Steve Fawkner Interview
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MGON: The game is on the surface similar to classics like Warcraft II. Did you want a to develop a game which was inspired by this classic? What was your inspiration for BC?
James: Battlecry was always intended to be an RTS with a twist not revolutionary, but evolutionary. I was (and still am) a fan of many other RTS classics such as Warcraft, TA & Age of Empires, but I always find a certain discontinuity when each game starts from scratch. Battlecry, and its persistent hero system, is intended to give the player a feeling of continuing from battle to battle, gradually allowing them to improve their hero and hopefully catching a bit of the (one more turn) syndrome from a turn-based strategy game.