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During the game,
the player learns that the aggressive countries are manipulated
by 'GHOST', a secret terrorist organization, which is in fact, |
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the real threat.There are two different campaigns and the
player can either play for ICP or GHOST.
How was the idea for the gameplay
developed?
Our first intention was to create an RTS game based
on contemporary warfare. We also really wanted to change the
classic RTS system of resource gathering for something new and more
realistic. Then came the ideas of command points, popularity
points and media influence.
We also wanted to create a game that was more strategic than
tactical, more based on high-level choices and less on micro-management.
That's why we decided to design and integrate a commander system
to help the player.
What is innovative in the ressource
management system ?
We watched TV reports made during the Gulf War
and the war in the fomer Yugoslavia and were helped out by
some of the major networks. We grew to understand how media reports
can influence public opinion and therefore the war itself.
So, we found it very interesting, and decided to incorporate that
aspect into our game. But we didn't want to create a realistic
media system, nor did we wish to relate real events. Our goal
was simply to create an original and interesting gameplay feature
that handles the media.
The media aspect plays a key role in Conflict Zone, since
the popularity of a side is directly linked with its ' technology
tree': for example if the ICP kills civilians, it suffers a drop
in the popularity stakes which could result in being unable
to order new tanks.
The players have to keep an eye on their popularity level
and behave the way their superiors expect them to behave:
an ICP player has to rescue and protect civilians, and GHOST players
have to forcibly enlist civilians in their army and act aggressively
towards the ICP. The players must learn not only to try to destroy
the enemy, but also to monitor their own behavior. In fact you have
to deal with brand new parameters - and that's great fun!
Is the role / influence of the media
different when playing ICP or GHOST?
Yes, of course! The ICP are the 'good guys'. They
have to behave well with civilians and they have to have as
'clean' a record as possible to score well with public opinion.
On the other hand, the members of GHOST are the 'bad guys',
and they hardly care at all about civilians. The only important
thing for them is their military efficiency: the 'kill' ratio.
These major differences make the two sides even more interesting
to play, since the gameplay alters dramatically depending
on which side you play for!
How many campaigns are there and
how long are they?
There are 2 campaigns (ICP or GHOST), each composed
of 16 missions , plus one bonus mission per campaign, accessible
under certain conditions
.
There are also more than 20 skirmish and multiplayer maps,
plus the map editor for the PC version.
What are the commanders ?
Commanders are special units dedicated to delegation;
they take a group of units, and possibly a base, and replace
the player for every tactical operation involving these troops and
buildings (what we call the micro-management). The player
interacts with the commanders and their troops by giving strategic
orders to the commanders.
The player can have up to 4 commanders, each one has a different
profile.
Commanders constantly learn, the more they are used the more
cleverly they handle operations. The player can then trust
them without worry and without having to watch their work.
So multi-site gaming becomes a reality, and allows a rich game-play
as yet unseen in RTS games.
What about the AI ? What models
are used and how is the behavior of independent and general
units simulated?
We developed a generic tool called DirectIA®
which constitutes a world first as middleware. It's also a first
in terms of scientific design, having nothing to do with classic
AI technology of the finished-state automaton or neuron-network
types.
Conflict Zone uses DirectIA®, this is the first time that
such a tool (initially designed for the professional world)
has been applied to a video game. It enables us to change the relationship
between the player and the game from several points of view,
at the level of the units behavior, AI of the opponent and different
abilities of commanders.
Can you give some examples ?
For instance, the units are endowed with emotions
and highly developed behavior patterns. If they're individually
unable to make sense of a predicament, instead of allowing themselves
to be destroyed they can evolve behaviors to cope with the situation
more appropriately: automatic coordination, mutual assistance
between units, wise choice of targets, etc.
Of course, it's of fundamental importance in a game that units
don't act completely as they please. The player should keep
constant control over his troops. In concret terms, the units have
3 differents behaviors (that can be changed at any time during
the game): Strict, Cautious and Aggressive modes. Each mode
correspond to a different way to behave in front of the ennemy,
the player will have to choose the best adapted behavior to
each situation
Will the game be mulitplayer ?
Yes, of course, the PC version can be played on LAN
(up to 8 players) or on internet (up to 4 players). you can
mix human or artificial opponents.
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