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Hempster
2005-03-16, 15:58:46
Wurde schon vor ein paar Tagen bei Bluesnews und im OFP-Forum veröffentlicht. Da BIA scheinbar nicht der erhoffte Knüller ist, liegt jetzt wohl alles bei Operation Flashpoint 2. Bis heute ist der erste Teil in vielen Punkten unerreicht, und das wird wohl (leider) bis zum 2. Teil so bleiben.

Operation Flashpoint 2: Bunker Interview

kategória: Lövöldözős, Akció, FPS, Taktikai fejlesztő: Bohemia Interactive kiadó: Codemasters megjelenés: 2006. április


Questions answered by Paul R. Statham, Community/PR Manager of Bohemia Interactive.

Q:As we heard earlier, the game will be based on a theoretical conflict as well as the previous part of the sequel did. May you explain the situation of the Operation Flashpoint 2 (OFP2)?

The specifics of the conflict, the locations, sides involved, politics involved etc, etc are subjects that we consider important to the immersion of the game, much like the first game's setting and theme. As such we want to keep those things close to our chest at this point.

Q:Bohemia Interactive took a pioneer role in the military game genre, however don't you think that nowdays this style has become too mainstream and thus the game market too competitive with titles like Battlefield, Joint Operations, etc? Will your game incorporate any unique features that will set it above the others?

Many of the games that came before Operation Flashpoint could already be considered mainstream, and of course many that came after have been mainstream. Operation Flashpoint took a pioneering role in the combat game market and continues to be a pioneer. Games may have challenged and surpassed Operation Flashpoint graphically but that's a natural process and is to be expected. There isn't a game that has competed with Operation Flashpoint in terms of simulating large-scale military conflict, on foot, in the air, at sea & in vehicles, simulating multiple squad conflicts over vast landscapes, some games have touched on those areas, offering different vehicles to use, offering a squad to control, but none combines all those things, despite the time that has passed since the release of Operation Flashpoint. Of course being a sequel it wouldn't be right to simply match the original game, the sequel will not only extend the scope of simulated large-scale warfare it will also introduce a number of completely new gameplay elements.

Q:Will you keep the proven realistic theme of the gameplay, or can we expect a more arcade approach this time around? The predecessor featured realistic ballistics, shall we expect to see this feature in OFP2 on an even more sophisticated level?

When the original game was being created there was a vision of how it should be, what it should contain, the realistic aspects that it should contain, a desire to break the mould that had been created for previous "war games". That vision resulted in Operation Flashpoint selling over one million copies worldwide, for a debut game by an unknown developer it was a phenomenal success, that success would not have been possible if Operation Flashpoint were "just another arcade war game". The realism in the game is one of the reasons it sold so well, it would be poor business sense to remove the aspects that made the original game what it was, it would also upset the large and highly passionate community that has built up around the game since 2001, we don't want a lynching on our hands!

Q:Nowdays it's vital for a game's success to give a fullscale support to the modding community. How modfriendly can we expect OFP2 to be?

The diversity, imagination and quality of addons created by members of the community for Operation Flashpoint are testament to the flexibility of the engine (and of course testament to the talented community that has built up around the game), they show that with their minds and our engine nothing is impossible. The sequel is based on a modified and enhanced version of the same engine so modding possibilities will continue to be limited only by imagination.

Q:Shall we welcome release of OFP2 on the PC platform first with console ports following later, or have you already started cross-platform development?

We continue to work on the Xbox version of Operation Flashpoint, as well as the PC version of the sequel, that's enough for us to focus on at this moment in time.

Q:The quality of physics in games is improving rapidly. What kind of physical engine will OFP2 use? Is it an in-house development issue, or did you choose licensed solution?

The sequel will feature fully simulated physics as expected in these times of modern gaming.

Q:Can you explain what kind of features owned by the graphical engine? Which shaders will be supported, and which GPU generation will most likely fullfil the requirements of the game?

The sequel will feature many of the directx9 effects seen in current games.

Q:Vehicles are also an established element of gameplay. OFP performed well, featuring a wide range of vehicles from both the NATO and the WARPAC arsenal. Can we expect such a selection at this time too?

As with the original game the sequel will feature many different vehicles to aid combat, as stated above specific details will become available as time progresses.

Q:Can we dream about classes like secret agents grabbing silenced scorpion SMGs and using the legendary Czech-dumpling for health replenishing or will this be more flexible system with players being able to choose their equipment individually?

With the Flashpoint engine the possibilities are limitless, even if that includes strange dreams about dumplings!

Q:Since Operation Flashpoint we were able to see a lot of team-based multiplayer games with realistic and even sci-fi enviroments. Will you include some kind of new, never seen innovative multiplayer modes? Are you going to include the option for co-operative mode?

The original game had co-operative play as well as the usual deathmatch, team deathmatch and capture the flag modes. Most games that are released also have DM, TDM and CTF, the difference with Flashpoint which again is testament to the strength of the engine that it's built on is that you're not limited to those gaming modes, as seen by the number of different multiplayer modes created such as CTI (capture the island).

Q:Bohemia is credited with one of the most anticipated and successful franchise of the region with Operation Flashpoint. Despite of of this fact do you consider (or do you already have plans) to create a game based on a brand new IP, or do you want to continue with the proven brand?

The most significant factor and the element that should be focused on most is the strength of the game, not the strength of the franchise. A game should be able to stand on its own merits, to appeal to a large audience because it has been created with drive and vision and passion for game making. At the end of the day however we don't want to settle into one niche churning out endless games of one type. In the long term future we have a desire to make different types of games.
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=56;t=45124
http://www.flashpoint2.com/
http://www.codemasters.com/flashpoint2/

Esther Mofet
2005-03-16, 16:58:30
Da setzt ICH meine Hoffnung rein..da NUR fürn PC,was die Chance auf ein gutes Game deutlichst erhöht..
Mfg The Q

HOT
2005-03-16, 17:04:27
Das beste an dem Spiel dürfte auf Konsole relativ schwer bedienbar sein: Den Editor :D

Blackland
2005-03-16, 17:06:19
Hoffentlich ist es nich nur ein stark verbessertes VB1, dann wird´s net lustig!