Heroes of Might and Magic IV Interview
We spoke with Heroes IV executive producer Jeff Blattner about the status of Heroes IV and turn-based games in general.
GameSpot: Thanks for taking the time for this interview. How is
Heroes IV's development coming along? What sort of things is the team
working on right now?
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Explore a strange new world. |
Jeff Blattner: Heroes IV is rounding the bend and heading down
the homestretch. The team is working almost exclusively on game balance
and bug fixes. We evaluated the design on paper. We continued to
evaluate it all throughout development. It's necessary to continue that
analysis as long as possible. That leads to the best possible game. Do
we need to tweak any creature stats? Are the formulas for how many hit
points a hero receives correct? What do all of Heroes IV's changes look
like now that they are in play? And on and on and on...
GS: When we took a look at a preview build of the game, we
noticed that some parts of Heroes IV look much brighter and much more
densely packed than previous games, especially the overland maps. Can
you discuss some of Heroes IV's visual changes? Is there a specific
"look" that the art team is trying to achieve?
JB: There are multiple forces at work here. First, our amazing art team creates all the elements for the maps and the map editor.
Joe McGuffin, the Heroes IV art director, is responsible for the
overall look of the game, and he's done an excellent job. Here's a
quote where he speaks about the overall design goals:
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Heroes IV's towns are vibrant and colorful. |
"There were several goals I aimed to achieve during the production
of Heroes IV. One of them was to continue, yet update, the Heroes
'look.' Since Heroes has a decidedly positive and epic feel that
appeals to a wide audience, I wanted to make the graphics bright, but
with greater realism than in previous versions. This was accomplished
by changing the fundamental way the terrain and all the structures,
objects, and characters were built. This time around, we used an
isometric grid that allowed us to build more cohesive and convincing
environments. The stage was set to build and place all the objects,
artifacts, structures, and characters to work well with the
environment. It was also very important to design the objects and
structures to resemble their functions, as well as maintain a
consistent lighting and camera angle to render them. Also, we created a
few new creatures that have not been a part of the Heroes universe
before, and we gave a few classic creatures a face-lift. In Heroes III,
the typical character model had 70 frames of animation allotted to it
for all its animations. In Heroes IV, we've upped that number to 500!
This gave the animators quite a bit more to work with. All the heroes
and creatures have more personality and life onscreen. I had fun
working with the talented artists coming up with the various animation
states each character has, especially the fidget animations on the
combat screen. The approach we took with the interface was to make
everything bigger, as well as easier to use and find. Even though
things were scaled up, which helps to show off the improved graphics,
we were able to add more information and function. Everything came
together well and blends excellently to create a vibrant and fantastic
new world for Heroes fans to explore and conquer."
Second, the level designers then create the maps using all these
elements. The number of objects on a map will vary from map to map.
Some of the initial screenshots did have a large number of adventure
objects so that we could show off a lot of new stuff. Presently, we are
going through each of the maps one last time to improve both the look
and the gameplay in each one. Scott White is leading the charge on
making the maps cleaner from all standpoints.
GS: As we know, Heroes IV's campaign takes place in the new
world of Axeoth, to which Emelia Nighthaven escapes after Erathia, the
setting for Heroes III, is destroyed. What are the main differences
between the two worlds (such as its monster population, or the way
magic works)? Can you offer any hints as to how Heroes IV will tie into
Might and Magic IX?
JB: First, Emelia's story is the setting for only one of the six campaigns. The others each feature different main characters.
Heroes IV and Might and Magic IX take place on completely
separate parts of Axeoth. There is no crossover between the two stories
(who knows what the future may hold). One of the main reasons for the
switch to the new world is that the old sandbox the designers were
playing in was getting too crowded. Now they have a fresh start and are
less restricted.
JB: (continued) All the changes in this new world of Heroes IV
really result from design changes and the campaign stories written by
Terry Ray, which are the best ever in the series. The Axeoth continent
on which Heroes IV takes place will seem familiar to Heroes fans.
However, players will have to adapt to certain differences in Axeoth,
just as its new inhabitants must adapt to the new surroundings. The six
towns, their buildings, and their creatures are more highly themed than
in previous games. The world and its inhabitants seem more alive.
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You'll command armies of monsters and heroes. |
Magic is vastly different than in previous games. There are now five
levels of mastery. In addition to expert level, we have added master
and grand master levels. Each school of magic is more distinct. Chaos
magic has the most direct-damage spells, life magic has the most
healing spells, and so on. It will be rare for a single hero to have
fifth-level spells from more than one school of magic. Also, each
town's mage guild only contains spells from its school of magic, and
its annexes contain spells from the two allied schools.
GS: We already know that Heroes IV will feature six campaign
games, as well as lots of separate scenario maps to play. Without
spoiling any surprises, what sort of new things can we look forward to
in the campaigns? Cameo appearances by well-known Might and Magic
characters? New ultimate artifacts?
JB: All the campaign stories focus on characters who are new to
the Might and Magic universe. The destruction of Erathia was a tragic
event, and, unfortunately, many of the characters you may be familiar
with seem to have disappeared. But don't mourn for long. Heroes IV
brings you some of the best characters this series has ever seen.
However, two familiar faces (the genie Solymr and his master, the
Immortal King Gavin Magnus) take prominent roles in the campaign "The
Price of Peace." As for ultimate artifacts, we have a sword that stirs
up a lot of trouble in "The True Blade," and a staff in "Half-Dead"
that's capable of destroying all the living flesh in the world.
GS: We've already noticed some pretty significant differences
between Heroes III and Heroes IV, like having heroes actually appear on
the battlefield and having multiple heroes in the same stack. What
would you say are the most important changes that Heroes IV will make
to the series?
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The courage of a true hero is proven on the battlefield! |
JB: Most definitely it's all the changes to hero characters. Not
just the appearance in combat, but also the huge changes to the skill
and magic systems. In previous games in the series, your goal was to
create a powerful hero who was great at everything. That's simply not
the case anymore. I think that players will be able to expand their
strategies. Some of our testers play the game with three or more heroes
in an army. I think you might just see Heroes tournaments where players
will attempt to win without creatures.
GS: What are your thoughts on the current state of PC turn-based
strategy games? For instance, we've already seen traditional turn-based
strategy elements used in real-time strategy games, and we've also seen
several excellent turn-based strategy games on consoles. Where do you
think turn-based strategy games are headed in the future?
JB: That's a tough question for any type of PC game these days.
We're seeing some of best games ever, and yet retail shelf space is on
the decline. There is some general reluctance to try things that are
truly new. The rewards can be great, but failure can be too costly.
We're obviously seeing a lot of fantastic sequels, and those
often become the best of their series. But the only predictable trend
is unpredictability. Who knows what the next megahit is going to be? I
mean, the one after Heroes IV.
GS: Is there anything else you'd like to add about Heroes IV, or about turn-based strategy games in general?
JB: Over the last few months I think I've said just about
everything about the game that can be said ("Think" being the important
word--I'm sure our fans can point out all the flaws and holes in my
info).
I'd just like to thank all our fans who have been waiting with
bated breath. Their reward will arrive shortly. I also want to
acknowledge all the people who have worked on this game. Their efforts
have been extraordinary. Please applaud wildly while watching the
credits after you've installed the game.
GS: You bet. Thanks, Jeff.
Источник: http://www.gamespot.com/gamespot/features/pc/tbstrategy/p8_01.html |