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YouGamers.com Articles World in Conflict Interview with Massive Entertainment

World in Conflict Interview with Massive Entertainment

 
By: Antti Summala Jun 15, 2007

Niklas Westberg (left) and Mathias Karlson from Massive Entertainment

World in Conflict is currently in closed Beta testing, but most of the publicly released material is from the previous Alpha milestone version of the game. Since the game has developed considerably since the Alpha version, we asked developers from Massive Entertainment to tell us about the game design and technology that runs it.

First of all, we wanted to know a little more about the level design and look of the game. Even the Alpha version looks incredible in-game, but some of the demos claiming to show in-game footage are visually off the charts.

However, we cover a lot of topics in this interview, so if you want to skip directly to one of the other features we discussed, please use the links below:

p.2 Gameplay features
p.3 Unique visual effects and interface
p.4 AI features
p.5 Physics engine
p.6 Recommended system specs
p.7 DirectX 10 support
p.8 Single-player campaign
p.9 Release date

Without further ado, let's move on to the interview questions!

Level design: urban warfare coming up!

YouGamers: The playable maps you've shown publicly so far feature sparsely built rural areas, but there is an impressive cityscape in your pre-rendered demo. Are there going to be metropolitan maps?

Mathias Karlson, Game Designer: Yes, we have a few levels that are all city. The whole playable part of the map is cityscape, and we have a surround mesh that expands the feeling of a large cityscape.

YouGamers: Is there actual difference in gameplay between rural maps and city maps?

Karlson: Yes, in several ways. We have a line of sight feature, where we calculate the actual line of sight for each unit. In a very open landscape you have much better line of sight, unlike a cityscape where you can make use of the buildings to hide your units and cover your movements.




 

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