Chris Taylor talks about Supreme Commander development

Supreme CommanderGas Powered Games, makers of highly-popular Dungeon Siege series of games, are definitely banking on Supreme Commander to lead them to RTS superiority. Since Supreme Commander is set to come out in February 2007, strategy gamers everywhere still have time to save up some extra cash for the game and wonder about what the game has to offer.

We decided to make it a bit easier for you. We’ve taken “Computer and Videogames'” interview with Chris Taylor, the man who helmed Total Annihilation and is heading the creation of Supreme Commander, and gotten some of the best parts of it to give you a good idea of what to expect when the game hits shelves. 

One of the interesting things mentioned in their interview is how the game is meant to be played in single player. Instead of the usual RTS styles of destroying and rebuilding with each new map, this game seems to take the path of expansion. Every new objective is made up of a large map, but you start out with a small area within it.  Taylor says of their expanding map plan:

When you achieve a mission objective [makes funny beeping sound] we make the map bigger – it’s always a rectangle, that’s the only rule – and we can stretch that. When you start you feel like you’re in a small map but as you beat each mission… By the end of the sixth, seventh, eighth mission, you’ve been playing for, it could be four or five hours, and then you’ve finished what we call the objective.

Even more impressive is how they’ve turned the game into a three-tiered game. Campaigns are comprised of objectives, and these objectives are made up of missions. Each little mission in one objective helps to expand the map, opening up larger portions for you to fulfill the objective in that part of the campaign. Definitely an improvement over repeating the building process.

CVG and Taylor also discussed the development of the interface and control scheme, and Taylor confirmed that a staple of many current RTS will be implemented into the game: mini-map view control. The next few months will be centered on tweaking the interface and fixing bugs, but they’ll also remember to put in the RTS aspects that have clearly succeeded in being a great habit for fans.

All in all, the Gas Powered team is set to make a grand single-player experience. Let’s see what else they have in store for us in the next few months, and let’s see what they have to say about multiplayer play in the future.

Supreme CommanderGas Powered Games, makers of highly-popular Dungeon Siege series of games, are definitely banking on Supreme Commander to lead them to RTS superiority. Since Supreme Commander is set to come out in February 2007, strategy gamers everywhere still have time to save up some extra cash for the game and wonder about what the game has to offer.

We decided to make it a bit easier for you. We’ve taken “Computer and Videogames'” interview with Chris Taylor, the man who helmed Total Annihilation and is heading the creation of Supreme Commander, and gotten some of the best parts of it to give you a good idea of what to expect when the game hits shelves. 

One of the interesting things mentioned in their interview is how the game is meant to be played in single player. Instead of the usual RTS styles of destroying and rebuilding with each new map, this game seems to take the path of expansion. Every new objective is made up of a large map, but you start out with a small area within it.  Taylor says of their expanding map plan:

When you achieve a mission objective [makes funny beeping sound] we make the map bigger – it’s always a rectangle, that’s the only rule – and we can stretch that. When you start you feel like you’re in a small map but as you beat each mission… By the end of the sixth, seventh, eighth mission, you’ve been playing for, it could be four or five hours, and then you’ve finished what we call the objective.

Even more impressive is how they’ve turned the game into a three-tiered game. Campaigns are comprised of objectives, and these objectives are made up of missions. Each little mission in one objective helps to expand the map, opening up larger portions for you to fulfill the objective in that part of the campaign. Definitely an improvement over repeating the building process.

CVG and Taylor also discussed the development of the interface and control scheme, and Taylor confirmed that a staple of many current RTS will be implemented into the game: mini-map view control. The next few months will be centered on tweaking the interface and fixing bugs, but they’ll also remember to put in the RTS aspects that have clearly succeeded in being a great habit for fans.

All in all, the Gas Powered team is set to make a grand single-player experience. Let’s see what else they have in store for us in the next few months, and let’s see what they have to say about multiplayer play in the future.

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