World in Conflict
"We were thinking about our next strategy game in 2004, and realised we had a really great idea in World in Conflict. We'd done the science-fiction setting with Ground Control, and so we thought we'd do a contemporary war setting. We thought about basing it around World War II, and more modern combat, with terrorists and the Middle East, but those are both overdone. Then somebody suggested the two superpowers - the Soviets and the USA - and the more we started talking about it, the more sense it made as a great 'What If?' scenario. It really lends itself well to a strategy game, as typically you want to have at least two equally balanced factions - and with the addition of NATO, it was fairly easy to skew them to be equally powered."
I'd say in terms of visual style WIC is all authentic. We have quite a few military buffs in the company, and the art team qot heavily involved in researching materials. We actually sent teams to Russia and America to get us photos of various museums and monuments to make the whole thing as authentic as possible.
"The single-player was the last big hurdle in production. We knew that we wanted to take the gameplay mechanics that really worked in multiplayer and build a developed story around that. What makes it varied is the story we've built around it; each mission has a different but small part of the overall story to it, and I'm really happy how we've succeeded with it. We introduce different types of units gradually throughout the campaign, giving the player something new to try as the missions progress... We had to consider how ambitious the single-player campaign was going to be - and in the end we chose the more ambitious path. We had allies fighting other battles near you to create the bigger war around you - the kind of Call of Duty feel of being a small part of a big war, without making the player feel that they're unimportant to the story."
Things That Explode
"We've been saying for 10 years, from our first design document for Ground Control, that the explosions must be amazing. It's something we've really put effort into in all of our games, and our effects manager is just brilliant at doing effects. He loves that stuff. He's literally blowing shit up. Although sadly, we didn't blow up any nukes in the name of research. I know we did blow up a few firecrackers though. The effect of Hollywood means that we've had to exaggerate explosions to make the games look like what they'd expect from a movie, rather than what it may actually look like in the real world."
"In Half-Life you're Gordon Freeman, and in World in Conflict you're the faceless Parker. We had help from Ed Zuckerman, an Emmy-Award-Winning Hollywood writer, who really helped add depth to the story, especially the characters, who worked closely with our writers to develop the story and characters that people would both like and dislike. Bannon is like Hudson from Aliens; he's annoying, but when the shit hits the fan he shows his true colours. It's important to get the players attached to the main characters, and doing that with in-game dialogue alone is never going to cut it. The cutscenes were able to let us get so much deeper into the characters - it made immediate sense."
Destruction With Friends
"The whole epiphany on how the multiplayer should work came from the credit system, which we feel kind of mimics respawning in an first-person shooters. It makes the whole game more accessible to players, as they can just drop in. So we took some ideas from FPSs, and we built our community system from the ground up to support clan systems, so that people from any other type of game could join in.
"Team play was also absolutely key to building the game. From the very beginning, we knew that we had the potential to make a really original team-based strategy game, and that was our cornerstone. That philosophy influenced all decisions throughout the design process. Our lead designer is playing all the time, and actively participates in the forum, really getting involved with feedback from the gamers. We actually just had some team vs community matches, which we won all of liar one, but I don't think it'll be long before the best players are beating us."
Omg, The Nuke
"The nuke was the effect we put the most hours into. I still get a chill every time the screen just whites out - I think we just got it right I know some gamers wanted it to be bigger, but it wouldn't be much fun if it just killed the whole map like a real nuke. That'd limit the game.
"I think the secret behind them is in the camera -you see the horizon, and the whole effect works in 3D. From an immersion perspective, it just makes things more stunning.
"In the single-player there's only one nuke, but in multiplayer we wanted it to be something that players could have a lot of, so we made it less powerful - so it didn't just end the whole match the moment one is used - while at the same time making them useful.
Processor: PC compatible,
OS: Windows 9x, Windows 2000 Windows XP, Vista, Win 7, Win 8, Win 10.
Game Features:Single game mode