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Strategy Chat with Rick Goodman

| 17 Oct 2003 09:00
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Rick Goodman, the creator of Age of Empires and Empire Earth took the time to answer a few of my questions that relate to his new RTS game, Empires: Dawn of the Modern World, and the fate of the future RTS-games.

WarCry: About RTS games, many of these games require fast building order. Being a fast player is still the best advantage you can have in these games, but isn't that more of a skill than strategy? How will Empires - DMW strategy be compared to your previous games?

Rick: I believe RTS games will always be a contest of strategy and action (thinking and motor skills). And, I believe this combination of skills is one of the reasons RTS games are so popular. Games like Unreal, for example, rely heavily on motor skills; while turn based games, rely solely on strategy.

To me RTS represents the best combination of both. In Empires DMW, we want players to have as much control over the results of combat as they do over their economy. So, we changed the technology tree to introduce the concept of powerful and game changing technologies, which you can choose to employ any time anywhere.

Secondly, we moved away from Rock/Paper/Scissors combat to a model in which most units/weapons are unique and special. Successful conquests are no longer governed by the units you build, but, instead, by how you direct your forces in combat. This has the effect of placing the outcome of battle back into the hands of the gamer, where it belongs.

WarCry: In some RTS games, the graphics get prettier at the expense of the AI and the population limit. How have you managed to balance graphics with the AI and the population limit in Empires DMW?

Rick: At Stainless Steel Studios, graphics are important, but game-play always comes first. That is because we believe the value players get from their $50 RTS purchase is based almost exclusively on game play. RTS players are smart; they won't be fooled by pretty graphics, if it comes at the cost of game play. So, for example, gamers asked us for massive battles and unlimited pop. cap. and delivered this.

They also want to play against an AI who can utilize every unit and special ability in the game in combined air, land and sea battles. In Empires, the AI does this and more. It has 10 levels of difficulty and it is sneaky, too. We did not want to compromise on any of these game-play features for the sake of graphics. Nevertheless, I believe Empires is still one of the best-looking RTS games, period.

WarCry: Empires is as you say, based on historical facts. How much history did you guys study to get the game as accurate as you wanted it to be?

Rick: We have to do a lot of research. Partly, because it is important for us to make sure that every element of the game is as realistic as it can be, but also partly because the Asian Civilizations were completely new and foreign to us. Our research uncovered many never-before seen weapons and technologies, all of which make their appearance in the game.

From the plague-infested-cow-firing Trebuchet to Battlefield Confusion to the Medieval Ages Chinese Warkite. Our research led to the inclusion of hundreds of special units, technologies, secondary weapons and abilities from Panzerfaust firing Sergeants to Stampeding Elephants. In the end, its important that we not lose site of the fact this is a game.

And, the most important element of a game is FUN. Fun trumps everything else on our top list of priorities. Our goal was to make Empires the most fun RTS you have ever played - In both Multiplayer and the Single player campaigns.

WarCry: About RTS games in general; specifically those games that are based on history; how many more such games can be made until the scenarios will be repeated in other games? After all, history is very rich, but also limited.

Rick: History is being created every day. Not only that, but we are continually discovering more and more about the history we thought we already knew. So, as long as developers are making high quality games, there are an unlimited number of historical games which can be made.

I have helped create several epic RTS games covering long time spans. I would also like to create some historical games, which cover a narrower time frame. Some interesting periods of history, for me, include: Building of Egypt, Athens vs. Sparta, conquests of Alexander the Great, Caesar and Napoleon. If another developer turns any of these eras into an RTS, I will surely play it!

WarCry: In most of your career, you have made RTS games based on history. It's obvious that you have a special interest in history. What do you plan or wish your next-move to be? Another RTS-history game? Could you imagine making a RTS game that takes place in space?

Rick: I have though about making a Science Fiction based RTS where players populate planets and fight to conquer them. When I was younger I used to play a board game on this very subject. In a way, I guess you could call a plausible science fiction game "historical". It's just that the events have yet to occur. I think for now, however, I'll stick to more traditional historical games. As long as we bring fresh new game-play ideas to the genre, history will continue to provide exciting and fertile ground for us to develop.

Editors note: We wish Rick the best of luck with his new game, and let's hope he will go back to the Age of Empires Era and cover the Ancient Times once again! - Thanks Rick!

Related links:

www.stainlesssteelstudios.com
http://empiresrts.com/

Feedback: Claudius@warcry.com

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