BT: What about the story for Battleforge? Can you tell us anything about that?
VW: Yeah, well all the co-operative maps…or, let’s say the whole PvE mode and singleplayer and co-operative modes together have a different scenario and each scenario tells a different part of the story. You cannot play everything right from the start, but there are seven maps available at the beginning.
So, though you can’t do everything from the start, the story is evolving all the time in singleplayer and between groups of players.
BT: And are you setting a release date?
VW: We haven’t set a date yet, but it will be before the end of the year.
BT: What about the technical side of things? Are you keeping that close to your chest too, or can you tell us about the engine and so on?
VW: It’s our own engine, but we designed it because…well, we’re looking to release this game in Asia too where we think it’ll be quite popular and so we’re looking to support lower spec machines and notebooks.
That means of course that you won’t have, let’s say, all the effects and nice features you’ve seen today when it runs on a notebook – but the game will run fine. Ensuring good frame rates is very important in an RTS game so that players can react quickly.
BT: Do you think the market is differing by region then? You mentioned Asia and obviously in places like Korea RTS games are insanely popular – but do you think that western audiences are losing patience for them?
VW: Well, I’ve seen so many people in the last few years say things like “I used to play RTS games, but…”, and I think that
Battleforge is exactly the answer to that. Why they aren’t playing RTS games anymore? We are fixing those issues.
BT: What issues do you think those are exactly?
VW: Um...what?
BT: What exactly do you think the problems are that Battleforge is fixing?
VW: Oh, well. I think our approach of going online only is really going to change the market. It’ll take a while, but on the other hand just look ten or fifteen years back and compare that to today – then ask; where are the RPG games? Well, ok, maybe I wouldn’t say that exactly, but they are struggling.
The fact is that the sales were not really all that great until online RPG games changed the market over time. First there were two or three products which were of medium success, then suddenly there was
World of Warcraft. I think that change will work for RTS games as well.
BT: Do you think the online model is the way that all games are going to then, or is it just something that works for RTS and RPG games?
VW: Personally, I’m convinced that in ten years time the ratio of online games to offline games will be much, much higher. Maybe in twenty years time we won’t see many boxes on shelves at all – or at least boxes combined with online play on top.
Sebastian: Hey – uh, sorry. Volker, we actually have to leave. We have a plane to catch.
VW: Ah! Um, are we through then?
BT: I guess so, yeah. It was nice meeting you and thanks for your time!
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