[MyIS]Spawndemon
09-23-2007, 07:32 PM
FilePlanet (http://www.fileplanet.com/) has recently posted up a brand new interview with Kaos Studios (http://www.kaosstudios.com/) discussing all aspects of the game. Take a look:
Fargo: What did you learn from developing Desert Combat that you're applying to the new game?
Kaos - Frank DeLise: I would say first that we learned a lot from fellow gamers, so day one we started a forum and we constantly talk to players, gather feedback, what do they hate, love etc... This was very powerful in DC and we want to continue to work with the community.
In DC we really liked the pacing, not too fast, not too slow. Keep it exciting but not to the point where you spend most of your time in a spawn menu. We also learned while graphics are great, gameplay is king.
Fargo: With Frontlines, you not only have six character classes (like Close Combat or Heavy Assault), you also have four different roles for each player (like air support and drone technician), which can be combined in any way. Between this and the 60 different weapons and vehicles available, is it hard to balance the game? Is your past experience helping out any?
Kaos - Frank DeLise: We definitely learned a lot here from the DC days. We were always adjusting balance as people found exploits and we managed to keep it fun without nerfing everything which most games tend to do. This is why we are having such an early beta. We want to get feedback and truly have time to do something about it. Most betas seem to be right before a product ships which is typically too late. We are also using other THQ studios such as Relic to help balance the game as they have balance teams dedicated to this.
To read the rest of this new interview be sure to visit here (http://www.fileplanet.com/spotlight/2007/frontlines/).
Fargo: What did you learn from developing Desert Combat that you're applying to the new game?
Kaos - Frank DeLise: I would say first that we learned a lot from fellow gamers, so day one we started a forum and we constantly talk to players, gather feedback, what do they hate, love etc... This was very powerful in DC and we want to continue to work with the community.
In DC we really liked the pacing, not too fast, not too slow. Keep it exciting but not to the point where you spend most of your time in a spawn menu. We also learned while graphics are great, gameplay is king.
Fargo: With Frontlines, you not only have six character classes (like Close Combat or Heavy Assault), you also have four different roles for each player (like air support and drone technician), which can be combined in any way. Between this and the 60 different weapons and vehicles available, is it hard to balance the game? Is your past experience helping out any?
Kaos - Frank DeLise: We definitely learned a lot here from the DC days. We were always adjusting balance as people found exploits and we managed to keep it fun without nerfing everything which most games tend to do. This is why we are having such an early beta. We want to get feedback and truly have time to do something about it. Most betas seem to be right before a product ships which is typically too late. We are also using other THQ studios such as Relic to help balance the game as they have balance teams dedicated to this.
To read the rest of this new interview be sure to visit here (http://www.fileplanet.com/spotlight/2007/frontlines/).