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World in Conflict interview with Magnus Jansén, lead designer - News


By Emanuel Avram
Published: September 4, 2007
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We've had the pleasure to interview Magnus Jansén (aka Soundboy), lead designer of World in Conflict.

1. Hello and thanks for answering a few questions for our readers. First of all can you introduce yourself and tell us what do you do in the World of Conflict team?

Hello. My name is Magnus Jansén, nickname Soundboy, and I am the lead game designer of World in Conflict.

2. World in Conflict is different from any other RTS currently on the market. Can you tell us a bit about your innovative ideas and why do you believe they will appeal to players?

Well, we have chosen to take a very different route compared to most other RTS games. For example, we have no base building and no resource management. We also have a role-based multiplayer game that is highly focused on teamwork. This, together with lots of other interesting features like totally destructible environments and an extensive tactical support weapon system results in fast paced, intense matches that really keep the players on their toes!

3. Describe the multiplayer modes and the types of maps the gamers will be able to enjoy online.

We have three game modes in the retail version of the game. Domination, Assault and Tug of War. Domination basically revolves around holding more Command Points than your enemy. By doing so, you start to dominate the map and given enough time your side will win. Assault is a game mode where one side attacks and the other defends. The attackers have to take the Command Points in series, starting with the first and eventually capturing the last in the string. Then the sides are turned and those that attacked become defenders as the same process is repeated. Whoever takes the most points or does it the fastest wins. The last mode is called Tug of War. In Tug of War you have a front line made up of several Command Points that you fight over. Once one side has taken control of the line (and all its Command Points) the front is moved one step closer to the enemy. The match is over if one side captures all the lines or if the time runs out.

Our maps are located in Continental United States, mainland Europe and in Russia. So the player gets to fight in lots of different locations, terrain types and environments.

4. Tell us a bit more about the single-player campaign. What will be the main story arc and how historically real will that be?

There is indeed a very detailed story, revolving around the player who takes on the role of Lt. Parker, and the unit he fights with. Under the command of Colonel Sawyer and together with Captains Webb and Bannon, the player is taken through the war in Europe, Russia and the United States. The story itself is not just focused on how the war plays out, but also on these men and how the war affects them. The scenario is as historically accurate as any "What if" scenario can be. Experts like Larry Bond have helped us create a background and setting that would be plausible, given the state of the world back in the late 1980's.

5. Why only two factions? Why so few differences between the two sides (unit types)? Any plans for future expansions that will include more factions and more diverse units?

Actually, we have three factions. The United States, USSR and NATO. The factions are similar because any player should feel comfortable playing any side in a match. If factions are to different, you might not be comfortable playing one over the other. This way, it doesn't matter which side you end up on when joining a server, you can use your favorite tactics and methods regardless.

6. Do players from a team stand a chance if they all pick the same roles (ie: all Artilery)? Do they have to vary roles?

Actually, its impossible for a team to go all Artillery or all Armor for example. There is a system preventing this. Depending on the match and the players, the role composition will be different of course. Some times it might make sense to have many Armor players, will it might be better to focus on Infantry or Air at a different time. The team that's most likely to lose regardless of how they combine forces is the team that isn't communicating or working together.

7. Infantry seemed particularly weak comparing to the other roles. Also because the ground units can bring points by occupying strategic locations, aren't the Air players slightly disadvantaged? How do you manage to tweak unit balance? Also the Russian voices in the Beta didn't convince me at all I'm fighting for Mother Russia. Anything changed about that in the final version?

Infantry is the hardest role to play for sure. The soldiers are extremely weak in the open (vulnerable to being run over by vehicles or wiped out by artillery). But when played correctly - this means constant attention and always keeping them inside houses or forests - they are incredibly versatile and effective.

8. World in Conflict multiplayer allows the creation of Clans. Are you planning any online competitions or some other type of rewards for the top clans and/or players?

We are quite sure there will be many leagues and competitions to participate in. We are putting a lot of effort into making an e-sport friendly game and in the end this will benefit everyone who plays.

9. What were the sources of inspiration for this game? It looks like a fast-paced Counter-Strike game but with a RTS twist. I've also read something about the 1984 Red Dawn film and Medal of Honor...

Well, I think we have drawn inspiration from many sources. Red Dawn is definitely one source when it comes to the setting and atmosphere. Game play influences include Counter Strike and the Battlefield series for example. These games both have components that are among the best of their kind. If you look at Counter Strike for example, there is a pace and tempo that keeps the player going all through the match, keeps him on his toes. And if you look at Battlefield, they have really pushed the envelope on team work and roles.

10. Thank you for your time. Anything you would like to add or transmit to our readers?

The single player campaign has an unusually well crafted character-driven story that must not be missed. We get to see how war challenges even the strongest man as well as how it brings out the hero in the weakest.

 

 

 

 



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