GI.n: Can you tell us a little about your back ground and how you got involved with this project?
Nikolay Demchenko: The team started working on the project in August 2003. By this time, we had developed an idea to create a new game that would offer the players a unique gameplay experience in terms of tactics, controlling troops and visual effects. Most of our crew members have a solid experience in video game industry; the guys were involved in development of such titles as Cossacks series, American Conquest, Freelancer, HoverAce, Brute Force, Firestarter. World War II with its epic battles, tactical opportunities and diversity in types of troops proved to be the best setting for the game we wanted to make. And surprise, surprise! Our choice fell on it. :)
GI.n: According to the information available for the game Officers, it is a truly dynamic environment where the outcome of the war will depend on the actions of the players. Will this mean that the famous battles of the war may not happen? Or that the game AI will "create" new historical events?
Nikolay Demchenko: It is absolutely possible that the famous battles may not happen at all. Let me explain why. The game follows the historical authenticity only at the top of each campaign. There will be three of them - one for every playable faction, i.e. USSR, Germany and Allies. When we say historical authenticity we actually imply historical preconditions, unique landscapes, realistic ratio, positioning and types of the troops before the country of your choice engages in war. The rest is determined by the player's actions and how AI reacts to them. In practice, it means the player starts changing the history flow with the very first order, with the first click on the tactical map. All further in-game events develop from there. We do, however, suppose that the player's actions and AI priorities may lead to a situation that would resemble this or that historical event. Nevertheless, it will be just a similarity with no factual background.
GI.n: Based on the previous question, could the actions taken by the players cause other countries to enter into the war earlier than they did historically? Or cause events like the Normandy invasion to either occur earlier or not at all?
Nikolay Demchenko: Yes, such developments are possible.
GI.n: Will the game AI take into account world political climates and adjust its actions/decisions or the course of the war based on such things as changing alliances etc?
Nikolay Demchenko: There will be no diplomacy or politics whatsoever in the game, even though it goes without saying that apart from the situation on the front there were political factors that influenced the course of historical events. In the game, they are fully disregarded allowing the player to play a decisive role.
GI.n: What resources are being used to develop a historically accurate game for things such as tactics, equipment, unit organization, level of training, unit experience, resources and R&D?
Nikolay Demchenko: There is a great deal of specialized literature on the market from where we partially draw information. Sometimes, we also take advantage of various documentaries and even movies. In addition, you can always consult with military experts. Since the WWII subject is studied and explored to a great extend with don't have difficulties with resources in this respect.
GI.n: Will the game also allow for the use of some of the "experimental weapons" that were developed during the war?
Nikolay Demchenko: There will be enough types of weapon and equipment to play with even without "experimental weapons". Here are some quick numbers: over 300 types of technical equipment, around 60 types of airships and 30 types of hand-held weapons.
GI.n: Will it be possible to view other battles or the progression of the war as a whole as you play the game? Or will you only be able to see what is going on in the area that your unit is in?
Nikolay Demchenko: We are implementing a strategic map where the player will be able to see the overall situation. You won't be able to view the battles under control of AI. Speaking about the battlefield view, you can see only what's in the field of vision of your troops. The rest will be covered with the FOW.
GI.n: What happens if your characters avatar is killed in action? Does that end the game for you?
Nikolay Demchenko: I am afraid I can't answer this question now. We are still working on it.
GI.n: How will the multi-player aspect of the game work? Will all of the players be randomly dispersed throughout the Front lines? Or will they all be a part of a specific unit/Division?
Nikolay Demchenko: The multiplayer part is also in its very early phase. We don't want to enlarge on it yet.
GI.n: Will morale be a factor in the game play? for instance, if you order a squad to assault a bunker, is it possible they may "break" and run if the situation becomes too hazardous for them?
Nikolay Demchenko: Morale will be a very important factor. It will depend on such things as experience, commander, provision with supplies, physical condition of the soldiers, situation on the battlefield (encirclement, flank attack, etc.), death of a nearby soldier, etc. If morale of your troops drops to a critical level you stand a good chance they will flee in panic J.
GI.n: What effect will experience have on unit's performance?
Nikolay Demchenko: Experience is yet another important aspect of the gameplay. Battles and skirmishes will make your units tougher and better trained. Combat experience will influence their accuracy of fire, morale, ability to repair equipment and handle different types of weapon, etc. I bet you don't want to ignore troop's experience in the game. :)
GI.n: There was mention of units being able to use terrain and buildings to hide in and launch ambushes from. Will there be a specific command that you issue to units to "hide"? Or will it be assumed that if they are in a building they can't be seen until they start shooting?
Nikolay Demchenko: Units can hide in places that are easy for the player to identify visually. In this way we don't need to implement any special commands for this purpose. The way it works is similar to that used in other games. But we went a bit further. There will be stealth and invisibility zones on the map. The first one provides units and equipment with a kind of a stealth bonus. It means they can stay and move there with a big chance of being unnoticed until they open fire. The invisibility zone provides ultimate protection from the enemy's eyes meaning your units will remain unnoticed until they leave the place or the enemy's troops enters the zone as well.
GI.n: How will the use of Artillery be handled in the game? will it all be "off-board"? or will you have specific artillery units at your disposal?
Nikolay Demchenko: Actually, both variants are true. There will be two types of artillery - long- and short-range. Short-range artillery is directly controlled by the player. The long-range one is controlled by AI. However you may still take advantage of it requesting artillery support or even calling fire on yourself.
GI.n: It was stated that the start of the game you will be placed according to the strategic positions at the point where your country entered the war. does this mean that every time you restart the game you start at the same "time" and place?
Nikolay Demchenko: Yes, every time you restart a campaign you'll start off from the same location and time.
GI.n: what is the time compression for the game? meaning, how long in actual "play time" will it take for the war to progress from 1939 to 1943?
Nikolay Demchenko: It is too early to early answer this question. I think we'll be able to answer it in five or six months.
GI.n: as the years progress through the game play, will the game take into account advancements in technology? for instance, the effectiveness of the Bazooka increased as time went by and the wpn developers were able to create a better weapon.
Nikolay Demchenko: Exactly so. All technological innovations will become available at the correct point in the war. The player won't have to make any R&D or upgrades, this will be done automatically. This allows, for example, making German forces stronger at the top of the game with Russian forces being able to balance them off later in the game, etc.
GI.n: Your favorite? Cats or Dogs?
Nikolay Demchenko: Both :).