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View Full Version : Chris Taylor Talks Supreme Commander


The Continental
08-09-2006, 04:49 PM
ShackNews (http://www.shacknews.com) sat down for a lengthy chat (http://www.shacknews.com/onearticle.x/43297) with Gas Powered Games (http://www.gaspowered.com/)' Chris Taylor, lead designer of the much anticipated Supreme Commander (http://www.supremecommander.com/).
Shack: Going back to that gameplay aspect, stuff like fully simulating projectiles obviously has big gameplay ramifications. For some people, the weight of that may not strike them immediately; could you maybe give some hands on examples of how that impacts the game and what could happen using that model?

Chris Taylor: When you have a simulation, you have a byproduct which is fraught with what we call emergent gameplay. If you use a determinant system, a system whereby if a tank turns its turret and fires on another tank the only time it will fire is if the enemy tank is within range and in sight and is guaranteed to hit, in that old non-simulated system, when you see the tank shoot you've already subtracted the shell damage from the health of the opposing unit. Effectively, everything that happens and will happen all in one chunk.

When you simulate, if the tank sees another tank, it leads the tank by a certain amount and fires the cannon, the shell may hit the enemy unit, or maybe it hits a tree, or maybe another unit is driven in front which wasn't anticipated and takes the round instead. Maybe that other unit is stronger, or weaker, or maybe it's wreckage from another battle. It creates this total product of excitement, an emergent feast for the eyes. It's different, it's better, it's more interesting, and everybody knows it in their gut when they see it. The interview is rather long and touches on a number of interesting points, including system requirements and numerous aspects of the design philosophy that looks to set SC apart when it comes out next year.

captainstrombosis
08-09-2006, 05:49 PM
Can't wait for this game. This chat just made me much more excited.

JediSanf
08-09-2006, 07:02 PM
The dual monitor bit left me drooling.

The Continental
08-09-2006, 07:09 PM
The dual monitor bit left me drooling.

Did ya see the E3 video of it in action? The tactical map is dead, long live the full screen, dual monitor tactical map!

kaddar
08-09-2006, 07:26 PM
I used to love total annihilation.

Thenetcase
08-09-2006, 08:24 PM
This game is TITS.

Wait.. did that sound too immature?

Sigh.

Syl
08-09-2006, 09:49 PM
Did ya see the E3 video of it in action? The tactical map is dead, long live the full screen, dual monitor tactical map!

My videocard cries out in pain, but my monitor setup moans in pleasure!

51|RandoM
08-10-2006, 01:46 AM
My precious, must have my precious.

my hands were made to grasp this game. me wants, me wants long time.

GigaFuzz
08-10-2006, 03:54 AM
This is the game I'll upgrade for.

Poewan
08-10-2006, 06:39 AM
Even I, who is not by a long shot a fan of RTS games ( I prefer these in the "total war" flavor ) am excited about that one. Sounds like the epitome of the genre so far.

Citizen Philip
08-10-2006, 09:02 AM
Very good article. I really enjoyed the segment regarding gathering military intelligence: when I use to play Starcraft gathering up tactical info with my Protoss Observer was an important part of my strategies, a game designer who mentions it's importance as a strategic element of gameplay has got my money.

1FSTCAT
08-10-2006, 01:10 PM
Very good article. I really enjoyed the segment regarding gathering military intelligence: when I use to play Starcraft gathering up tactical info with my Protoss Observer was an important part of my strategies, a game designer who mentions it's importance as a strategic element of gameplay has got my money.

It's nice to see Chris verbalize it's importance. Thinking back, many of the subjects he touched on, are what make Total Annihilation a great game, even today.

I remember my opponents building Big Berthas and while they would take forever to build, if they finished, and you didn't know where it was, it would absolutely ruin your life, very quickly. When he mentions intelligence and scale, that was also important. As in TA, if your opponent built a large attack force, you could usually fend it off, if you knew about it early enough to counter it.

And the fun we had with nukes vs. anti nukes! If you built enough nuke silos, you could overwhelm the anti-nuke defenses and some would slip through, surprising and completely pissing off your enemy!

Those were the days!

jwbxx
08-10-2006, 04:32 PM
I was sold at the giant mechanical spider with a huge death ray. Just listening to this interview, the dude who is working on this game really knows his shit. Compared to the rank and file EA rts designer....errr graphics are awesome, check out those shadows......BUY MY GAME!

Would someone be a model American and hook a brother up with some real time vids of the game in action?

This game looks like a comp killer, I guess it is time to upgrade my machine.

Magnanimous Gnome
08-10-2006, 04:56 PM
I loved Total Annihilation. The arms race in that game is just thrilling!!