I'll try to answer what I can, just moved in to a new apartment and got to avoid unpacking somehow smile.gif
QUOTE(Apc7th @ Mar 3 2010, 23:27 PM) *
Feasel. I got to ask.
Which Game do you have the most Heart/Love for.
KW?
RA 3?
C&C 4?
I ask this because each Game plays out different. So which one is more of your (Cup of Tea).
I think KW is still my favorite game. Upgrades, powers, a lot of different factions, it had a great amount of potential and an awesome community here on GR smile.gif
QUOTE(Czone @ Mar 4 2010, 02:28 AM) *
As some people are making this a Q&A anywayz:
1. Did you seriously watch all the VoDs?
2. Will you be able to speak more freely after a certain period of time?
3. Did you ever have that shiny developer badge that some people have, giving you access to staff forums?
4. What was your favourite faction?
5. What is in your opinion the biggest issue of RA3 overall?
6. Do you like sheep?
1. Most of them, at least for the first year or so after a game's release while we were working on balance patches.
2. May 1st
3. I did, but the dev badge doesn't get you access to staff forums here, it does on our official website though (moderation logs are funny).
4. In which game? smile.gif I was a Soviet player in RA3, but I've always felt that Allies had the coolest toys. In KW I eventually played everything.
5. Metagame stagnation.
6. I prefer cows. Mooooo.
QUOTE(observy @ Mar 4 2010, 04:39 AM) *
I would like to know just one thing - what do you think C&C future is going to be like?
Will EA put it on ice and then come with new C&C game in several years like they have with generals->tiberium wars, or will it be longer?
Maybe they'll sell the rights to some other company.
There is still a CnC team at EALA, which has been mentioned officially, and SCII (and to a lesser extent the slew of other RTSs coming out over the next few months) will reinvigorate the market, which hopefully will result in money being spent to make a solid product. The guys in-house have their heads in a good place, and there's been a huge outcry for a new Generals-style game (not to say a new Generals, but a more traditional RTS). Give them a year or two and we may see something interesting. I don't think EA is interested in giving up the rights to the franchise.
QUOTE(_elEctriCo- @ Mar 4 2010, 05:33 AM) *
Hi Jeremy,
1. Did you guys design the RA3 multiplayer to be as sophisticated as it is, or was it more of a happy accident?
2. What of the things we see now (unit interactions, meta game, game mechanics) were planned and what weren't?
3. What did you all wanted the game to be like at the start of the project?
4. How is the C&C4 different in its aim, purpose and market targeting compared to RA3.
Thanks in advance.
The majority of elements in RA3 were planned for and executed according to spec. There were a few things that were added or changed during development (for example, the dolphin didn't always do passthrough damage, the sea-wing used to shoot rockets while in the air, the riptide didn't exist) as we iterated on the factions and metagame.
We had a great in-house MP team that allowed us to find some highly exploitive powers and abilities early on and tune them down (the sickle's jump used to 1-shot infantry, toxic corrosion used to be castable on enemies and do a LOT more damage, basically allowing you to 1-cast kill a unit every cooldown). Very early on, maps had something like 2.5x the current amount of ore nodes, making for very crowded bases and a LOT of tengu spam.
Oh, and the Red Alert button went through about a dozen revisions. At the height of its power, it granted you something like 75% faster building at no cost with a 3-minute timer until all of your stuff self-destructed, so you'd wait until you had a ton of production buildings up, hit the button, spam 50+ tengus and roll across the map to attempt to blow up the enemy base before yours self-destructed. Hilarious, but not fun when it happens every game.
All in all I think RA3 came the closest to matching its original design, which speaks highly of the design.
CnC4 was designed as a more social game, with the intent to transition the large number of offline-only players into an online playspace. Why would you want to do that? The business model is shifting for companies like EA and Activision, who are looking to sell post-box DLC content, which is more difficult to pirate and is not affected by used game sales. Case in point: Dragon Age, the DLC pinata.
http://www.gamereplays.org/community/index.php?s=&showtopic=587434&view=findpost&p=6965793