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Unofficial News for 1944 D-Day Operation Overlord, the game

Archive for the ‘Interviews’ Category

Community Interviews #9 & #10

Posted by 1944daily on May 8, 2007

Frantic Games have released two new interviews they conducted with community members xtc-alec and Poopsmith, you can read them both in the Press Release section of their forums Here.

At this point, how happy are you with the progress of the game?
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Well I could lie, and see we are the most dedicated, most hardworking team that ever graced this planet. (Hi Five’s all round to 1944 team, we are gods greatest game developers, we just have to sit here, and chat on MSN all day and the game just makes itself, Yeah we rule…. Woooo Hooo)
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But then again, everyone knows I am upfront and care less of public perspective and more about honesty. So as you can imagine with a game of this size and scale it’s alot of work. Like any team we have trouble finding dedicated team members that do what they say they will do. For those of you who can view the trial members section, just one quick look will see the exact issues we come across. (For those un-aware we have a trial member section where any person wishing to join the team must complete tasks. This was to weed out those people who really just liked the idea of making games. It’s been good so far and has helped the team focus on their tasks)
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We have introduced an incentive scheme, where the team member (s) that work the hardest, get paid a small incentive each month. This comes out of Chris Hunts pocket (while I contribute when possible). This has definately shown a boost and well deserving members have gotten the rewards. Bryan, Mike, Titus, Jona, Paul, Ivon and infact the entire core team put in a huge effort each month and develop well over 5 tasks per month. While it may not be stellar progress, it’s all accurate and it’s all done right.
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Obviously where the team falls short and infact where many teams fall short is on the Texturing Side, Animation Side and Programming Side. So we combat this by outsourcing alot of our texture work, I put my hand in my pocket, whip out that credit card and max it out 3 or 4 times a month. With Animation we have hired a Veteran Animator with over 10 years experience who is paid a full salary and starts in June. We have also looking to hire a lead programmer who will ensure that the game is worked on every day.
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Engine wise, well that’s another kettle of fish, we are looking at some big name engines and I won’t name drop because everyone will speculate as to what they are but we are working through ensuring that we eliminate our choices to those engines that most suite 1944.
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Personally I am happy with the progress, nearly everything is modelled, we just need to do the high polies, and of course the textures and animations. Yeah things are good, they could always be better but when you have 30+ guys working really hard in their spare time, it’s very had to fault it. Especially when larger developers with 70+ development staff are afraid to tackle something on the same scale as 1944.

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MadKilla Interview

Posted by 1944daily on April 27, 2007

Frantic Games released Community Interview #8 Thursday, conducted by forum member MadKilla.  You can read the full interview Here.

What sets 1944 D-Day apart from other World War II games?
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Most WW2 titles focus on a very particular scenario, while 1944 D-Day takes the Operation as a whole. Accuracy, Every unit, Every Nation all selectable, to the average player this will not mean much but to the hardcore gamer and re-enactors this opens up all the possibilities of being able to take part in all those elements that are left out of all other games. Logisitics the entire world is based on the management of logistics, keep the lines open and ensure that the logistics can be moved freely and readily around the map.
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Scale, the entire map of Normandy is accessible, and available to the player. Every unit on the map is selectable at any given time the player has access to around 250,000 units. During the course of the operation the player has access to over a whopping 13 million units. Over 200+ vehicles, over 100 weapons and over 35 different unique unit classes. The online system allows for 128 – 256 co-op play, with every other position being replaced by AI. Consider it a large scale Co-Op System.
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The game is AI driven, the player doesn’t factor into this, the world goes on around the player even if they do nothing. Nothing is scripted and the world is ever evolving. The player does not assume one role or a specific unit, instead the player selects a unit typically controlled by the AI and assumes the role and life of that unit for as long as they wish. Once they are bored or had enough they can jump to another unit.

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Our Interview with Frantic Games

Posted by 1944daily on June 5, 2006

Lead Developer Ronan Hayes was in the middle of packing for his move Down Under, but he was nice enough to answer a few questions about the 1944 Beta Testing, Modding, online gameplay, and Frantic Games’ other titles. The interview isn’t quite where I hoped it would be by now, but I didn’t get chance to ask Ronan some follow-up questions before he departed for Oz, and the anniversary of D-Day is upon us!

Will the beta testing be split into cycles, and will you have multiple servers to support testers ‘globally’?

Beta Testing is the starting phase of the 1944 accounts, before we roll out the accounts we want to know we have enough for people to play. That the game is good enough to warrant people spending money on it. While we are aware that the game is in very early stages we still want people to feel confident with their purchase. So Beta will help with that a lot. Once the Beta starts it will be a constant process until 1944 is complete. We have arranged for several servers.

Did you have many responses to the ‘Calling all :: Mod Teams’?

Around 20 people at the moment, will be announcing more specific details about it very soon. There will certainly be a lot of talk about our plans as I believe it to be a first.

When playing online, how will people be penalized for team-killing, and will you be able to vote kick people?

There is no voting, no kicking, there will be admins in the game and the AI will also be able to take charge. Since the AI monitors everything it will act like Big Brother and kick/ban people based on their actions. So it will be looking out for people who team kill, who cheat etc.

When will lower level Frantic Games accounts (ones that don’t require you to deliver a demo/game) be available for purchase?

All accounts will be available before September and that includes the full 1944 accounts. The beta will help get this in place.

Is there a lot of Pressure to deliver the full game in the fall and ship before Hell’s Highway & MOH Airborne?

To be honest the more I read about the other WW2 games coming to market the less concerned I was. I remember when the First BIA was pitched and I felt like just giving up on 1944. Thankfully I didn’t, as when I played BIA after about 4 hours of play I had pretty much covered all it had to offer. Shoot, Flank, Run, Flank, Shoot Run. Not saying they are bad games, I just feel that in this day and age it would be more beneficial for developers to be forthcoming about the problems they are facing as opposed to masking them with some well thought out marketing. That said COD, BIA and MOH still remain fun to play, I don’t see them as competitors rather as an introduction to 1944. (Hey if they can spin Marketing so can I)

Who was the E3 tech demo(s) developed for?

We had multiple developers in mind when making it but our main concern was Ageia.

Have you demo’d anything to publishers?

We don’t pursue publishers, I have knocked back 3 publishers, granted not AAA publishers, but still publishers. When we feel the time is right to talk with publishers we will talk. But we are not going to put the entire faith of the project on securing a large publisher. We do this because we can and because we like to.

Has the PR position been filled?

No the PR position hasn’t been filled, you applying??

Any more print articles on the horizon, and will the PC gamer article ever make it to the US?

Still trying to keep a relatively low profile until we have something solid, remember this is a scam at the end of the day. But on a serious note we are taking our time that PC Gamer came about because the Editor of PC Gamer really liked what we were doing. We didn’t push them for it, nor do we push for much press.

How are the other projects (Genoism, Last Days, Plank, Cops and Robbers Style game) progressing?

Genoism is always on the go, but my main focus is 1944. Last Days is coming along really nicely.

Posted in Interviews, Mods, Other Frantic News, The Game | Leave a Comment »

 
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