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Maelstrom
Q&A
Armchair
Empire (AE): Bringing a
sci-fi writer onboard to handle the game’s narrative, in what ways
does the process of story writing need to be addressed for an
interactive medium like games, compared to a passive medium like
television or film? Carl
Johnson (CJ): The reason we brought in someone like James Swallow is
because of his diverse background in Sci-Fi writing. He’s penned
episodes of television shows such as Star Trek and Dr. Who as well as
his own line of novels and, of course, games for major titles such as
Star Trek and Battlestar Galactica. We knew we wanted someone who had a
great understanding of Sci-Fi in general and James was the perfect
candidate. With less interactive media, it’s up to the writer to
really spoon feed the audience the story, its very linear and really
isn’t too challenging (for the most part). In video games, you really
have that opportunity to give players the chance to have direct impact
and they drive the story rather than the story being laid out before
them. That’s a very important factor to consider when writing for
interactive media. (AE):
How
did you make sure the story stands out, and doesn’t get mixed in with
other post apocalyptic / alien invasion games? (CJ):
Overall the meshing
of so many different Sci-Fi facets really came together and made a
unique story. For people reading now, it may seem like a very simple
premise, two factions fighting for the planet, aliens come down and join
in the mix, hurray for apocalypse! However, the way the story begins and
the somewhat realism to the way things occur really builds up to the
story you see in the game. I think the history that people can
experience through the game is what makes it unique. When we went to
James to write the story, everyone had a specific idea of an aspect they
wanted in the game and it was James’ job to pick up on that and create
a good mix, which he certainly did. This really makes the game an
awesome mix of both compelling story as well as original gameplay. (AE):
What
did you learn from the development of Perimeter that has helped with
creating Maelstrom? What
about from reviews of the game? (CJ): In a lot of ways Perimeter was the precursor for Maelstrom. Perimeter was one of the first games to introduce any form of environmental destructibility that was key to gameplay, rather than simply aesthetic. In that sense, we really learned a lot about what we could do to expand on typical RTS gameplay and advance into something new. The game was pretty well received overall and that was a big boost in confidence, not only for us but really for the crew at KDV Games. They worked really hard on the game and when they attained a worldwide release, as a cult hit it was everything they expected and more. The reviews really helped us to really beef up certain aspects of the game and to tone down others. We paid careful attention to what the audience of Perimeter had to say. We want Maelstrom to be released and those people who experienced Perimeter say “wow I loved that in Perimeter, now this is even better.” After all, we’re making the game for RTS and action audience and we know they expect top quality; we want to exceed even that.
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(AE):
To
what extent will players be able to terraform, and destroy their
surroundings? (CJ): Terraforming really has two faces, the tactical and somewhat delicate approach and the “let me blow this up and see how big of a crater I can make” approach. You’ll find that both work, but sometimes it is more prudent to take |
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one
route over the other. Terraforming is all about building and changing
the map to suit your needs, and there really are no tremendous
limitations on what you can or cannot do. Obviously building a 7,000
mile high mountain in the center of the map is a bit lofty, but if you
want to build a protective wall surrounding your base that will prevent
enemies and water – you’ve got no problems here. Additionally,
everything in the game is destructible, from the charred remains of
buildings to trees and bushes – you can destroy anything you can see. (AE):
How
do plans for third person action segments work into Maelstrom?
Will they be meshed together with the more traditional strategy
facets of the game, or will they be meant to stand out from one another? (CJ): In some parts of the game, you’ll be able to take control in the third-person in real time, no changeover except for view and controls. It’s meant to be integrated into the RTS gameplay, not a separate portion. I’m sure there have been occasions where you’ve been playing an RTS and you need that one unit to fire on one specific spot, or manoeuvre a certain way – that’s what we’re aiming for here. In a way we didn’t want it to “break up” the flow of the RTS factor, but at the same time we wanted it to provide a change of pace in the game to keep the player on their toes and offer additional interactivity on a scale never really attempted.
(AE):
How
will unit advancement work? Leveling
up? Technology trees? (CJ):
You’ll have to
research your new technologies, most of which will be automatically
applied to units, others will have to be activated individually (Trooper
to Marauder for example). However, with key characters you’ll see more
of a levelling up instead of research and upgrade. The more a character
works in the game, the more experience and therefore more levels. As the
character levels up they will gain new abilities that they will be able
to use in combat. Marcus O’Neil, for example, can heal fellow units
around him with one of his special abilities. (AE):
Looking
at the factions in Maelstrom, they appear to be highly differentiated
from one another. Does this
mean that they will each have very unique attack strategies, or will
there be a certain degree of overlap between them? (CJ):
The factions are
indeed very different from each other and each has a specific strategy
that works best for them. The Remnants are most like a traditional
military force, with tanks, humvees, etc. You can expect the usual RTS
gameplay from them. They rely on their various infantry units as well as
an array of vehicles, overall a very well rounded fighting force. They
tend to battle in guerrilla tactics rather than head on strikes. The
Ascension on the other hand is reliant on their massive machines of war,
all of which have dual functionality courtesy of transforming
capabilities. Compared to the Remnants, the Ascension are a much more
forceful and direct group and have no qualms with marching their
machines onto the field and straight into the enemy. The Hai-Genti are
very different from the rest, for more than one reason. First of all
their entirely bio-engineered race equips them with no vehicles at all,
but with massive war-beasts. They are reliant on these massive organic
creations to take on the enemy in the field. They often utilize
overwhelming numbers when attacking their enemies. They subscribe to the
hive-mind mentality where the good of the race comes before the good of
the individual. A violent and bloodthirsty race, they have no problem
with throwing their vast numbers directly into enemy fire. (AE):
How
is multiplayer being addressed in Maelstrom? (CJ):
There is a fully
integrated LAN/Online multiplayer system built into the game. We’ve
also included a tracking system so you can keep track of your stats and
your friends. We’re also planning on having multiple gameplay modes
within multiplayer to liven things up a bit. (AE):
How
many units can players command at once in Maelstrom’s campaigns?
Are you going for massive battles, or smaller, more intimate
clashes? (CJ):
There is a unit
capacity ceiling within the game, but it’s dependent on resources and
certain key buildings you have. That is, you will need to construct
certain buildings to support your growing numbers; this is true of all
the factions. We wanted to keep the battles intimate enough to keep the
player deeply involved, but not so much that they’d lose track of
everything that’s going on. In massive RTS games when you’re
controlling too much it can be hectic, annoying and draw away from the
gameplay. We chose to keep things tight on controls, we want people to
be able to experience the game for its unique challenges and abilities,
not get lost in a sea of units. (AE):
Changing
gears for a moment, it was recently announced that major changes are in
store for E3. How do you
see this impacting a developer like KDV Games when it comes time to
start promoting a new project like Maelstrom? (CJ): Well, Maelstrom would have been out by the time E3 07 would have rolled around, but, in general, we support a more focused show and we look forward to participating in the new format. I think the new format will put the focus back on the games and less on the media glitz, which can only be for the best.
September 15, 2006
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