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.
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.