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1. Interview mit 04.05.06 » dritter Teil des Interviews

Screens vom Interview-0
Zitat von Jonric/IGN:
Since the combat element is obviously critical, what are your primary goals for this aspect of Armed Assault?

Paul R. Statham: There are three primary goals for the combat system:

Realism - The player should progress further because he's using his brain, not just his reflexes. Gamers will find that smart tactical thinking will serve them better than a twitchy trigger finger. The player who takes the time to study his surroundings, choosing the most appropriate angle of attack, utilizing the undulations in terrain as well as any available cover will almost certainly live longer than the player who blindly runs head on towards the enemy.

If they realize they're outnumbered... they may choose to attempt to set up an ambush, or to flank you to gain the upper hand with the element of surprise, or they may simply choose to run away and hide for a while.

Freedom - For too long, gamers have been forced to wander down very narrow corridors with little choice in what tactics they use, how they approach a target, how they achieve an objective, etc., etc. Really, they were treated like sheep to be herded, the developer being the sheep dog forcing the gamer to follow a specific linear pathway with no chance to leave it.

In Armed Assault, the player has almost limitless freedom in choosing how do something, and how long to take to do it. If they want to run straight towards an enemy force and fight fire with fire head on, so be it. If they instead wish to stealthily flank the enemy and attack them from long range, before slowly closing in to pick off any survivors, that's something they can also do.

Due to the fact there are large numbers and varieties of vehicles available, that also further enhances the options available to the player. Maybe he doesn't want to walk, so he can drive in one of the many wheeled vehicles. Maybe he doesn't want to drive, he wants to fly; if so, he can jump into a nearby helicopter or plane.

Enjoyment - At the end of the day, it's a game, and games are supposed to be fun and relaxing, so we have an objective to ensure that Armed Assault doesn't become overly frustrating or excessively difficult - unless of course the player chooses to play that way. That's why there are intelligently implemented skill levels and visual aids; the player can choose how much help he wants - or doesn't want.

Zitat von Jonric/IGN:
What are your key goals and main challenges in designing and implementing the enemy and friendly NPC characters, especially with respect to your objectives for the AI? Will there be many friendly or neutral NPCs, what kinds of roles will they play, and how important will they be overall?

Paul R. Statham: Friendly NPCs will be especially important due to the fact that a majority of the missions involve the player in a numerical disadvantage. The communist forces of Northern Sahrani outnumber the forces on the player's side in both numbers of men and amount of equipment; therefore, it's significantly in the player's interest to try to preserve the lives of friendly NPCs as much as possible.

The enemy NPCs will consist of large numbers of Northern Sahrani troops. The numerical advantage the enemy has will make up for a slight disparity in quality of equipment. The Southern Sahrani forces will consists of a very small number of American troops equipped with the latest in American weaponry and vehicles. They will be aided by regular Southern Sahrani armed forces who will use slightly outdated American equipment as well as elite King's bodyguard troops who will use more recent American weaponry and vehicles.

The AI in Armed Assault provides a stiff challenge from the enemy and a significant amount of assistance from the friendly forces around you. It essentially works around a system of observation, communication and reaction. For example, if your squad is detected by a lone soldier who is part of a small enemy squad, he will most likely communicate this information to the rest of his squad. They will then react accordingly; if they realize they're outnumbered, then due to the tactical disadvantage, they may choose to attempt to set up an ambush, or to flank you to gain the upper hand with the element of surprise, or they may simply choose to run away and hide for a while.

While we're not running away and hiding, we are taking a divide and conquer approach with this substantial interview. As a consequence, we expect to return in the not too distant near future with more questions and answers on various other aspects of Armed Assault. As we look forward to that, our thanks go out to Paul R. Statham for his informative answers, which have certainly left us keen to learn more about Bohemia Interactive's upcoming tactical shooter.

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