Het eerste deel van de interview kon je hier
al wat over vinden. Deel 2 is nu ook gearriveerd. Ze gaan met name in op het waypoints system, hierover kan Ron Pardo alleen nog niet veel zeggen, aangezien ze nu nog bezig zijn met de grote lijnen van het spel en de details nog uitgewerkt gaan worden.DR: Seems like since Star Craft has come out, there have been a lot of additions to the genre that you might incorporate.
RP: One of the things that I think has always made our games successful is simplicity of interface. So I think sometimes games go too far with adding all the bells and whistles, and it gets to the point that it just complicates the interface instead of making the game fun to play. So it's one of those things where we could make a laundry list of all the things that would be great for the hardcore gamer to have. But at some point, we will have to decide which ones of those make sense to go in and which are worth it to add more user interface to the game.
For example, I always get asked how much camera control will be part of the game. Are you going to be able to look around, change your view, pitch your angle and other controls? The problem with that is while hardcore gamers love that, such as with games like Homeworld, we like to appeal to the broad market, and so far the broader market usually isn't real 3D-camera savvy. So that is a trade off we'll make towards keeping more of a fixed camera; we might give the player limited camera control, but we aren't going to design a game around you needing to play the game by learning how to move the camera in all different directions.