Train2Game news: GTA V Rockstar’s ‘largest and most ambitious game’ so far

Train2Game students saw the much anticipated Grand Theft Auto 5 trailer revealed yesterday (which can be seen here on the Train2Game blog) and Rockstar have dubbed it their most ambitious game ever.

“Developed by series creator Rockstar North, Grand Theft Auto V heads to the city of Los Santos and surrounding hills, countryside and beaches in the largest and most ambitious game Rockstar has yet created.” said the developer and publisher.

“Grand Theft Auto V is another radical reinvention of the Grand Theft Auto universe,” added Founder of Rockstar Games Sam Houser, “We are incredibly excited to share our new vision with our fans.”

Last month, the Train2Game blog reported that Rockstar’s Dan Houser believes Grand Theft Auto is only beginging to scratch the surface of open world game design.

Rockstar claim Grand Theft Auto V will see “A bold new direction in open-world freedom, storytelling, mission-based gameplay and online multiplayer,which “focuses on the pursuit of the almighty dollar in a re-imagined, present-day Southern California.”

The press release from Rockstar makes no mention of Grand Theft Auto V’s release date or what platforms the title will feature on.

Earlier this year, the Train2Game blog reported that the original Grand Theft Auto was “almost canned” before being saved by a bug. That’s something for Train2Game QA Testers to keep in mind, not all bugs are bad things!

What are your thoughts on the comments from Rockstar about Grand Theft Auto V? Can it live up to the hype? How will they change the game design?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Rockstar]

Train2Game & Epic Game Jam tips from Train2Game student Fee Stewart

Train2Game students are gearing up for the Train2Game & Epic Game Jam which begins tomorrow. Train2Game student Fee Stewart, who’s previously told the Train2Game blog about her experience with game jams, has posted some tips for those new to Game Jamming on the Train2Game forum. She’s kindly allowed the Train2Game blog to repost her advice in full. (You can find out more about Fee in her interview with the Train2Game blog)

1.Take with you wash stuff (no one likes BO!) a pillow if you can, a light weight fleece cover, one change of clothes or two and some money for food ( which is cheap at the uni)… Optional…some monster or Relentless or a drink of some sorts .. you seriously do not need any more then this! You have no access to showers unless you book a hotel that you really won’t have time to go to, so it is a bit of a waste of money.

2. When you find out what the theme is or what you are meant to produce spend a good few hours brainstorming with your team. Don’t rush into your 1st idea as it is quite often the 3rd or 4th idea that makes the most sense.

3. Allocate a team leader! This person is GOD! If they say go get some sleep GO! This is a team event and there are certain crucial points in the 48hours that you need to have your game at a certain stage of development if you hope to have at least 3 working levels (which is what you should be aiming for) by the end of the 48hrs. It is therefore imperative that people have some sleep in shifts and not leave it till 40 hours into the dev before you go regardless of how you feel at the time go get some sleep so you are there for when your team needs you! Do expect to only get 2 to 4hrs per 24hrs.

4. Set out what you are doing and stick to it as much as possible but do NOT be over ambitious if you have time to add extras at the end then do it but leave things like splash screens, credits, music even till AFTER you have 3 working levels. The MOST important thing is for your team to have a working game!

5. Have team breakfasts! This is important!!…. Take an hour out to ALL go get some food and a walk away from the labs for a while.

6. Allocate a good speaker in your team! This person should be responsible for talking to the judges and getting over as much information about your game in the short time you have… have team member two playing the game at the time so the speaker can explain and the judges can also see the game and offer for them to play it if they want to.

7. There should be a lead artist and programmer! This person makes sure everything is to style, allocates who does what in the art team/program team and talks to the other leads. Remember this is not an I AM event this is a team event there is no room for egos. You pick the best person for each role and you work as a team to produce some amazing stuff!

8. Have fun! Remember this is an incredible learning experience 48 hours does go VERY fast! Remember why you are there and try not to fall out with your team members.Sleep deprivation can do some weird things again why it is good to have a team leader who makes sure everyone gets some sleep at appropriate times.

9. Remember you will have been up probably over 50 hours with only a few hours sleep in that time. PLEASE do NOT drive home after the event.. book a cheap hotel or go home via public transport or something.

And finally GOOD LUCK! I am really going to miss you all this time!


For more information about the Train2Game & Epic Game Jam, see the official website.  And remember, the will appear at the Gadget Show Live 2012 as part of ‘Make Something Unreal Live’

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

 

 

Train2Game news: Grand Theft Auto V trailer

Train2Game blog readers, the first Grand Theft Auto V trailer has hit the internet and you can see it here on the Train2Game blog.

The much anticipated trailer reveals that Grand Theft Auto V goes back to San Andreas, and features improved graphics.

When the Train2Game blog reported that Grand Theft Auto V had been officially announced, Train2Game students flooded the Train2Game Facebook page and Train2Game forum with what they want to see in the game.

Last month, the Train2Game blog reported that Rockstar believe they’re only “scraping the surface” of game design when it comes to Grand Theft Auto.

So Train2Game, After watching the Grand Theft Auto V trailer, do you think you’ve got what you wanted? What are your initial impressions of Grand Theft Auto V?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game and Epic Games to Host ‘Make Something Unreal Live’ at Gadget Show Live

Train2Game and Epic Games have announced Make Something Unreal Live, an unprecedented event that’ll take place over six months and conclude at Gadget Show Live 2012.

The winner of Make Something Unreal Live will receive a commercial Unreal Engine 3 license for iOS.

Winners of the Train2Game and Epic Game Jam, happening November 4-6 at the University of Bedfordshire, will compete in the event next April. In both competitions, all games will be developed for iOS devices using Epic’s Unreal Development Kit (UDK), the free edition of Unreal Engine 3 which has been installed on more than 1 million unique machines.

Following this week’s game jam, development teams will benefit from a six-month incubation period in which a range of senior industry veterans will nurture projects by reviewing key milestones, providing guidance and shaping scope. During this time, talent will prepare for the final showdown at the Gadget Show Live, where more than 100,000 attendees will watch them bring to life Unreal Engine 3-powered creations in real time.

“We are looking forward to working with Epic Games and Train2Game to bring a completely new element into the Games Zone at GSL 2012,” said Gadget Show Live Event Director Matt Hodgins.

“A huge number of our visitors are into gaming, and will undoubtedly be excited to see how new games are developed and brought to life at the event.”

“Once they’re out there in the real world, our students will flourish based on their ability to create fantastic experiences under pressure,” said Train2Game Course Director, Tony Bickley,

“This is one of the best opportunities they’ve had so far to prove themselves and create something they can be proud of that will springboard their burgeoning careers in gaming.”

“In a mere five days, these developers will kickstart their careers in an intense competition that will ultimately result in one team walking away a professional studio, with a full source Unreal Engine 3 license for iOS in hand,” said Mike Gamble, European territory manager, Epic Games.

Epic Games is known for its legendary Make Something Unreal Contest game development competitions, which utilize the Unreal Engine 3 toolset and reward grand prize winners with a commercial license granting full access to Epic’s high-end game engine technology. The $1 Million Intel Make Something Unreal Contest concluded in 2010, with multiple teams going on to release commercial games based on projects made for the competition.  Developed by grand prize-winning team KTX Software and published by THQ, “ The Haunted: Hells Reach” was released for PC on October 24.

Tickets for The Gadget Show Live are now on sale at  www.gadgetshowlive.net. For more information about this weekend’s Train2Game and Epic Game Jam, see the official website.

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game news: CS:GO beta delayed, but here’s a reminder of the significance of beta testing

Train2Game students who picked up Counter-Strike: Global Offensive closed beta keys at the Eurogamer Expo will need to a bit longer to get involved because it’ll miss the planned October launch.

Valve’s Chet Faliszek  – who spoke to the Train2Game blog at Eurogamer last month –  says the delay comes after feedback from professional players.

“They gave us a lot of feedback on things we should get in the game before we release it, otherwise we’re going to be getting a lot of bug reports or a lot of feedback and it would just be redundant,” he explained

“There’s going to be things we’re going to release it with knowing we need to add more, we need to do more. But just knowing there’s some feel and some just operating the game issues that need to be resolved first. We want to get those done first.”

Faliszek said the beta will accommodate 10,000 players, it has no official end date and it’s the beta testers who’ll say when CS:GO is ready to be released.

“We have no mandate from anybody of when we have to ship this. So we’re more than happy to just keep working on this until it’s ready to ship.

“By the end of it, everyone will be playing the game. It will be the released game that you’re playing and then at some point we’ll say, ‘OK we’re going to officially release it.’

His comments on beta testing and a release date echo those he told the Train2Game blog at the Eurogamer Expo.

“It’s really important to us because we’re going to let that drive the release date,” said Faliszek when asked about the importance of beta testing to game development.

“Because we’re really looking to get the feedback from the community over the changes we’ve made. We’ve brought over some stuff that was good from Counter-Strike: Source and we’ve brought over some stuff that was good from 1.6, so it’s going to be interesting to see how the communities react.”

The Valve man also told the Train2Game blog that modding is a ‘really good way’ to get into the industry. Meanwhile, End of Nations Senior QA Tester Karl Tars told us that beta testing is potentially a good route into QA.

Train2Game students will be aware that beta tests are used by many developers to tweak their games, but as the Train2Game blog reported last month, Battlefield 3 developer DICE believe some gamers misunderstand the meaning of ‘beta test’

What are your thoughts on the CS:GO beta? Are you going to be involved? If so, what are you looking for?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: CVG]

Train2Game interview: Deus Ex: Human Revolution writer James Swallow – Part 1

Deus Ex Human Revolution Train2Game blog imageTrain2Game recently attended the Games Writers Panel at BAFTA’s headquarters in London. There, the Train2Game blog sat down with panellist Deus Ex: Human Revolution writer James Swallow. In an in-depth interview, Swallow discusses writing Deus Ex: Human Revolution, games writing in general, DLC, how to get into the games industry and much more.

Read part 1 below on the Train2Game blog, or on the Train2Game Scribd page, while Part 2 of our huge interview is here. Leave your comments here on the Train2Game blog, or on the Train2Game forum.

First of all, can you tell us what your role as a games writer on Deus Ex: Human Revolution involved?

Wow, that’s kind of a ‘how long is a piece of string’ question really! The job of games writer isn’t like saying ‘I’m a journalist’ or ‘I’m a novelist,’ games writer is a very broad church because there are so many different things you can do in it. You can be writing cutscene dialogue, you can be writing dialogue for the third tier characters you bump into in the street, you could be writing text for text boxes that’ll pop up on screen. There are a million little jobs that fall underneath the term of games writer and I think I did a little bit of all of that stuff on Deus Ex.

It’s kind of fun to be able to do that because it gives you a broad understanding of the entire game and a feeling like you’ve really invested narrative in every single element, from basically what’s written on the back of a gum wrapper you find in the street to the main cutscene where you’re confronting the villain of the piece.

How do you even begin to create the narrative for the in-depth world of Deus Ex: Human Revolution?

In a lot of ways it’s similar to the process of working on a television series because the game is made up of episodic sections in the different levels, hubs or mission sections you get. You break the story. We sit down in the beginning and we say ‘OK, what’s the story we want to tell? What is the motivation and the concept of it? Where’s the very highest level of what we want the story to bring to the player?’ And then it’s a question of back engineering it, constructing the skeleton of the storyline, the narrative beats of it, and then trying to find a structure that works with level design, with character design and hopefully the whole thing meshes together nicely and you get an interactive, dynamic , story experience.

 Deus Ex: Human Revolution Train2Game blog image

 

How difficult was it to link the Narrative of Human Revolution to the original Deus Ex game, released over 10 years ago

Well the original Deus Ex has such a strong narrative to it and so much back-story that it was an embarrassment of riches, we had tonnes and tonnes of back-story we could use. One of my earliest projects on the job was actually writing a timeline that went from 2027, when Human Revolution is set, to 2052 when the original Deus Ex was set.

As we did that we started back engineering elements of the story and saying here are plot threads we can bring back and we can connect them together and hopefully people who are fans of the original Deus Ex games will appreciate the little kisses of history we put in there. I love doing that kind of stuff, I think it’s great fun to bury these Easter Eggs in there and make the story mesh together.

Such as the one after the end credits that links the two games together?

I can neither confirm nor deny that!

With all the choice available to the player in Deus Ex: Human Revolution, how do you go about writing the narrative so it doesn’t become too overly muddled during the course of the game?

You do a lot of writing, lots and lots of stuff.  It is a difficult thing to do because when you start a game you have no idea how your player is going to play it. The thing with Deus Ex is we had the four main pillars of gameplay; you could play aggressively, you could play it stealthily, you could play it in an adaptive way, you could play it with a social approach. There are a lot of different ways you can go through the sections of the game, you could try and mix and match. When I played it personally I found that I’d bounce backwards and forwards between the pillars of gameplay depending on how my mood took me. You can play it as a nice guy if you want by helping people, getting cats out of trees, or you can be a scumbag kicking the dog and mugging the old lady, and all those options are open to you.

How do you construct a game where all of those possibilities are open to a player where they’ll feel real?  It’s hard to do because you have to write dialogue that reacts to the events and the style of gameplay. Do you write hundreds and hundreds of different versions of dialogue? That’s not possible with the technology that exists right now.  You have to try and write dialogue that’ll be generic enough but at the same time not too generic that it’s bland, to try and make it so it’ll fit multiple levels of encounter and multiple levels of narrative.

It’s not easy to do, it’s a big challenge because you think of where you are in a game, of the information you have to put across, you want to give pitch and moment and drama to a character… But you also want to be able to say ‘The princess is in another castle’ and you want to be able to deliver feeling and emotion and you have to do that in one line of dialogue. It’s not easy, but it’s an interesting challenge though.

What are the different challenges of writing for the Missing Link DLC instead of the full game?

Away from Deus Ex I’ve worked on some other DLC as well; I worked on Pigsy’s Perfect 10 which was an add-on for Enslaved: Odyssey to the West. Working on that what we realised was that generally with a game you have a discreet beginning, middle, end experience and to build on story DLC you have to find a place where you can connect it. With the Enslaved stuff, what we did is we took a character who was playing a supporting role in the original game and we spun out an entire storyline out for him. So it’s kind of a side story, almost a prequel because the DLC ends with the characters introduction into the storyline of the main game, so it connects that way.

With the Missing Link we created a very discreet, compact narrative for our hero Adam Jensen and when we were approached and asked to do DLC we had to work quite hard to find somewhere we could fit it.  And we realised that we had this point in the game where the character is off the grid and this is the perfect opportunity for us to put in almost a missing episode of the story.

It’s interesting with DLC because you want to produce a dynamic, interactive, interesting and ultimately rewarding experience for the player. But you have to do it in such a way that it doesn’t break the story that you’ve already created for the source material. I guess that’s the unique challenge of it, to find a way to make a story that parallels what you’ve got without overwriting it.

Part 2 of the Train2Game interview with games writer James Swallow is here.

For more information, go to www.train2game.com

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at www.bafta.org/newsletter, www.facebook.com/bafta or twitter.com/baftagames

Train2Game news: DICE detail how open beta changed Battlefield 3

Train2Game students were among the millions who took part in the Battlefield 3 open beta.  Developer DICE have has thanked everyone who took part, and has detailed some of the changes to Battlefield 3 as a result of the open beta.

“On behalf of the entire team at DICE, I wanted to say thanks to everyone who played and participated in our Battlefield 3 Open Beta. The information that we’ve gathered from your play time is invaluable. It will help to make Battlefield 3even better!” DICE’s Tommy Rydling wrote on the PlayStation Blog.

“But before I leave you, here is a short selection of just some of the hundreds of changes and additions we are making to the game before launch, as a direct result of your feedback in the Open Beta:

Improved Squad Functionality

There will be improved squad functionality in the retail game (including but not limited to): the ability to create squads prior to launching into a game, sticking with your squad when joining a game and continuing together through future games (if team balance on the server allows it), inviting friends to a squad, and changing squads once in game.

More Accessible Settings Menu

The ability to modify your settings via the deploy screen has been added into the retail game.

Improved Kill Cam

In the Open Beta, the Kill Cam would sometimes behave erratically. This has been fixed for the launch of the retail game.

Netcode Optimization

The netcode is one of the many things that we tested as part of the Open Beta and it was not necessarily reflective of the final retail game. The DICE team appreciates, and has heard, the feedback you’ve provided and is further optimizing online play.

Train2Game students will be aware that beta tests can be a hugely important part of game development, but as previously reported by the Train2Game blog, DICE believe players who complained about bugs didn’t understand the meaning of a beta test.

Train2Game students can get an in-depth look at the importance of beta testing as part of a huge Train2Game blog interview with Trion Worlds.

So Train2Game, what are your thoughts of DICE’s reaction to the Battlefield 3 beta? What are your thoughts about the changes? And are you looking forward to Battlefield 3?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: PlayStation Blog

Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 3

End of Nations is an upcoming MMORTS from Petroglyph Games and Trion Worlds. The game was on display at the Eurogamer Expo, and the Train2Game blog caught up with Trion Worlds Senior QA Tester Karl Tars to find out more about the game, QA Testing and how to get into the industry.

In the final part of an in-depth three part interview, Karl Tars tells the Train2Game blog what his role as Senior QA Tester involves, the importance of QA in game development, how he got into the games industry and he offers advice on finding work as a QA Tester.

Read it below here on the Train2Game blog, or on the Train2Game Scribd page.

Part 1 and Part 2 of our interview are both available to read here on the Train2Game blog.

So, tell us a bit about your role as Senior QA Tester.

My role is…Petroglyph gives us the build then we go in to find all the bugs. We’ll report them so they get fixed so that the game itself plays smoothly, no crashes, no textures going weir. But we also go in and look for gameplay fun bugs, like ‘This feels overpowered, this feels underpowered, it’s not really clear when I’d ever use this, special ability,’ things like that.

That’s what we do, we’re officially called Quality Assurance but the actual role is more quality assessment; we don’t assure quality, we don’t fix the bugs, we just assess what the game is and tell them ‘Hey, this is how the game is, is that what you really want?’ and let them make the decision as to whether they want to fix it or whether they want to change it or drop it. A lot of times they’ll say ‘You know what, we can’t make this work, you’re right it’s not going to work right’ so they’ll drop a feature and change it to something new entirely.

How important is the QA process to game development?

I’d say it’s a critical step. In previous times there was a period where it was kind of neglected, they wanted to know does the game crash, does the game function, but they didn’t really care about the actual quality in terms of fun gameplay values. Trion certainly doesn’t do that and other companies have caught on that ‘Hey, we can’t just keep pushing out these terrible games forever,’ and eventually the consumer catches on too and stops buying them.

So the QA process is really critical, and it frees up the developers. Instead of having to spend 3 hours figuring out how to cause this crash, we do that: we figure out exactly how to cause it and it gives them the time to keep working on the game, keep programming, keep adding new units. And then once they know how to break it, they can go in and fix it quickly and get their jobs done much more efficiently.

How did you get into your role in the games industry?

I took a rather long path for it; I actually have a Computer Science degree, I can programme but when I graduated it was a terrible time for programming and so I picked up a QA job at Vivendi Games in L.A. They’ve since been bought out by Activision, but basically it was a temporary position and I was good enough that they kept me on a lot longer than the average temp.

After it was bought out by Activision, I thought ‘I’m not too interested in working for them, they don’t treat their employees as well as I’d like,’ so I moved onto Trion Worlds who have been fantastic.  For the most part, anyone who has a good eye, likes playing games and can clearly, precisely say what they did and how to reproduce what they just caused, they can have a job in QA.

What advice would you give to anyone looking to work in QA?

The main thing to do if you want a job in QA is working on your skills at spotting things. A lot of us are game players, and that’s not necessarily what you’re going to be doing in testing. Testing isn’t just playing the game; a lot of it is very repetitive, where we’ll go through every single unit, make sure that every single ability works, make sure every single texture on a map looks correct.

So as you’re playing through a game and you spot a texture out of alignment? That’s something that QA would do. If you can cause the game to crash consistently in a certain way, that’s something QA have to do.

So spotting a bug is the first half of it, the second half of it, is having good English skills or whatever other languages your company works in.  Being able to clearly say ‘do this, do this, do this’ – the way I was told to practice that was imagine you have an alien, they understand the language in some respects, but they don’t necessarily know a lot of the noun, they wouldn’t know what a fork this, they wouldn’t know what a knife is.

Now try and tell them how to make a peanut butter and jelly sandwich when they don’t know what any of those things are. And you have to describe them being very descriptive and giving a good guide of exact steps and also including things like ‘it doesn’t work if you do this,’ so that when the developer gets it they can just immediately go click, click, click, straight through your steps and ‘Oh there’s the issue, I can see it now, and now that I can see it on my machine I can fix it really easily.”

Thanks for your time Karl.

End of Nations is scheduled for release next year.

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 2

End of Nations is an upcoming MMORTS from Petroglyph Games and Trion Worlds. The game was on display at the Eurogamer Expo, and the Train2Game blog caught up with Trion Worlds Senior QA Tester Karl Tars to find out more about the game, QA Testingand how to get into the industry.

In the second part of an in-depth three part interview, Karl Tars tells the Train2Game blog about the team behind End of Nations, the importance of beta testing during game development and how it can be useful for those with aspirations to work in the games industry. Read the interview below, or on the Train2Game Scribd page.

Part 1 is available to read here on the Train2Game blog.

Tell us about the team behind End of Nations

The way it works is Petroglyph Games are the developer, that’s a studio founded by a bunch of former developers from Westwood Studios, the guys who did Dune and Command & Conquer. So veterans’ of those games are designing and developing the game. Trion Worlds is publishing, we’re giving them the servers and a lot of the back end infrastructure that makes the game work. That’s the studio that’s behind it.

When is End of Nations scheduled for release, will there be a beta?

We have a beta coming up, so if you go to www.endofnations.com you can sign up for the beta right now. If you have an existing Rift account, that account will work for End of Nations as well. We’ll have more information in the next few months as we don’t have a confirmed time for that for the release, but it’s going to be a lot of fun and I’m looking forward to playing it on my own!

How important is the beta for the game development process?

Betas are really critical in terms of making sure the live servers can handle the real loads that players will put on our servers. We can test some of that in our labs but we certainly don’t have the manpower to try having 100,000 people connecting at once and with every single weird configuration of computer that’s out there. We don’t have the resources regularly do that.

Also, as clever as we are in QA, we’re not as good as every single player out there. We’re not going to be able to figure out all the interesting ways of using abilities that just break the game and make it un-fun for the other team. And so it’s also really important to have people go out there and try random things and finding ways of exploiting it so that we can tone those down or make them work within the system so it doesn’t feel unbalanced.

Is getting involved with beta testing a good way of getting a job in QA?

It can be. It used to be that was one of the primary ways of getting in in older days. However, more recently betas have become almost a marketing type of thing where the majority of people playing in a beta, they don’t really want to test, they just want to play the game early and see as they like it more like a demo than a testing environment.

However, if you can find a lot of good bugs and you can report them to the team in a good way, you can develop a fairly good rapport with some of the developers and that can get you in.  And if nothing else it gives you a chance to see these incomplete builds where it’s more likely to have bugs in it and so you can learn how to deal with that type of thing.

It’s definitely a way of getting in, but I wouldn’t say it’s a good way of doing it these days, but it’s definitely a good way to practice, get started and if you apply to the same company that you did a beta for, you can say ‘hey, I found this bug and these are the steps for it.’ That’s going to really impress the QA leads who are reviewing it and saying ‘This guy knows exactly how to write a bug report, he knows our game, he knows how to look for a bug and report it.’ That’s really what’s going to get you in.

Part 3 of our interview with Trion Worlds Senior QA Tester Karl Tars will be available soon. End of Nations is scheduled for release next year.

Leave your comments here on the Train2Game blog, or on the Train2Game forum. Part 3 of the Train2Game interview with End of Nations Senior QA Tester Karl Tars is here.

Train2Game interview with Trion Worlds Senior QA Tester Karl Tars – Part 1

End of Nations is an upcoming MMORTS from Petroglyph Games and Trion Worlds. The game was on display at the Eurogamer Expo, and the Train2Game blog caught up with Trion Worlds Senior QA Tester Karl Tars to find out more about the game, QA Testing and how to get into the industry.

In the first part of an in-depth three part interview, Karl Tars tells the Train2Game blog about End of Nations and the reasons behind key game design features. Read it below, here on the Train2Game blog, or on the Train2Game Scribd page.

So, what is End of Nations?

End of Nations is an MMORTS. The basic idea is we looked at Starcraft and said ‘8 players in the game? That’s not enough.’ What we’re showing off here is 16 players and we have a couple of maps that are going up to 50 players and we’re hoping that we can push it further than that and just have massive real time strategy combat.

The back story for the world is that there’s been an economic collapse, and so a group called The Order of Nations has come in and started to establish order.  They’ve gone through and destroyed some of the other nations that were still OK, then the people after they realise ‘Order’s restored, that’s great, but I’d like to be able to go outside and do my own thing’ – and that’s not being allowed, they’re very anti-freedom, very totalitarian – and so a couple splinter groups have shown up.

There’s a Liberation Front which are very pro-freedom, patriotic, and they’re going to be our brute force faction with big armour, big weapons and not a lot of subtly. The Shadow Revolution is the other faction, they are a lot more about stealth, tactics, hit and run strikes…they’re going to have a lot of little tricks where they can leave that’ll weaken the enemy and then they’ll strike. Or they’ll come out of stealth and they’ll have an invisibility cloak that allows them to hide, wait for the right time to strike and then launch their attack when they’re ready.

The basic idea is that these two groups are trying to take down The Order of Nations in their own ways and for their own reasons, and since they don’t see eye to eye you’ll also have a lot of times where they’re going to be fighting each other.

How does the gameplay work?

All the units you’re going to see today are from the Liberation Front because they’re the most balanced and the most ready to go and so the most fun to play with at the moment.  What we have here is am Infiltration loadout, its infantry, a couple of artillery units and flame tanks.

Your basic gameplay is your standard top down Real Time Strategy; you get to move your units forward. What you’re going to want to do, for example, here we have a resource point. You have resources on the corner [of the screen] and they trickle in very slowly at the start, and it’ll allow you to respawn your units if they get destroyed. But if you take a resource point they start coming in faster so the majority of each map is going around capturing strategic points that are needed.

There are also Landing Zones. If you capture a Landing Zone you can bring your units into the front line when they get destroyed. We have a Bombing Run and when this happens when it’s captured, the enemy area will start coming under attack.

So if I’ve captured this resource point and we’re trying to gain resources a little bit faster – every time it ticks we’ll get a little bit more than we did previously. That’s going to allow me for example put down a turret [to defend against enemy forces]

And so rather than doing the normal base building, instead we have these structures you can place temporarily. They’re good for small temporary bases but not a standard build up your infantry, build up your main defences and turtle on your side while you wait for the enemy.

From a game design perspective, what were the main reasons for including these mini-bases?

What they allow you to do is to make a temporary base; it’s a way of getting that little extra push to get in. So, for example, that’s going to take their attention off my units so they can come in and attack more freely. Or if they’ve captured my units in it’s going to help me fire off at them. It’s possible to get a depot that’ll allow your units to have more armour so they can take more damage.

There’s a repair depot so your units can get repaired in a forward location. But there are specific structures, and a lot of easy ways to take out other structures so they’re not going to last forever…you can have up to six of them, but the idea is you have to think about where you want to put them. I remember when I used to play Starcraft, you used to do a Proton turret tree where I’d keep adding turrets in front of my other turrets and I wouldn’t even attack with units, just push turrets more.

You can’t really do that here, you’ve got to think ‘I want this point’ right now so you set up your turrets offensively to take that point, capture it and then move on and then you remove your last set of turrets to assault the next sector.

So the game design makes the gameplay a bit more challenging and more interesting to play?

Yeah, it’s less defensive and less turtling; it’s more about constant movement and you’ll want to be always looking at your next objective or looking at the next point to defend, but you never have a time where you just sit, turtle up and wait for the enemy to attack you. You’re always going to want to keep moving, because there’s also, like I said the Liberation Front has got a nuke, they will launch it at you and they’ll wipe out all your little turrets and you’re not going to have anything left.

Or the Shadow Revolution, they can deploy a system virus which will degrade all of your units over time but if you’re not ready for it, it’ll wipe out your units pretty quickly.

End of Nations is scheduled for release next year. Click here for Part 2 of our huge interview with Trion Worlds.

Leave your comments here on the Train2Game blog, or on the Train2Game forum. Part 2 of the Train2Game interview with End of Nations Senior QA Tester Karl Tars is here.