Supreme Commander is tantalising the taste buds of RTS gamers. We interview the developer legend behind the game Christopher Taylor.
Atomic: TA pioneered downloadable units, polygonal RTS units, command queuing, very large maps, refined online play and more. Is there scope left now for so many revolutionary features in one new game?
Chris Taylor: Absolutely, without a doubt, and right out of the gate our 'strategic view' [in Supreme Commander] will change the way players interact with an RTS game. We also have quite a few advancements in the UI, and in what I call the 'command and control' system. And then there is the scale of the units… our engine fully supports units that are much larger than anything seen today… and when I say much larger, I mean huge!
Atomic: Why did you choose to go the vector rendering route over sprites for TA? CT: This was the only way to create smooth and fluid motion for the units. If we had to generate sprites, there would be no way to fit them all into memory.
Atomic: Is RTS gaming a dying genre that has stagnated past the point of no return? CT: I don’t believe so. In fact, I hope that Supreme Commander is the game to really remind players that we are just at the beginning in terms of the life of this genre, and in no way have exhausted the possibilities.
Atomic: Why did TA: Kingdoms fail? CT: I don’t like to criticise other people’s work. I think it’s bad Karma, but if you pushed me on the question, I would say that the team who worked on it was trying something new. When you take chances you have to accept the risks, and they were willing to do that. It’s more than you can say for a lot of games that are highly derivative and stay safely within normal bounds.
Issue: 133 | February, 2012