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- =================================================================
- -- CONFERENCE TRANSCRIPT --
- Flight Simulation Forum -- CompuServe Information Service
- (GO FSFORUM) October 21, 1991
- Special Guests -- WING COMMANDER II development team from Origin
- =================================================================
-
- Entering Space Combat room...
-
-
- Mike B/HOST: Hi Guys! How's it going? Hiya Mike/Origin!
-
- LARRY MINTZ: Hi Mike just sitting to see whats going on.
-
- Mike B/HOST: Not much yet... still getting set up here.
-
- john: SMILEY
-
- Mike B/HOST: Hi John!
-
- LARRY MINTZ: Is BAO "MALLARD"?
-
- john: HELLO, O
-
- Mike B/HOST: Nope, Mallard is a separate company, in Texas I
- think...they have a licensing deal with BAO for the new sound
- stuff for FS4.
-
- john: WHEN DOES THE FUN START?
-
- Mike B/HOST: Aren't we having fun yet? <g>. Hello Stephen/Origin,
- Welcome!
-
- Stephen Beeman/ORIG: Hi there.
-
- mike: I am here trying to get everything set up. I am on a machine
- that was not designed for conferences. I am basically going to sit
- and watch
-
- Mike B/HOST: Stephen, glad you made it... are you on the same terminal
- as Mike, or a different one?
-
- LARRY MINTZ: Watch what??
-
- Steve Beeman/ORIGIN: No, I've got my own. Mike's on a cheesy Mac
- that doesn't let you backspace.
-
- Mike B/HOST: Ahh... what's he doing using a cheezy Mac? <grin>.
-
- john: HOW DOW
-
- Stephen N Freed: Hello. Has the formal con started yet?
-
- Al C.: Hi All...well I guess Mike can't make any mistakes <g>
-
- Mike B/HOST: Hi Stephen, no we're just getting warmed up. I'll wait
- forthe room to fill up a little and the other guests to arrive before
- we go formal.
-
- Stephen/Origin, who else is coming tonight?
-
- Stephen N Freed: Dunno.
-
- Mike B/HOST: Whoops, I mean Steve/Origin.
-
- Steve Beeman/ORIGIN: Ellen Guon should be on-line any minute now...
- she's here in the room, but is having trouble with her computer. You
- wouldn't think a computer game company would have so many hardware
- problems, would you? :-)
-
- Mike B/HOST: Okay, no rush... we usually don't start the Big Show
- until five after the hour.
-
- Stephen N Freed: Question: in WC2, is there any way to cheat(besides
- WCSave)?
-
- Mike B/HOST: You?? Have hardware problems?? <g>. Stephen, do you know
- about the "WC2 Origin" plus Alt-Delete trick?
-
- Steve Beeman/ORIGIN: Only with the machines we try to use for on-line
- conferences.
-
- Stephen N Freed: Yeah, but i couldn't get it to work. How do you
- do it?
-
- john: MAKE SURE YOU USE ONLY A CAPITAL O
-
- Mike B/HOST: It's case sensitive, you have to type "Origin" just
- like that. Then ALT-DEL blows up any targeted ship.
-
- Steve Beeman/ORIGIN: "WC2 Origin" is all you need to type. Just target
- any ship and hit Alt-Del. But I didn't tell you that.
-
- Stephen N Freed: Thanks. ANY ship?
-
- Mike B/HOST: Yes, any ship,including I think your own if nothing is
- targeted <g>.
-
- john: BUMMER!!!
-
- Stephen N Freed: <heh heh heh>
-
- Steve Beeman/ORIGIN: You can only kill yourself in WC1; in WC2, if
- you have nothing targeted, nothing happens.
-
- Mike B/HOST: Oh, okay.. got that wrong then.
-
- Steve Beeman/ORIGIN: Oh, and in WC2, Alt-Ins will wipe out every
- ENEMY ship in the area, except for capital ships (which you still
- have to Alt- Del by hand).
-
- Mike B/HOST: Ah ha! I think that's new to us. Thanks.
-
- Steve Beeman/ORIGIN: Keep in mind, though, that another "feature"
- of the cheat keys is that they sometimes crash the game. Caveat
- emptor.
-
- john: Sounds like a Wave Motion Gun- a la Star Blazers
-
- Mike B/HOST: Well, a real Space Hero wouldn't use the cheat anyway,
- right?
-
- Stephen N Freed: Right!
-
- Steve Beeman/ORIGIN: We call it the "Finger of God" cannon, or FOG
- gun.
-
- Mike B/HOST: Steve/Origin, I'm showing two of you here with that
- handle... both using same account I guess.
-
- Steve/Origin: Evening, gentlemen! I'm Ellen Guon, also an Originite.
-
- Mike B/HOST: One of you should change your handle so we know who's
- who.
-
- Steve Beeman/ORIGIN: When I call up /USERS, I only see me. What are
- you talking about, Mike?
-
- Stephen N Freed: One of you is Steve Beeman/ORIGIN and the other
- is steve/origin
-
- mike: I think that steve/origin was changed
-
- Steve/Origin: So, other questions about Wing II?
-
- Stephen N Freed: When are the Special Operation disks coming?
-
- john: when are the Special Ops Disks due out?
-
- Steve/Origin: I'm directing the first Special Ops disk... it's not
- definite yet, but we hope to ship it for Christmas. No release date
- yet for Special Ops 2 or 3.
-
- john: 3?
-
- Stephen N Freed: Special Ops3?
-
- Mike B/HOST: Ellen, do a "/name Ellen/Origin" to change your handle
- so
- you don't show up as Steve/Origin.
-
- Steve/Origin: Yes, there are three Special Ops currently on the
- schedule.
-
- john: What about Strike Commander?
-
- Mike B/HOST: Okay Ellen, lookin' good! Steve/Origin, do you think
- Mike will make it or should we start without him?
-
- jeffrey kraus: hello
-
- Steve Beeman/ORIGIN: Dude, Mike's here.
-
- mike: I am here, big brother is listening
-
- jeffrey kraus: have we started yet
-
- Mike B/HOST: Oh, you're *that* Mike <g>. Sorry....
-
- mike: I wont be talking much because I am stuck on a cheesy mac that
- will not backspace
-
- Mike B/HOST: MIke, do me a favor and enter a "/name Mike/Origin"
- so I can keep the transcript straight.
-
- Ellen Guon/Origin: Strike Commander is looking great...no release
- date on it yet, but it'll be an awesome game, as much a leap in
- technology from Wing II as Wing II is from Wing I.
-
- Stephen N Freed: Hi Kenny
-
- Kenny Rueter: hi
-
- Mike/Origin: is that better
-
- Mike B/HOST: Mike, yeah... thanks!
-
- Kenny Rueter: Stephen, where are you
-
- Stephen N Freed: Whoah!
-
- Mike B/HOST: Okay everyone, we're about to start <rapping gavel!>
- Let's quiet down for a minute...
-
- jeffrey kraus: can anybody tell me what the status of the COMPAQ
- fix is yet!!
-
- Kenny Rueter: no
-
- Mike/Origin: I will be sending something out in the Forum about that
- tomorrow.
-
- Mike B/HOST: Before we begin, a few words...
-
- The FORMAL part of the Conference is starting now. Before I introduce
- our guests I'll say a couple of words about Conferencing. Please
- keep in mind this is a FORMAL Conference. DO NOT interrupt the person
- speaking/typing. Please try to refrain from interjecting comments.
- We'll have an informal session after the formal one is complete, and
- I would like to invite everyone to stick around to the end.
- AFTER I CALL FOR QUESTIONS, if you have one, just enter a QUESTION
- MARK and CARRIAGE RETURN like this
- ?
-
- Mike B/HOST: and I will call each person in turn to ask a question
- and one follow up question or comment. We'll have several rounds
- of questions. --- VERY IMPORTANT --- It's customary in FSFORUM
- Conferences to signal that you're finished talking by typing GA (Go
- Ahead). Also, please focus on questions and comments regarding game
- design and game play. Questions concerning game installation
- difficulty or other problem reports are best handled with a GAMPUB
- message to the publisher rep. Thank you for your attention!
-
- We're honored tonight with guests from Origin, publishers of the
- Wing Commander series and the new Wing Commander II. Everyone, please
- join me in welcoming Michael Rundell of Origin who will introduce
- our guests. Welcome Mike! GA
- <clap clap clap>
-
- john: yeah!!!!
-
- Stephen N Freed: <clap clap>
-
- Mike/Origin: Tonight we have Steve Beeman and Ellen Guon The are
- some of the <THE> people on the design team for the Comamander series.
- It is all yours. ga
-
- Mike B/HOST: Okay, welcome to all and congratulations on a terrific
- game. I'd like to open the floor to questions... Anyone with a
- question please send a "?" now.
-
- john: ?
-
- jeffrey kraus: ?
-
- john: ?
-
- MICHAEL SPERTUS: I?
-
- Mike B/HOST: Anyone else for the first round of questions? Okay..
- Take it away John! GA
-
- john: I love the sxI love the situational ara
-
- Stephen N Freed: OH JOOHHN?
-
- john: awa"Iw|mI'm wxUxtI'mI'M GETTz|NG 3]TATIC ON LIq
-
- Mike B/HOST: Wow, looks like major line noise... Let's take the next
- question from Jeffrey. Take it away Jeffrey! GA
-
- jeffrey kraus: are the explosions digitized photos ? if they are
- what did you blow up? ga
-
- Steve Beeman/ORIGIN: OK... The explosions are just graphic touch-
- ups from the ones used in the previous game. We filled in the black
- pixels and holes in the original art. It took up more space, both
- in memory and on the disk, but like a lot of things, we felt the
- effect was worth it. DONE.
-
- jeffrey kraus: Can you shed ANY LIGHT on the COMPAG problem? ga
-
- Steve Beeman/ORIGIN: The two-bit answer is that it's a problem with
- old ROMs. You can get more information in the GAMEPUB forum,
- section 12, from Mike. He'll be posting something tomorow. DONE.
-
- jeffrey kraus: okiedokie!! ga
-
- Mike B/HOST: Okay, Tte next question comes from Michael, go ahead
- Michael! GA
-
- MICHAEL SPERTUS: I have two suggestions. The first is do you have
- any plans for human-human conflicts via modem. It seems that would
- be pretty easy to implement and you could even do group play ala
- the Sierra net.ga
-
- Steve Beeman/ORIGIN: We've thought about it. EVERYONE wants it...
- a bunch of people even want to see network play over a LAN! You're
- right, it would be pretty straightforward to do. But all our current
- programming staff is tied up in other, "front line" projects. But we
- plan on incorporating modem play into some of our future releases...
- not Strike Commander, but maybe a flight sim next year. DONE.
-
- jeffrey kraus: yea! network it like avaitor for suns!!! (sorry got
- excited )ga
-
- MICHAEL SPERTUS: Also, could you have the left VDU that displays
- your own ship also also display the shield and armor status like
- the targeeting VDU does. That would really help me.GA
-
- Steve Beeman/ORIGIN: Now that's a good idea. Frankly, no one around
- here even thought of it. Sure, there's no real reason why we couldn't.
- The only reason why things look the way they do is for consistency
- with WC1. Too late for WC2 or Special Ops, but that might be a neat
- thing to add to WC3 Good suggestion; I'll pass it along. DONE.
-
- Ellen Guon/Origin: Definitely too late for Special Ops, unfortunately.
-
- MICHAEL SPERTUS: thank you. done
-
- Mike B/HOST: Let's open the floor for another round of questions.
- Anyone with a question, please type "?" now.
-
- Stephen N Freed: ?
-
- Al C.: ?
-
- Mike Mielnicki 7351: ?
-
- J. Cole: ?
-
- Mike B/HOST: Okay, first up is Stephen Freed, go ahead Steven GA
-
- Stephen N Freed: Alright. How come you can't lock on anything with
- the turrets? GA
-
- Steve Beeman/ORIGIN: You can't lock onto anything in the turrets
- because there are no targeting VDUs, and thus no targeting computers.
- The reason why there are no targeting VDUs is because we couldn't
- find a place to put them. Seriously. DONE.
-
- Mike B/HOST: Stephen, do you have a follow-up?
- GA
-
- Stephen N Freed: Nope. GA
-
- Ellen Guon/Origin: Actually, if we're between questions for a moment.
-
- Mike B/HOST: Go ahead Ellen.
-
- Ellen Guon/Origin: I'd like to introduce two more members of the
- Wing II team...Charles Cafrelli and Rey Castro...
-
- Steve Beeman/ORIGIN: Yeah, no sense letting them off easy.
-
- Mike B/HOST: Hey Charles and Ray! Welcome!
-
- Ellen Guon/Origin: ...they're two programmers lurking in the
- background under Charles' user name.
-
- Charles Cafrelli/Origin: Hello. Both Rey and I are working from
- the same term. Hardly lurking.
-
- Mike B/HOST: Glad to have you both here.
-
- Charles Cafrelli/Origin: glad to be here. thanks.
-
- Mike B/HOST: All right, let's take our next question from Al C.,
- go ahead Al! GA
-
- Al C.: Thanks, Can you tell us anything about Spec Ops__anything
- different... more or less complex scenes? GA
-
- Ellen Guon/Origin: Ellen here... We're adding new material for Spec
- Ops, in addition to a new storyline. Charles can tell you a little
- about the new ships.
-
- Charles Cafrelli/Origin: We're adding several new ships. 2
- confederation ships, and one Kilrathi. One of the confed ships
- (The Crossbow) you'll be able to pilot. It's similar to the broadsword,
- but a LOT more maneuverable.
-
- Ellen Guon/Origin: Part of the storyline revolves around a mutinous
- group of Confed pilots. You'll fly against them in their stolen Confed
- ships, as well as the new Kilrathi ships.
-
- Steve Beeman/ORIGIN: <yo ho ho and a bottle of rum>
-
- Ellen Guon/Origin: Yes, it's "Space Pirates" time. The story also
- continues the political intrigue going on in the Kilrathi Empire.
- (One in-house subtitle for the game is "Prince Thrakhath's Crimean
- Vacation.") GA
-
- Mike B/HOST: Sounds great! Al, a follow-up? GA
-
- Charles Cafrelli/Origin: IT IS????
-
- Al C.: Thanks, sounds nice....Will they push the hardware/video any
- more than WC2? Thanks...Done
-
- Ellen Guon/Origin: Ellen here... Special Ops will run with a modified
- Wing II executable, so we won't be pushing the technology frontiers
- very much. The next new technology project will be Strike Commander.
- We can't increase the video resolution yet... it would quadruple the
- size of the game. So Wing II would ship on 32 disks, not 8. Not
- practical yet. GA
-
- Mike B/HOST: Okay, I'll take a question here... This is for Ellen.
- What kind of research do you do for these story lines? Someone obviously
- read some Larry Niven at some point <g>. Do you read sci-fi novels,
- look at space opera movies? What's the research process? GA
-
- Ellen Guon/Origin: Okay... Steve and I joined the Commander team
- after Wing 1, so I really don't know what Chris used as source material
- for Wing 1, but as a professional writer (not just games, but television
- and novels), I'm constantly reading and researching material. We
- discuss a lot of the stories around the office, and try to evolve
- interesting material that'll catch the players' imaginations. GA
-
- Mike B/HOST: Well, you did a good job.. it's an interesting story
- and I'll be interested to see how you develop it. Okay, lets do
- another round of questions...
-
- Ellen Guon/Origin: Thank you, Mike!
-
- MICHAEL SPERTUS: ?
-
- jeffrey kraus: ?
-
- SMILEY: ?
-
- Al C.: ?
-
- Mike B/HOST: Michael Spertus is first up, take it away Michael! GA
-
- MICHAEL SPERTUS: The difference in difficulty between WC1 and the
- secret missions was very large. Could you have at least the first
- few special ops missions be more intermediate between the 2? also,
- it would be nice if the wingmen improved as they got more experienced
- as well. Thanks. GA
-
- Steve Beeman/ORIGIN: Well, Ellen just took off for a minute, so I'll
- have to field this one. First, the enemy got so much tougher between WC1
- and SM1/SM2 because so many people felt that WC1 wasn't enough of
- a challenge. The enemy in WC2 synch themselves to your skill level,
- so improving the intelligence in the Special Ops disks should not
- be necessary. Some of the individual missions may be harder, just as
- in WC2 some missions were harder than others. As for the wingmen, we
- can't have them improve over the span of one campaign, but there's no
- reason why Stingray can't fly better in SO1 than in WC2. Provided Ellen
- has time to do it, that is. DONE.
-
- Ellen Guon/Origin: Time is a major concern on these projects,
- unfortunately. DONE
-
- Mike B/HOST: Follow-up, Michael? GA
-
- MICHAEL SPERTUS: Thanks. It would be awesome to get to fly with
- a really good wingman sometimes even if it meant having to have a really
- difficult mission along with it. Still, you guys are doing a great
- job. done
-
- Charles Cafrelli/Origin: Charles here. During beta testing, we were
- still playing with the AI on the wingman. And hadn't quite gotten
- it down to perfection yet. So, for about 3 weeks Shadow upon seeing
- Kilrathi fighters would immediately take off and intercept the Kilrathi
- for you. Then promptly blast the bits out of every one of them before
- you could even get to the fight. In addition, to make the wingman
- really good, they also have to ignore the player. (Sort of like
- Maniac. HE could be REALLY good, but would you want him to be?) GA
-
- Mike B/HOST: All right... the next question is from Jeffrey... go
- ahead Jeffrey! GA
-
- jeffrey kraus: here is a two parter, how can i get involved in the
- beta testing program, because of all the probs that are out there?
- Next, I have heard about a command line switch that will let you
- change game params (shield ,guns,etc. ) any truth to this? ga
-
- Steve Beeman/ORIGIN: Okay... As far as testing goes: We have to keep
- ALL of our testing in-house, for security reasons (WC2 was available
- on bulletin boards BEFORE it shipped. If we let it out two or four
- weeks earlier...). As for changing game parameters: The only thing along
- those lines is the -k switch (which only works when you type "wc2 Origin".
- The -k option either makes you TOTALLY INVULNERABLE or it crashes your
- game. We make no guarantees about the cheat keys. DONE.
-
- Mike B/HOST: Jeffrey, follow-up?
-
- jeffrey kraus: what about a select group held by a non disclosure
- agreement ? Like I have with Microsoft and other business publishers.
- If they were to release a buggy package like this ,no matter how good
- it was it would simply not sell!!! It could be done leaglly and with
- security too. ga
-
- Steve Beeman/ORIGIN: Well, there's a basic difference here... People
- depend on the every day, every minute perfect functioning of their
- business software for their livelihoods. With games, it's just not as
- critical. If the game crashes, play again. In fact, we took special
- care in WC2 to preserve your game, just in case of the inevitable
- crashes. And no matter how much playtest you give a product, bugs ALWAYS
- get out. Look at DOS 4.0.
-
- jeffrey kraus: but here is 100 $ worth of hard earned cash that is
- almost getting thrown to the wind..
-
- Steve Beeman/ORIGIN: ...or ANY version of Wordstar... Out of house
- testing is no magic panacea, I'm afraid. And, considering how many
- copies we've shipped, and how few calls back we've received, WC2
- is one of the cleanest games we've done. If you're having problems,
- our Customer Support people--who, by the way, are FREE, unlike business
- publishers'--will be happy to help you And if you've got one of the
- rare machines that, for one reason or another, just won't run the
- game... ...well, then, I'm sure your retailer will be happy to refund
- your money. It happens,unfortunately. DONE.
-
- Mike B/HOST: Our next question is from Smiley, go ahead Smiley! GA
-
- SMILEY: Would it be possible to a an audible alarm to warn of a nearby
- missle and thus allow you to avoid a hit? ga
-
- Steve Beeman/ORIGIN: Would it be possible? Yup. Anything is possible.
- Can we do it in Special Ops disks? Nope.
-
- SMILEY: too bad!
-
- Steve Beeman/ORIGIN: Are they gonna do it in Strike Commander? Prolly.
- They should -- real planes do. But, like a lot of things, we didn't
- think of it in time. (That's another suggestion for WC3!). On the
- other hand, the LOCK light blinks to show how close the incoming
- missile is. Keep an eye on that and it should help at least a little.
- DONE.
-
- Mike B/HOST: Smiley, do you have a follow-up? GA
-
- SMILEY: but a sound and a light is a much more positive warning than
- a blinking light ga
-
- Steve Beeman/ORIGIN: You're absolutely right. That's why real fighter
- planes use an audible tone. Like I said, in upcoming "real-world"
- flight simulators, and possibly in WC3, that'll probably be a feature.
- DONE.
-
- Mike B/HOST: Okay, next up is Al C. Take it away, Al! GA
-
- Al C.: Thanks, Any consideration given to user-selectable wingmen...
- each with their own strenghth & weaknesses could add a lot of variability.
- GA
-
- Ellen Guon/Origin: OK... I'm not certain on that, but I think it
- might be a feature in Strike Commander. We don't have any plans to do
- that currently in the Wing series, though. A lot of the features in Strike
- aren't set yet, so no guarantees on it. DONE
-
- Mike B/HOST: Follow-up, Al?
-
- Al C.: Thanks...just an idea. DONE
-
- Ellen Guon/Origin: Good idea, but not implementable for Special Ops,
- unfortunately.
-
- Mike B/HOST: All right, I'm opening the floor for questions again....
-
- SMILEY: ?
-
- FT [GAMERS]: ?
-
- Al C.: ?
-
- J. Cole: ?
-
- Viper: ?
-
- Mike B/HOST: Okay, let's hear it from Viper, go ahead Viper! GA
-
- Viper: Ok, When you said that WC2 is prolly one of your most bug
- free games yet, I agree, but I did find that it has some problems
- with certain versions of QEMM. It would have been nice if you had
- some sort of note or something to say which versions of the popular
- EMS managers were recommended. It would have saved me many, many,
- *many* hours of grief. GA
-
- Steve Beeman/ORIGIN: Well, you must have a relatively old version
- of QEMM. We developed with versions 5.11 and 6.0, and swear by them.
-
- Viper: I had version 5.00, version 5.11 works great.
-
- Steve Beeman/ORIGIN: (Yeah, see, there you go.) As far as determining
- which versions work... it's awfully hard to come by version 4.0 of
- QEMM these days, much less some of the weirdo off-brand EMM managers.
- Basically, it SHOULD work with any EMM that supports LIMM 4.0. If
- it don't, who you gonna call? ORIGIN. DONE.
-
- Mike/Origin: whoa, 5.11 and higher on qemm please. <sorry to interrupt>
-
- Mike B/HOST: Follow-up, Viper? GA
-
- Viper: Oh well. Another ?.
-
- Mike B/HOST: Sure go ahead GA
-
- Viper: What can we expect to see in WC3, and when? If it comes out
- fairly soon, I don't see how you can put many more features in the
- program without requiring some awesomely fast computer to run the
- sim. Right now WC2 (IMHO) is pushing the existing PC hardware right
- to its limit. This is not bad, I haven't played another game that
- even come close to WC2, but in WC3, I really don't want to see a
- WC2 rehash. GA
-
- Charles Cafrelli/Origin: Ok, WC3 will use some of the Strike
- Commander technology. You'll get to fly over texture mapped terrain
- and see the best terrain of any home computer game. It will definitely
- NOT be a re-hash of WC2. The new technology will allow you to feel
- like really flying over and through terrain. GA
-
- Mike B/HOST: Our next question comes from Fleeting Thought, take
- it away FT! GA
-
- FT [GAMERS]: Thanks, Mike! I've always wondered, who are the
- fantasy/sci-fi writers that have most influenced the writing/design
- team in the creation of the evolving WC story? And similarly, is
- there any story behind STRIKE COMMANDER that's served an equivalent
- inspirational function? GA
-
- Steve Beeman/ORIGIN: Well, to take 'em in reverse order... The major
- influence on Strike Commander is cyberpunk literature. I can't say
- what the influences were on WC1. On WC2, obviously, Ellen and I had
- to work with what we had, so the primary "influence" was WC1 itself.
- Mostly, we were trying to take the WC1 material in a new direction.
- We deliberately AVOIDED any "homages" or cliches ...and now Ellen
- wants to talk, so here she goes:
-
- Ellen Guon/Origin: One of the major influences in my writing is C.J.
- Cherryh...especially her handling of political intrigue and suspense,
- as in her book "Cyteen." Other than that, no real obvious influences,
- other than modern politics and world events. DONE
-
- Mike B/HOST: Follow-up, FT?
-
- FT [GAMERS]: Just wanted to say that I _love_ the rich fabric and
- texture of the unwinding tale, it's conceived in ways I find powerful
- and moving; keep up the good work! GA and DONE
-
- Mike B/HOST: Okay, next up is Smiley... go ahead Smiley! GA
-
- SMILEY: There is an insert in the WC2 game that suggests a CD-ROM.
- Which CD-ROM and when will this be used in your games? ga
-
- Steve Beeman/ORIGIN: The new Multimedia PC standard is pretty good,
- and we expect a lot of people to move to it.
-
- Viper: Sorry to break in here (I know this is against the rules),
- but you guys...
-
- Steve Beeman/ORIGIN: It's basically a standard CD-ROM drive, running
- MSCDEX.EXE, with a data throughput rate of 150kbps.
-
- Viper: at Origin really outdid yourselves with WC2, and I really
- love it. Good work!!!
-
- Steve Beeman/ORIGIN: I think the Tandy drive is the cheapest one
- on the market that currently meets this standard--about $400. I don't
- know about quality. As far as WHY we're so hot for CD-ROM... here's a
- quick mathematics lesson:
-
- 8 5.25" floppies @ .45 each = $3.60 for 9.6MB
- 1 CD-ROM @ 2.00! = $2.00 for 600MB.
-
- Big difference. The reason why we (admittedly) skimped on the docs
- for WC2 was to squeeze in two extra floppies. But with CD-ROM, we
- can have the docs AND more game than ever before. DONE.
-
- Mike B/HOST: Smiley, do you have a follow-up? GA
-
- SMILEY: You still did not answer when you will use this WC3 or Strike
- Commander... and i would also like to know if you plan to support
- the Sound Blaster Pro or Ad lib Gold anytime in the near future.
- ga done
-
- Steve Beeman/ORIGIN: Oops. Well, we're planning on doing a
- WC1/SM1/SM2 CD-ROM "shovelware" port. Depending on the success of that,
- we could see a major CD-ROM product in the Commander series in early
- '93--maybe a Strke Commander port. In addition, we'll probably do a
- Multimedia PC game in the fall of '92, which of course will be a CD-ROM
- original product. That'll be a strategy- simulation game, not an
- action-arcade game. As for the Sound Blaster Pro or AdLib Gold -
- they're like CD-ROMs. As Multimedia takes off we'll be supporting that
- hardware more and more. DONE.
-
- Mike B/HOST: Okay, next up is Al C., go ahead Al! GA
-
- Al C.: Ok... That was my question..WC2 on CD-Rom, When? So I'll ask...
- What will be min hardware (incl video ram) req for SC & WC3? GA
-
- Steve Beeman/ORIGIN: Minimum video hardware for Strike is a standard
- VGA or MCGA card--nothing special there. You'll need a 386 with 2MB
- of RAM and a fairly chunky hard drive. Depending on what improvements
- we make to the technology, WC3 may require 256K or 512K of video
- RAM, but Strike supports plain old VGA. Pretty butch, but we're
- figuring that over the next year, this configuration will gradually
- become "the standard." Ultima 7 needs the same setup. DONE.
-
- Mike B/HOST: Follow-up, Al? GA
-
- Al C.: OK...
-
- Well, ok..thanks...I ask because my 386/25 512k video got a little
- sluggish on some complex scenes in wc2. DONE
-
- Ellen Guon/Origin: Just a quick comment here... Due to some changes
- in how we're running the cinematic sequences (everything that's not
- in "flying loop" combat)... Special Ops 1 runs noticably faster than
- Wing II for those conversation scenes. DONE.
-
- Mike B/HOST: Okay... I'll take a quick question before we wrap up.
- Steve, earlier you said the enemy pilots in WC2 synch themselves
- to your skill level. Could you elaborate on that? It sounds like a
- major development in flight sim AI. GA
-
- Steve Beeman/ORIGIN: Well, basically it goes like this... Every time
- you kill a Kilrathi, all the remaining ones get one "notch" smarter.
- Every time a cat hammers you, all the remaining furballs get one
- notch dumber. It goes beyond that - there's some "elasticity" involved,
- so that the skill level adjusts smoothly - but that's the short version
- of how it works. The net effect is that the better you fly, the better
- the cats get; the worse you fly, the easier they get. The basic intent,
- though, is not necessarily to create "a major development in flight sim
- AI." Like everything else in the WC saga, the main objective is to
- create the feel of an interactive action-adventure film. So, for example,
- in Star Wars: If Luke encounters five TIE fighters, they'll all be bozos
- and he'll hammer them. If he encounters a single fighter, we all know
- it's gonna be a tough fight. That's the basis of the dynamic intelligence
- in WC2--making sure the difficulty of the game is apropriate to the plot.
- DONE.
-
- Mike B/HOST: Wow.. fascinating. It's transparent too, you don't notice
- it during combat. Okay, the formal part of this CON is now officially
- over! My thanks to Steve, Ellen, Mike, Rey, and Charles for stopping by
- FSFORUM tonight!
-
- Ellen Guon/Origin: Our pleasure, Mike!
-
- Al C.: Thank YOU!
-
- Mike B/HOST: <clap clap clap clap>
-
- Al C.: <Standing Ovation>
-
- Mike/Origin: If anyone has any tech. questions, I will be more than
- happy to take 'me in gamepub section12
-
- Ellen Guon/Origin: Good night, y'all!
-
- Steve Beeman/ORIGIN: Night everyone! Thanks for showing up!
-
- Mike/Origin: good night
-
- Mike B/HOST: G'night Ellen! Night Steve!
-
- Mike/Origin: night mike
-
- Steve Beeman/ORIGIN: A big bye-bye from the Lone Star State!
-
- Al C.: Mike B.?
-
- Mike B/HOST: Yeah Al?
-
- Mike, thanks for helping set this up, it was fun!
-
- Mike/Origin: bye see you tommorrow
-
- Mike B/HOST: G'night Mike!
-
- Al C.: OK...G'night.
-
- Mike B/HOST: I'm bugging out too... see you! ZZZAAAP!
-
- <transcript ends>
-
-