The
Command & Conquer Forums have a Q&A session with Jeremy Feasel about
Command & Conquer 4, with the designer answering hot questions raised on
the forums about the
just announced real-time strategy sequel.
Also, a name the game contest is soon getting underway on
the Command & Conquer 4 Facebook Page, where they've already figured out the
easy part of the game's title (the part with the number) but are still working
on the hard part (the part after the colon). Finally,
Command and Conquer DEN (thanks
Ant) has a follow-up statement from
community manager APOC, who confirms that as things currently stand, players
will have to be online to play the game:
A few things to add to Jeremy's
replies and some of your further concerns.
- C&C 4 has been in development for well over a year already, so, please put to
rest any fears this is a 1-year project. Most games don't announce until they
are around 1 year or less from release and either way, our development team will
not put a rushed game out on the shelf. They've been working quietly on this
project for a while now. We have had multiple RTS teams in the building so while
Red Alert 3 was being worked on, a lot of early go-ahead-forward work on C&C 4
was progressing.
- As of right now, you need to be online all the time to play C&C 4. This is
primarily due to our "player progression" feature so everything can be tracked.
C&C 4 is not an MMO in the sense of World of Warcraft, but conceptually it has
similar principles for being online all the time. While some may be taken aback
by this, we've been testing this feature internally with all of our world-wide
markets. We wanted to make sure it wouldn't take away any significant market or
territory from playing the game. We have not found or seen any results that have
made us think otherwise. You won't need a fast connection, in fact, you could be
on age-old dial-up, and have the same single player experience as everyone else.
Online all the time won't cause lag for single-player. We've also heavily worked
on the online infrastructure such that people with slower connections will not
lag other players with faster connections in Multiplayer.
What we are doing for multiplayer for the game and with our infrastructure for
this game is unlike any we've produced before and I think you will finally see
the culmination of a lot of key leanings from past projects in C&C 4, in this
respect.
We can elaborate more on gameplay details after all the magazines hit, plenty of
details for you to check in those! Gamestar will have a very extensive story.