Klujber Andras on Defenders of Ardania

Klujber András: Actually, an effective strategy will involve both aspects, unless the player applies some extreme rush tactics or plays teamplay. During the course of a basic Defenders of Ardania game, the players have to build their defenses – that means building and upgrading towers that are effective against enemy units at the right spots – and then get their own units to the enemy base to destroy it. This seemingly simple gameplay is influenced by at least half a dozen other factors, like the number of occupiable/useable POIs, the interactive environment, the proper use of spells, and the chosen economic upgrades.
Let's go through an example:
John (Human race) and Jill (Underworld race) play a two-player FFA against each other:
At the start of the game, John commits most of his resources to train his quickest unit (thief, a runner type) in the hope that he can rush Jill.
Jill, on the other hand, is more experienced, so she uses her resources to build a defense based around her Dark Voltage towers to defend against runners. With the towers effectively placed, she extends her territory, and in so doing not only fends off most of John’s attack but also occupies a resource zone that accelerates the recharging of her resources. With that, Jill not only blocks John’s assault but also gains an economic advantage.
John’s assault has failed, but he won’t give up and decides to strike while the iron is hot. He knows that Jill’s resources have run low because of the defenses she built, and that her kind of defense is most effective against quick units. So, he spends the rest of his resources on warriors (a soldier type) that, while being slower than thieves, are also stronger and have a higher damage against bases.
Jill has two options: either she tries to build an effective defense from her reserves, or she begins an assault against defenseless John. She chooses defense and builds a Disintegrator tower, which is effective against soldier types, but a single tower does not succeed in stopping the line of warriors, and every other unit reaches Jill’s castle, doing considerable damage.
The standing of the game after the first minute is that Jill has some defenses built and an economic advantage because of an occupied POI, while John has nothing but has destroyed half of Jill’s base.
Next, Jill will have to increase her economic advantage while John will either have to continue his mad charge, hoping that Jill will collapse, or find a new, more effective strategy.
Hooked Gamers: Defenders of Ardania features 3 playable races. Could you tell us about them and their environments?
Klujber András: The first and possibly most approachable for everyone is the Human race. As the name implies, this faction includes the humanoid creatures of Ardania, from humans to dwarves to other more exotic bipeds. Units, sorted into classes well known from Majesty, are easily distinguished by players well versed in Ardania lore or fantasy. They live in civilized villages and cities, and their towers indicate high technical advancement.
Next is the Nature race, the members of which are either animals with near-human intelligence or animal spirits. You can gather information about their origins during the story. They live in wild forests and in the depths of lush jungles – real eye-candy landscapes. In battle, they depend on their natural instincts and abilities. Their buildings feature elements close to nature – wood, stone, and bones.
The third is the Underworld, and this one will most likely be favoured by players who prefer a darker atmosphere. Its soulless, lifeless soldiers dwell among the ruins of long-dead, demolished cities, lying in wait for foolish mortals to wander by. If you find yourself in their realm, don’t expect joyful colours or comfortable picnics, but a plethora of decay, darkness, and the all-pervading cold breath of death. It is also said that they are the real masters of magic, though those who have experienced it firsthand can no longer tell the tale.

Hooked Gamers: How will the interactive environments and the powerful spells that are at the player's disposal affect gameplay?
Klujber András: During development we merged the interactive environment with our Point of Interest (POI) system, because both are strongly connected in most of our levels. There will be frequent elements of a smaller scale, with their usage, occupation, or possession providing a strategic advantage for the player. There will also be those specific to a given level, which are more connected to the story, and of course, there will be times when the two mix.
A perfect example of the smaller, more frequent type is the location called the resource zone. These can be found in almost every level, and by occupying them, player's resources will recharge faster, allowing them an advantage. It may also happen that the player's units reach some marshland that slows their movement, or a fog may suddenly appear that decreases visibility.
As for the larger ones, there is a level – without spoiling the story – where the player has to activate a great ancient spell, a process requiring many steps. We have created the whole level for this, and so practically the whole map is a huge POI.
While the interactive environment is more connected to the given level, the spells are instruments for the players to support their units or destroy their enemies. There are five spells available for each race. Some of these are basic spells that are available for each race, such as those that cause damage or repair bases. There are special ones, too, like regeneration for the Nature units.
The answer to the question is that it is mainly up to the players, depending on how they can use the possibilities each may offer, or how they can avoid the threat they can pose.