Stephan Hernandez, lead Game Designer on R.U.S.E., gives us more insight into the origins of the numerous innovative elements and differences that the game has compared to a standard RTS. For him, the essential cornerstones of strategy are Information (and misinformation), Observation and Deception. (т.е. наш човек )
Our first thoughts about the Game Design were regarding information. It’s a precious resource in wartime, and we wanted that to be true in R.U.S.E. too. For example, well before the Second World War, military chiefs already had the means to determine the presence of enemy divisions in a given location. However, they were missing much of the more detailed information about what sort of troops were present (cavalry, artillery, infantry) as well is how ready they were to fight. That’s where reconnaissance troops became strategically important. So our first decision was to give the player the same level of information. We decided to abandon the traditional Fog of War and chose to reveal to the player some of what has been hidden in RTS games up until now, such as the opponent’s positions and troop movements, whilst still withholding certain pieces of information such as the unit formations and their condition.
и пр.
Звучи страшно интригуващо.
Задължително гледайте RUSE FIRST TRAILER - http://ruse.us.ubi.com/category/gallerie/videos/
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