Mourad Majeri talks Field Ops

Mourad Majeri talks Field Ops

Feature

FPS? RTS? How about both? Freeze Interactive's Mourad Majeri discusses his game in depth with the HG staff.

HG: Digital Reality and Freeze Interactive are based in Switzerland, from what I understand from their respective websites. What is different with developing a game in the European environment, compared to the environment in the U.S.?

Mourad: I don’t think there are many differences nowadays between developing a game in the US and in Europe. Now you can find in Europe developers with high skills and an appetite to create very strong PC titles. The PC gaming community is also very strong in Europe, especially in Germany, France, the U.K. and in Northern Europe, so you can find very good development talents throughout Europe. Probably the big difference is that in the U.S., you are sure you will have to speak only one language with your developers (English), whereas in Europe you may have to know how to speak 25 different languages. :)

Hooked Gamers: Again, from the ‘Field Ops’ Community board, the game’s engine is said to be ‘...a proprietary engine developed...2 years [ago] which can handle both view[s]: RTS and FPS.’ And, from your press release, it uses ‘...the ‘Walker 3 engine.’ Please elaborate on the qualities this engine provides which made it the engine of choice for the developers.

Mourad Majeri talks Field Ops
Mourad: This engine has been developed by Digital Reality and has been very efficient with pure RTS games. For the development of ‘Field Ops’ we have enhanced it by adding the FPS capabilities and pumping it up with all current technology such as physics, complex shaders, a motion blur system and radial glare. After more than two years in development – the game looks fantastic, but as you can imagine, it has been difficult to make both perspectives — FPS and RTS — playable in real time, both technology- and game-play-wise.

Hooked Gamers: Getting back to the multi-player mode, which obviously will be the mode of greatest interest for gamers, how is scoring handled? Are the players’ stats maintained on the game server, or on the players’ computers?

Mourad: It depends as each multiplayer mode (Conquer, Bomb Run, VIP) has its own scoring system in a multiplayer game. Regarding how it impacts your rank, it also depends on the mode/your stats. For instance, what we are currently balancing is the points that you earn when you win or loose a conquer game, and how many bonus points your earn based on your statistics.

Hooked Gamers: Will play be one-on-one, or will it feature team play?

Mourad: The multiplayer will be up to 6-player spread on 2 sides. Obviously, the team play is the key to success when you play online. For instance, you can plan tactics, where one teammate will be focusing on FPS while the 2 other stay in RTS mode and synchronize their movements with the FPS player. You will still be able to set-up a one-on-one match, but the way to play is a little different, as you have to manage both perspectives. The key to success is to use the FPS, or RTS views, at the correct time.

Hooked Gamers: What will be the process of creating a team play game? How will the differences in accrued player scoring, and experience be handled to achieve fair play when creating a game?

Mourad: Team play is mainly based on the synchronization of tactics and actions that players take to overcome a situation. Also the role of each teammate is a key. For instance by focusing on one mode (FPS) while a teammate plays in RTS, can create the perfect mix to out perform your opponent in a dangerous situation.