Battlefield 2 Creating
the High-Tech Audio of Battlefield 2 on SoundBlaster.com discusses the
audio in the military shooter sequel with Jonas Kjellström and Henrik
Andersson of DICE: "Thank you! We set out to make sound effects for
Battlefield 2 that would sound like the best "Hollywood" movie. We mixed
real-world recordings that we recorded ourselves with some of the best sound
effect libraries and ended up with what we think is the best sounding fps
game ever. When you fire a weapon or when you reload it, it should feel like
the real thing, or when a 30 ton (8,000 pounds) F-15 flies over your head it
should sound like the real deal."
the Sounds of World of Warcraft on SoundBlaster.com is a Q&A with Shane
Dabiri of Blizzard about the audio in World of Warcraft. Also,
No calm in
the Blizzard on Eurogamer talks with Paul Sams of Blizzard about
Starcraft Ghost and Word of Warcraft: "I think we've done a relatively good
job. We want to do better than we have; we have plans and aspirations and
goals to be much better than we already are. I think that we've done a
pretty decent job, but I would also say that Blizzard has the desire to be
the best in class in the service that we provide and the overall experience.
I think we've created a great game, one that personally I like playing
better than the other MMORPGs out there, but from a service perspective we
have more work to do and I think that we'll get there. It's a commitment
from our management that we intend on providing best of class service as
well. It's just something that's taking a bit more time than we anticipated
because... Well, trying to service that many people is hard!"
Juice on Juiced on Eurogamer is a Q&A with Don Whiteford of Juice Games
about Juiced, their racing game: "Juiced has its physics firmly in the
simulation camp, and it's more of a pure racing game than either of the
other two. It also features an innovative career mode that lets the player
decide the tactics and strategy for playing the game, crew racing, full
damage on licensed cars, pink slip racing on and offline, betting and more
advanced driver AI. I could go on but at the end of the day the acid test is
in the playing and the best word I have used to describe it is 'addictive'.
Juiced is not a product you can get through on a weekend rental!"
Hero's Journey RPG
Vault's Hero's Journey Q&A, Part 2 chats up David Whatley and Melissa
Meyer of Simutronics about their upcoming MMORPG: "We will, of course,
provide all the basics you would expect in an online game, and much more.
Community building is more than just offering a forum, or providing guild
mechanics. Gameplay and game mechanics must encourage and support the
ability to build and maintain relationships. Game design should be a web of
inter-dependencies and interactions with other players - without placing a
stranglehold on the game that prevents or discourages solo play, of course.
Players need to feel encouraged to build networks without feeling
inconvenienced, and they need to have the tools and the power to feel like
they have an impact on the development and advancement of the communities
they are building. Community building is at the forefront of our
considerations when designing any aspect of Hero's Journey, because that's
what MMORPGs are really supposed to be about."
Seed Q&A discusses Runestone's upcoming MMORPG with Morten Juul: "The
AI-system is superb in two ways. First, it gives the NPC's personality.
Every NPC has goals, motivations, moods, duties, friends etc. and will be
influences by what she is told and what she experiences. A NPC does not
stand around waiting for players to talk to her, but moves about doing stuff
and talking to players or other NPC's according to her personality.
Secondly, the AI allows for a limited free form dialogue between players and
NPC's. It requires sentences to be constructed in a certain way but you are
not limited to certain subjects. And again a NPC will react to your sayings
according to its personality."
Panzer Campaigns France '40 The
Panzer Campaigns France '40 Q&A on Strategy Informer talks with HPS
Simulations about their World War II wargame: "I think we have a very
accurate map of the Battlefield. We create our game maps by scanning in a
period Topographic map of an appropriate scale and then load this huge image
file into a proprietary mapping tool and then we superimpose a hexagon grid
with one hex to 1 km scale. Then we paint in the details one hex at a time
making four passes over the entire map. Once for Water, then topography
(contoured ground elevation), then culture, including roads, towns woods
swamps, and finally Labels."