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Interview with Jason
Fitzgerald of Creative Assembly
The
Creative Assembly is a company of computer games developers
working on a variety of products for Electronic Arts including
Australian Rules Football, Cricket World Cup, World Cup Rugby Union
and the Japanese strategy wargame, Shogun:
Total War. The Creative Assembly is based in Southwater, near
Horsham, south of London.
Interviewer: Anthony
Sage
Jason Fitzgerald Studio Marketing Manager
Click here to go back.
6. What can people expect from the single player experience?
As I hinted already, you can expect an important decision right at the
start - which Daimyo are you going to be. There are eight clans to choose
from and all of them have different land under control, different levels of
wealth and sons or heirs (extra lives). So you may want to do a little
reading before you pick - the manual will give you a whole pile of
interesting background information, historic facts and clan information, we
expect it to be a good and vital read. After you've made that decision you
will take control of your clan on the strategic map, you'll probably want to
have a good look around first and then build some basic defensive
structures. Then maybe train up some units before you plan which neighboring territory to attack. You can expect some peace treaties to
come your way, and you'll have to accept or decline. Basically you will
start with some relatively simple operations and begin developing your
technologies so that later you have some highly specialist troops available (eg. Ninja). The idea is that you learn the game as you go, so the first
few battles will probably involve less than 250 men but be a good place to
start figuring out how the terrain effects arrowfire or horse fatigue. The
different AI controlled Daimyo will lead their clans in different ways some
may be untrustworthy and dishonorable by breaking treaties often, some may
love to use spies and assassins some may just invade everywhere all at once,
some may be very defensive. All these aspects of their character you can
see coming out as the game progresses and you'll have to learn to deal with
them and maybe even work with them. This will continue until the unsuccessful Daimyo are swallowed by the victorious and eventually only two
colours remain on the map of Japan. And then you have one more enemy to
vanquish because there is no opportunity for some kind of liberal coalition
government. The Samurai were not like that.
7. What features will we see in the multiplayer part of Shogun?
You can expect to be able to take on your friends and beat them up, outwit
them and lead you army to greatness. You will definitely have the
opportunity to be one of six leaders of different armies that turn up one
battlefield - without or without treaties between them. There will also be
some kind of league or measurement of your success and prowess relative to
other players around the world. We are planning some interesting and
innovative stuff, but I don't want to say more until our current experiments
in certain technologies and ways of passing information between computers
across the Internet has concluded.
8. When can we expect a demo to be released? The full version?
We're aiming to release a demo this Fall. Probably October, but it isn't
simply a marketing decision that we can make easily - we're dependent on
some other decisions to be made by the lead programmer and the director of
development. Some elements of what we're going to do are clear - but again,
there are some experiments that need to be completed and some elements of
the code that need to come together. There are no major issues standing in
our way so certainly there will be a demo out for some time before the final
game is released, and we will encourage gamers to feedback their thoughts to
us after they've played the demo. If they find it too difficult, too easy,
too slow, too fast or whatever - we'll want time to tweak it.
9. What is being done to insure that the AI is a challenge?
The AI is already a challenge. As I said before, it's kicking my butt
everyday! The most important thing is that the AI for our game is very well
read. We fed over 200 rules of combat from Sun Tzu's Art Of War straight
into the game. That means the AI is working on rules that are basically
2000 years old! Now that's some pretty good testing time. Sun Tzu could
have been a programmer because he thought in a highly analytical way for
example he said "If you outnumber your enemy 10 to 1 surround them, 5 to 1
divide them, 2 to 1 engage them". That's the kind of advice that is
numerate enough for a computer to understand and put into practice. So your
enemy AI will be operating with the rules of Sun Tzu.
We also developed individual AI which is incredibly important if you want to
have upto 5000 men on the battlefield behaving sensibly. A general cannot
give individual orders to every individual guy (the player gives orders to
the unit leader) so you have to have individuals behaving realistically.
With the individual AI we gave them they know where they are on the
battlefield, where the enemy is (if they are within visual contact range),
whether they face an uphill march or a downhill sprint (and this effects
morale also) and they can even see how many of their own colour surround
them or how many of the enemy are all around. If they're surrounded by the
enemy - don' t be surprised if the individual Samurai makes an "executive
decision" and decides to just run away! And also, the individuals get more
experience and get better after each battle they survive so you really want
to have the experienced guys survive the battles. They also learn your
tactics so that the same trick won't work every time.
10. Are you impressed with the number of fan created web sites that have
sprung up months before the game is due to be released? In wake of the
anticipation of this title, what is being done to insure that the game is
released bug free?
I've been very interested in the fansites and really impressed at their
quality as well as the quantity of them that are springing up around the
world. Some of the people running the sites have been very vocal in their
support and I do daily deal with email from these guys and I field their
questions and pass on their concerns to the development team. We really
really want to make a game that pleases our fans. Which brings me onto
bugs, many great PC games have been ruined by bugs over the last year, some
even being recalled from store shelves. Only in the last few months has
this got the attention it deserves and it has always been a major personal
pet peeve. I think the most important thing we're doing to help SHOGUN
TOTAL WAR be bug free is that we're testing it NOW - about six months before
it is on sale we're already testing it. We're trying to run it on as many
different machines as possible around the office and get the obvious and
major bugs all sorted. Then it will go forward to ELECTRONIC ARTS who are
one of the best in the world at testing and have great experience in this
area. I think trying to release a game bug free is a major challenge
because there are so many different configurations of PC out there that just
getting it setup to work on all of them is huge problem, I mean, testing a
game on all possible PCs has become completely impossible, but with SHOGUN
TOTAL WAR in every respect we're aiming very very high.
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