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Of the different roles you've had in game development, which do you prefer?
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I love games so I'd have to say that being a game designer has been and continues to be my favorite role. I've been playing strategy games since I was a kid, making up rules and trying them out on unsuspecting friends. I started with board games and then went to computer games. Now I am President of a computer game company, but designing is still the best part of my job!
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You worked on Age of Empires and clearly Empire Earth hints at that
game in at least a superficial way. What was the greatest challenge in
designing Empire Earth so that it would be better than AoE without simply
being a clone of it?
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It is true that Empire Earth could not have been made without the experience
I gained working on Age of Empires. AoE is a great game that accomplished
most of the design goals I and Ensemble established. I feel really humbled
by its success.
The challenge in designing Empire Earth was its scope. I wanted to make an
RTS game that covered all of human history. That's a pretty big goal, but I
believe I and Stainless Steel Studios met the challenge. Empire Earth has a
lot of depth but is easy to learn and fun to play.
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There are design details that are now standard across all RTS games
(resource gathering, basic unit types, etc.). The resource-types for
example in Empire Earth are the same as in AoE, both games being
historically based. Did you feel an urge to come up with new resources just
to be different or were you content with what was tried and true?
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Real-time strategy players understand resource gathering, whether it's food
or Tiberium or Vespene Gas. We wanted to stick with tried and true design
elements to minimize the learning curve for Empire Earth while improving and
expanding upon areas where we could do so.
We had numerous design meetings early on about what resources we wanted to
include. They had to be familiar and historically relevant. In the end, we
decided we wanted five resources: food, wood, stone, gold, and iron. Five
resources gave us the flexibility we needed to achieve our main design
goals, such as game and unit balance, giving players strategic and tactical
choices, and so forth. To a degree, Citizens are even a sixth resource as
they are needed to create new Town Centers and Capitol buildings.
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What do you feel are the strongest features of Empire Earth?
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Certainly they are the scope and depth. The game covers 500,000 years of
human history, from the discovery of fire to the future. There are 14
historical Epochs, each of which is practically a game in itself, and 4 big
single-player campaigns that follow the rise to power of a well-known
civilization. More than 200 air, land, and sea units were created for the
multiplayer game with an additional 100-or-so available in the campaigns.
Add to that custom civilizations, special units and buildings, and perhaps
the best scenario editor ever created for an RTS game and Empire Earth has
amazing staying power.
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Are there things that you wanted to do with Empire Earth or features
you had designed that were left out for this version?
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In any design process, there are ideas that never make it into the game.
That's just the way game development is. But developers never throw those
ideas away. They remain for consideration on new projects.
To give a real example, we had originally wanted to have a Day/Night Cycle
in Random Map games (single and multiplayer). But when we play tested it
and got feedback we found it just wasn't that much fun. Units were harder
to see at night and the constant light-to-dark-to-light transitions got in
the way of just playing the game. As a result, Day/Night is found only in
Empire Earth's Campaigns, where it adds to the mood of certain scenarios.
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Let's talk a little about some specific aspects of the game. One
thing that strikes me as very different is the ability to grow your
civilization over the course of the game. Can you talk about the Civ Points
concept and what brought it about?
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Empire Earth comes with 21 historical Civilizations that are ready for
battle, but players can also create their own Civilizations to suit their
strategies. The "Civilization Builder" allows players to build custom civs
from scratch by spending "Civ Points" on different bonuses. There are
around 100 different bonuses, so there are literally thousands of possible
combinations. Players can hone their civilizations over the course of many
games until they come up with some that work best for them.
Additionally, players can "evolve" the Civilizations in the single-player
campaigns. You can take on the leadership of Ancient Greece, Medieval
England, early 20th Century Germany, or near-future Russia. During the
campaigns, players are occasionally awarded Civ Points for completing
objectives, which they can then spend to improve their civilization.
Bonuses carry over to the next scenario of the campaign.
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All Civilization bonuses are available early in the game. So that a
civilization in the prehistoric epoch could spend their Civ Points for
bonuses that wouldn't take effect until the Nano Age, if the player desired?
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That is true. Players can create a custom civilization before a game and
save it for use in the game, or create one "on-the-fly" during the first 5
minutes of a Random Map game. Buying bonuses that won't take effect until
later in a game is a strategic option that players have available to them.
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Likewise, unit types can be modified as in other games, but in EE you
are limited to a certain number of "steps" for each type. This requires the
player to strategically improve their forces rather than just spend
resources to get every bonus allowed. What was your goal in implementing
the "steps" feature?
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You pretty much hit it on the head. You can improve units' attributes, such
as hit points, armor, attack strength, etc., and make them better in battle.
When you improve an attribute such as speed for one unit, say a Musketeer,
the speed of all Musketeers increases. But as you point out you are only
allowed to make so many improvements, so players must decide which
improvements best complement their strategy. In this way, players can
customize their troops to suit their needs.
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Can you explain the benefit of Heroes in Empire Earth?
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There are two kinds of Heroes in Empires Earth: Warriors and Strategists.
Warriors are good fighters and provide morale to surrounding troops,
allowing them to fare better in combat. Strategists increase the stamina
and vitality of nearby troops. Strategists can also produce a Battle Cry
that demoralizes enemies.
There are 24 Heroes in Empire Earth, 2 for every Epoch starting in the
Copper Age. You can command Julius Caesar, William the Conqueror, Napoleon,
and other legendary figures. There are also Heroes you'll find only in the
Campaigns.
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At first glance, Empire Earth looks like it simply has really well done
graphics but then you realize that hey, these are 3D models with 3D terrain!
What was behind the decision to go to a 3D engine?
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The truth is that Empire Earth was designed first and foremost to be a fun
game, regardless of whether it had been 2D or 3D. Going 3D, however,
allowed us to implement a number of cool features, such as: realistic 3D
physics, smooth topography, obstacles that block projectiles, special
lighting and other effects. You can also zoom in the 3D camera to an
eye-level view of a battle or zoom out to look at a whole battlefield. In
the campaigns, the 3D camera is used to great effect during the in-game cut
scenes - and you can control the camera to create your own movies using the
scenario editor.
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As a designer, do you find it difficult trusting other hands to create
your vision? Do you feel you have a good grasp of what can and cannot be
done with the current level of technology - meaning you don't put
unreasonable demands on the development team?
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Game designers come up with many of the concepts, rules, and details of a
game's design, but it is the development team that implements it all and
makes it all work. The team also contributes their own great ideas. It's
therefore the team's effort that brings a game like Empire Earth to life. I
can't praise the team here at Stainless Steel Studios enough. It's amazing
how many of my "unreasonable demands" they actually met!
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Empire Earth is chock full of little features that set it apart from
other RTS games. Some of them hit you right off and many are subtle. We've
already covered many of the strongest features of the game, but what
features do you feel add the most to the overall game atmosphere you
envisioned?
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There are many, but here are a few examples:
The environment is amazing. Trees and crops sway in the breeze, birds
chirp, animals produce offspring, and there are 3 terrain sets for Random
Maps: temperate, arctic, and desert.
Special effects like smoke, lights, the great Calamities (which are invoked
by the Prophet unit), and futuristic Cyber weapons really add a lot to the
feel of the game. Heck, you can even see the breath of horses on arctic
maps.
The sound effects. Listen to a musket, an artillery bombardment, or a nuke
go off and you'll know what I mean. You can even hear the bustle of your
cities.
We employed expert RTS gamers to help play balance Empire Earth and their
efforts really paid off. The game is very well balanced so no one strategy
is likely to dominate all others. This makes each game and even each battle
different.
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What other games are you playing currently or have played recently?
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That's the great part about being in the gaming industry. You get access to
all sorts of cool games. Recently I survived the "Iron Fortress" level of
Half-Life 2 and every Tuesday night is our weekly WarCraft III LAN party.
Just kidding!
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Do you prefer PC or Console platforms (personally)?
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That's like asking "what's better: apples or oranges?" It really
depends on the game. I wouldn't play a strategy game without a mouse and
keyboard nor would I play a fighting game WITH a mouse and keyboard. It's
all about the game.
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What's next for Rick Goodman and/or Stainless Steel Studios?
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Keep making great games!
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Thanks again for taking the time to answer our questions. Hope you and
yours have a safe and wonderful holiday season!
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You're very welcome - thanks for your interest in Empire Earth! Happy
holidays!
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