What is the scenario in Conflict Zone, when the action takes
place ?

 Conflict Zone is entirely about modern warfare, in a fictitious but realistic  environment. In the near future, several aggressive independent countries  attack neighboring countries, for one reason or another. The 'ICP' (a United  Nations-like organization) has to fight to protect the countries attacked  through various campaigns of 4 to 5 missions each, taking place all around  the world.

  Release dates :

  PC : May 2001
  Dreamcast : July 2001
  PS 2 : September 2001

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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,  
   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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