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New interview with David Silverstein [LEC] Rogue


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Gamecloud present interview with David Silverstein, LucasArts producer:

 

During E3 last May we did a quick Q&A with Mike Legg of Petroglyph Games about their upcoming RTS game for LucasArts titled Star Wars: Empire at War. With a playable demo due out this week and the game itself due out in mid-February, Gamecloud decided to get a quick update on the game and got LucasArts producer David Silverstein to tell us more about Empire at War.

 

Gamecloud - First, Star Wars: Empire at War is getting close to completion as this interview is being conducted. Overall are you pleased with how the game is turning out?

 

David Silverstein - You bet! Overall, we’re extremely pleased with the way things turned out and we can’t wait to share the game with our fans.

 

Gamecloud - Developing a game that takes place both in space and on the surface of planets sounds like it is basically two games in one. In beta testing the game how hard was it to keep the balance right for two different modes of play?

 

David Silverstein - Actually, when you include the galactic mode it’s more like three games in one! Balancing a game like this is always a challenge. However, in EAW’s case, balancing for space and land was more like doing the same kind of work twice for different units. With the way the game works between all three modes of play, being able to balance land and space units separately is a lot easier than trying to balance land and space together as if they were all merged into one giant crossover balancing equation.

 

Gamecloud - How does the single player campaign follow the storyline establishing in the original film trilogy?

 

David Silverstein - Most of the storyline takes place in the few years prior to Episode IV. We generally tried to follow the flow of existing lore in this respect but we do leave quite a few things up to the player. When you get to the later stages of the campaigns, the story does follow the flow of the movie quite a bit again but we leave the final outcome up to the player.

 

Gamecloud - How do the persistent elements in the single player campaign affect the game's strategy?

 

David Silverstein - Generally, the persistency of the campaign and conquest game types means that you need to think about what units to build and where to put them. When you attack planets or get attacked at a planet, what units you have stationed there determines what units you can bring into that particular battle. This means that you have to think about expansion on more of a galactic scale rather than just looking at it from a map to map basis like most games.

 

 

 

Gamecloud - What are some of the more unique units in the game?

 

David Silverstein - The Rebel T4-B tanks are great. These guys can roll over troops, blast away at other vehicles and fire rickets… very powerful stuff. The TIE Maulers are pretty cool too. They can self destruct and take out other units around them. Marauders and Broadsides are fun and unique to EAW and can be used as space artillery units.

 

Gamecloud - What will the multiplayer elements be like?

 

David Silverstein - We have a variety of Galactic Conquest campaigns which are 1v1 matches that pit the players against each other in a battle for galactic domination. We also have skirmish mode which can be anywhere from 1v1 to 4v4 team based games where players can fight against each other and determine who’s top cat on a space or ground map.

 

Gamecloud - Will there be any mod tools or missions editors released after the game is released?

 

David Silverstein - Yes. Stay tuned to the EAW website for the latest updates and information.

 

Gamecloud - Are there plans for a demo of the game and if so what will be contained in the demo?

 

David Silverstein - Absolutely. Again, check the EAW website but we’re scheduled to release the demo for download this Wednesday, January 18th!

 

Gamecloud - Are there plans for any new content (maps, unit, etc) to be released after the game ships?

 

David Silverstein - There are some ideas in the works, but we don’t have anything official to announce at this time.

 

Gamecloud - Finally is there anything else you wish to say about Star Wars: Empire at War?

 

David Silverstein - EAW will be in stores on February 16th and we hope that you enjoy the game as much as we enjoying making it.

 

Source - EaW.org

 

http://www.gamecloud.com/img/orig/00/30/68/004.jpg

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:arrow: Hey looking at this picture I see that the size of the ships has been improved a bit !

 

:arrow: Houraaaahhhh !!!!

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Gamecloud - Will there be any mod tools or missions editors released after the game is released?

 

David Silverstein - Yes. Stay tuned to the EAW website for the latest updates and information.

 

Hopefully this answer indicates something has been resolved with LEC.

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Marauders and Broadsides are fun and unique to EAW and can be used as space artillery units

 

WTF?? Marauders turn up in nearly all of the OT era SW games ever made!!

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:arrow: GUYS LOOK AT THE SCALE !!!!!!!!! IT SEEMS MORE REALISTIC NOW ! Compare those two corvettes with the ISD.

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Gamecloud - How does the single player campaign follow the storyline establishing in the original film trilogy?

 

David Silverstein - Most of the storyline takes place in the few years prior to Episode IV. We generally tried to follow the flow of existing lore in this respect but we do leave quite a few things up to the player. When you get to the later stages of the campaigns, the story does follow the flow of the movie quite a bit again but we leave the final outcome up to the player.

 

*sigh* sounds slightly boring....... needs more player affecting the game, not set path.

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*Prays they've also fixed the Millenium Falcon's size*

 

And yes, the Corvette-ISD-scaling is perfect.

 

@Nevets: There is always the Scenarios-mode... Which will be great.

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you know religion has a lot to answer for.

 

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That looks very zoomed in. I wonder if when you zoom in the large ships don't zoom in the same rate (so when you are zoomed in the scale looks more realistic, but when zoomed out you can still see all of the ships)?
Zing!
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Gamecloud - How does the single player campaign follow the storyline establishing in the original film trilogy?

 

David Silverstein - Most of the storyline takes place in the few years prior to Episode IV. We generally tried to follow the flow of existing lore in this respect but we do leave quite a few things up to the player. When you get to the later stages of the campaigns, the story does follow the flow of the movie quite a bit again but we leave the final outcome up to the player.

 

*sigh* sounds slightly boring....... needs more player affecting the game, not set path.

 

You don't think that the single player Campaign should follow a story line?

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You don't think that the single player Campaign should follow a story line?

 

I think there should be some fixed points, but not for it to follow exactly the movie, that is way to restrictive.

 

 

@Nevets: There is always the Scenarios-mode... Which will be great

 

I hope so, it what I will be playing for.

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Well, the single player campaign should be pretty set, but it will be the most open single player campaign to date I would imagine.

 

The openness you are looking for is the Skirmish or 1vs1 Campaign mode. This is the strong point of this game and Star Wars or no Star Wars, it will be the biggest determining factor of its long term success, IMO.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

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:arrow: GUYS LOOK AT THE SCALE !!!!!!!!! IT SEEMS MORE REALISTIC NOW ! Compare those two corvettes with the ISD.

 

Not trying to be rude but, one of them is a collian gunship

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

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Guest JediIgor

That looks very zoomed in.  I wonder if when you zoom in the large ships don't zoom in the same rate (so when you are zoomed in the scale looks more realistic, but when zoomed out you can still see all of the ships)?

 

That would be most preferrable, and should be possible to be turned off in a mod :).

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