Interview ArmA Games.lt
Interview Overview
Name of Mag/Web: Games.lt
Format/Type of Press Lithuanian language gaming website.
Date of Request: June 2006
Interviewee: Paul R. Statham, PR/Community Manager at BIStudio.
Journalist Contact: Vytautas Budreika)

Interview Questions
Question 1:
Your
first game Operation Flashpoint was really fantastic. In overview,
Armed Assault has a lot of similarities with your first game. Can I
suppose to call Armed Assault a new game in Operation Flashpoint
franchise or it is an absolutely new project, not related to anyone?
Paul:
It's quite usual to read information about Armed Assault and to see it
called "the sequel" or things like that, basically we simply see it as
our next PC game, obviously it will have similarities with Operation
Flashpoint but one could say that's down to game style and design ideas
as much as anything else.
Question 2:
What
we will have to do in Armed Assault? What is our main objective? Or it
is similar to Battlefield, where we have to participate in large online
battles?
Paul:
In Armed Assault the gamer has to do what they choose to do to best
enjoy the game for themselves, what I mean by that somewhat oblique
statement is that Armed Assault is very much a complete package of a
game, single player, multiplayer, mission editing, mod making, it's all
in there, all done well and all fully fleshed out.
You have a well written, deeply satisfying campaign as well as some
quick, jump into action type missions for those who prefer single
player gaming. You have the deep netcode and strong infrastructure for
large numbers of players as well as a huge variety of multiplayer modes
for the online freaks to get their fill, and for those who want to make
and paint and build and create there are a multitude of editing tools
and editing possibilities available. It won't be uncommon to find
someone who has focussed solely on one specific area of the game yet
hasn't stopped playing it since they bought it. That is the legacy of
our games, we don't make disposable entertainment, Bohemia
Interactive's games are for life, not just for Christmas ;)
Question 3:
Usually
playing FPS games means heading towards enemy and shooting everything.
How about Armed Assault? How many space for thinking and arranging
tactics do we have there?
Paul:
In Armed Assault you have as long as it will take the opposing forces
to figure out the best tactics for taking you down, obviously if you
run straight towards the enemy their tactic would be to shoot you in
the face a couple of times then laugh with glee at your stupidity. On
the other hand if you fight a smart fight, utilise the terrain, use
superior tactics, then the smile will be on your face instead.
Question 4:
The main mission of the game is to capture a player at single player missions or online playing?
Paul:
If a gamer prefers single player then the strength and depth of the
single player will capture them, if they prefer online gaming then
undoubtedly there's plenty of multiplayer contained in the game to keep
them from having a social life.
Question 5:
Will the dynamic daytime and weather simulation have any influence to gameplay?
Paul:
Of course the most obvious way that dynamic daytime and weather
simulation will influence gameplay is by affecting how far you can see,
on a foggy or rainy day visibility will be reduced, and you have to be
more careful so as to not stumble into the enemy's lair. But of course
weather will also affect the gameplay in different ways that may not be
so obvious, changing winds may cause the distant trees or bushes to
move about in a strange way, is it an enemy in the bush or just the
wind? Do you shoot and risk exposing yourself or not shoot and risk a
bullet with your name on it?
New graphical shader effects such as HDR lighting also have an
influence on gameplay due to weather for example how on a sunny day if
the sun is in your face it will damage your vision and make you less
able to see objects around you.
Question 6:
What
can you say about enemy AI? Will they be able to arrange a coordinated
attack against you? How about hiding from bullets and waiting in an
ambush?
Paul:
Without doubt AI is one of the most neglected areas in modern games,
many developers/publishers seem completely obsessed with using the
latest "next gen" graphical effects without making any effort to make
their gameplay (and of course AI) "next gen". That's a mistake we're
working hard not to make.
We're working on an FSM based modular AI system which will allow for AI
with both great depth and great flexibility, what this means is that we
can have AI who use the terrain and world to their advantage just like
a player does (or should if they want to live), an AI that can take
cover when their ammunition is running low to reload to not be caught
in the open when empty, AI that will seek the cover of trees or
buildings when moving from one area to another, AI that if it gets out
of a vehicle is aware enough to use that vehicle as cover until moving
on to the next piece of cover. Another area of AI we're working on at
the moment is a system of leapfrogging/bounding overwatch which is a
specialised military technique for combining tactical movement with
suppressive fire with the aim of moving progressively forward whilst
reducing the potential threat of enemy fire.
Without doubt we have more than enough ideas to make the AI in Armed
Assault one of the finest and most challenging artificial intelligences
in a game to date.
Question 7:
How
much differences will have fighting in cities and in countryside? And
how much gameplay will be impacted by the environment?
Paul:
There are certainly a number of significant differences between
fighting in the countryside and fighting in the midst of cities, not
least you have to be wearing the right clothes! It's not much use to be
wearing a woodland camouflage uniform and to then be fighting in
amongst beige coloured buildings, in such a situation you're better off
looking at alternative tactics.
Most soldiers will tell you that street fighting or urban combat is a
nasty, scary, messy business, it takes a lot of concentration and fast
reflexes to know where you are in relation to your squad members and
also where the enemy is, every movement should be considered, every
decision has to be swift and decisive, in Armed Assault we've worked on
creating large and believable cities that will create a great sense of
anxiety and tension as you move about them in search of the enemy.
Question 8:
You
wrote that Armed Assault's campaign is inspired by real world events.
What countries and events does it involve? Really What side we will
play on in SP and MP games? What about selecting sides?
Paul:
The fictional countries and events in Armed Assault can be compared to
any real world countries that feature a communist nation to the North
and a democratic nation to the South.
In the main campaign of Armed Assault you will play as an American
soldier who is stationed on Southern Sahrani as part of a training
exercise with members of the Southern Sahrani military. In multiplayer
of course it will be possible to play from different sides as the
mission allows and as the player prefers.
Question 9:
When are you planning to release the game?
Paul:
We're planning to release the game at Q3 2006 as listed in the latest
press release to celebrate Operation Flashpoint's 5 year anniversary:
http://www.bistudio.com/presspages/Operation_Flashpoint_Five_Year_Anniversary.html
Check out new screenshots in our image gallery. Original Interview available at Games.lt
|