
than one editor have uttered phrases like “sweet” or “wow!” That’s its own reward, and since most of the game focuses
on fighting battles, I think it was a very appropriate choice. What
mission types will Codename:
Panzers offer? There
are probably more than a dozen different types of mission objectives
among the three campaign’s thirty missions.
There are traditional search and destroy missions, but also
escort and resource protection missions.
There are missions that start the player in a defensive posture
and require careful force protection as the mission then becomes an
all-out counter offensive. There
are personnel rescue missions and counter-espionage missions.
There are those in cities with snipers and forward observers
making your life pretty miserable, battles amid Soviet factories, the
capture of a German V-2 rocket base, and many others.
Codename: Panzers
really packs a wallop in terms of mission variety. It
seems to be a popular setting for game, so what is the appeal of World
War II for gamers? WWII really pushed man and machine to their limits. Battles were fought, and then fought again, over a huge variety of battlefield environs, which meant you could never stick with one strategy. The best generals were always on their toes, looking for a hole in the enemy’s plans that they could exploit. And once they found a weakness, they didn’t let up, it was a constant drive for victory. For
gamers, I think this is appealing because it pushes their knowledge of
the RTS genre, forcing them to pull out all the strategic stops when
planning their attacks, or forging their defenses. It’s also appealing
as it lets gamers test out literally hundreds of unit types in a variety
of situations, something wargames from other periods don’t really
offer. World
War II also involved, as the name implies, nearly the entire world.
As a European publisher, we always try to find titles that have
global appeal, and games based on World War II definitely have that. Why
don’t real-time strategy games show up more often on the console
systems? That’s a tough question that’s sure to incite a flame-war depending on who you’re talking to. It’s certainly not that consoles aren’t capable of running an RTS title, so I think it’s probably a control issue. With an RTS, you’re in control of dozens of units and you need quick access to those units. So a console controller, with its limited amount of buttons, just doesn’t offer the flexibility of a keyboard. In a heated battle, what would you rather do: hit F12 to call in an artillery strike, or press and hold “Triangle” “Square” and press the D-Pad left to call up a squad? I also think consoles lend themselves to a bit more fast action play than a PC does. That’s not to say consoles are all about “twitch” gaming, but they are definitely more friendly to the casual gamer. A RTS typically requires a significant time investment to play a round, which casual gamers might find off-putting. Many strategy gamers I know tend not to take consoles seriously as gaming platforms, so there probably is also some bias against console systems that will need to be overcome before strategy games can be more successful there. Games like Full Spectrum Warrior have begun to show that non-twitch games can be done, and done well, on consoles but I don’t think the marketplace as a whole is there yet.
(October10,
2004)
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