Chis Taylor on Supreme Commander
Posted: 2006-01-23 11:26am
From a recent interview
This is a great interview, lots of nice stuff. I've only quoted excerpts that I think form the core of the new information.Interesting. Could you elaborate on the type of experience you're aiming to offer with Supreme Commander? And where do you believe you are pushing the boundaries of the RTS genre with the game?
Chris Taylor: The game is a simulation, not a rock, paper, scissors style game. It has a gritty realism on the battlefield where common sense actually works, where you don't get surprised by any arbitrary game rules. We're pushing the boundaries in so many ways - the scope and scale, the size of the units, the size of the maps, the ways in which you can coordinate attacks and set waypoints and adjust them on the fly. You can build a structure, then before it's complete issue build orders to it, so when you come back to it you can see tanks rolling out of your factories without having to micro-manage them. This is stuff we wanted that just makes the game experience more intuitive and fun.
Can you tell us whether there will be anything like terrain advantage or flanking?
Chris Taylor: All of those things apply because it's a simulation which means artillery shoots further on hills, so any time you've got tanks engaging, the ones on higher ground are going to shoot further and you're going to take a big piece of the enemy's arse before they get a chance to return fire. Hold down tactics work where the profile of the tanks is greatly reduced because of its position on the hill, you get both a targeting and a range advantage. All of the flanking tactics work exactly the way they would - they work naturally. If you read tactics in a book you could employ them in the game.
Supreme Commander is being labelled 'the spiritual successor to Total Annihilation' and expectation is high. What part or parts of the game do you think will most surprise TA fans?
Chris Taylor: I think they're going to be pleasantly surprised about how ambitious we were - we did not cut the ambitious aspects of the design at all. I would really be horrified if they were disappointed with any of it. We've added the modding so that the community can get in there and be creative, the AI system is fully scriptable, the unit control system not only is fully scriptable but we've got a complete scripting debugging system. The map editor that we include in the game, the mod management - we've gone overboard with what we're providing to the community. I would be broken-hearted if they were disappointed with the game.
What can you tell us about the engine you're using for the game and how is this technology helping you realise your goal?
Chris Taylor: We built this engine from the ground up specifically for this game design, so the zooming, the air, the land, the sea, all of our projectiles move in free space - we've pretty much built it to give us this exact experience. The technology is exactly what we need, the engineers are doing a spectacular job at getting us what we need. I seldom get a "No, I cant do it," - it's a designer's dream to be able to come up with a game and have a team full of wonderful people working on it.
What's the Supreme Commander's role on the battlefield, what can he do?
Chris Taylor: The player really needs to decide that early on and they can change that. The Supreme Commander has a bunch of upgrades, he can be upgraded to become a base defensive unit, you can build up his construction capabilities of the Commander so he can build units faster, or you can equip him with jump jets, shield systems and radar and you can deploy him in the field. So the players decide how they want to use the Supreme Commander themselves.
Players will be able to direct battles in traditional RTS view and also zoom out to a god-like meta-view vantage point and direct vast armies and their resources to fight across an entire planet. Can you tell us more about this feature and how it operates?
Chris Taylor: The goal with the full strategic view is to give players a true picture of the whole battlefield. Before you had the mini-map and it was painful because you really didn't have the resolution or detail. Not only do we have the ability to zoom out and see the full theatre of war but you can issue commands. It's remarkable at how useful and powerful it is. This game gives players, for the first time ever, a complete idea of the entire picture so that they can make really informed and effective decisions about how to deploy, where to set up a base, or build a radar tower, or spot defensive holes - things like that.
How many units can we expect in one battle and what are you doing to make it easily controllable?
Chris Taylor: You can expect anywhere from 50 to 250 units in a given battle. To make it easy, all of the usual RTS mechanics will work, like selecting every unit of the same kind. We haven't implemented it yet but triple clicking will give you access to every unit of that kind in the entire world, so I can rally every bomber I've got of that kind to that point with three clicks. The drag selection mechanism works whether you're zoomed in or out, so you can zoom to strategic level and drag select over an entire region of the world to select those units. You can shift click to order commands, you can change those commands on the fly - you get all your feedback system like ETA and time on top, which is basically a military term which means when that unit is going to be at that location. I can then pick another unit and give it a path coming around from the side and use that to make sure that they arrive at the same time.