How Mario Kart Shaped Tom Clancy's EndWar
by Nick Breckon, May 28, 2008 4:56pm PDTTom Clancy's EndWar plays a bit like a voice-controlled version of World in Conflict. And like World in Conflict, it features an assortment of weapons of mass destruction.
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In speaking with Ubisoft representative Julian Gerighty, I learned that the development team turned to an unlikely source of inspiration for WMD usage in their real-world RTS: Nintendo's Mario Kart.
"One of the big, big cheeses at Ubisoft is called Serge Hascoet," explained Gerighty. "He's the guy behind Rayman, he's the guy behind hundreds of things. He's a very creative guy, and a little crazy.
"So we were working on this game, and we found that at the end--one of the problems with strategy games is that when you're dominating, it's no fun for you or [your opponent]. It's just mopping up the one, and trying to avoid being mopped up for the other.
"So we wanted to give it this reversal, and the reversal came in the form of the last lap of Mario Kart."
Mario Kart has always been a game that allowed trailing racers an opportunity to make up ground with koopa shells and other special weapons. Fortunate players can quickly bounce back and forth from last to first, which gamers often describe as "rubber-banding" gameplay.
"When you get that red shell, you know that you can take out that number one driver on the last lap," continued Gerighty. "So on the last lap, our last lap, in the last few moments of the game, you unlock weapons of mass destruction that can take out a huge amount of enemies."
The losing side unlocks WMDs first, and is then allowed to desperately fire off his cache in a last-ditch effort. The leading player follows with a retaliatory strike. The round that I played still saw the winning player triumphant after the brief nuclear exchange, but it did speed up the end-game, and keep things interesting for both sides at that. Plus, it sure looked cool.
"Most of the stories, when [the developers] are discussing games at the water cooler, they come from that."
Check back later in the week for the full interview with Ubisoft's Julian Gerighty, as well as a hands-on preview of Tom Clancy's EndWar (PC, PS3, X360).
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Comments
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"Mario Kart has always been a game that allowed trailing racers an opportunity to make up ground with koopa shells and other special weapons."
Mario Kart has not always been a game that allowed this. The second Mario Kart and the ones since have handicapped successful players by giving advantages to losing players. The first Mario Kart did not do this.
And trying such a thing in a strategy game is possibly crazy. From the look of it the only thing differentiating this WIC clone from WIC is that everyone gets a nuke at the end.
Giving the loser an advantage actually decreased my interest in that genre even more.
Over of the course of any single Company of Heroes match it's not uncommon for EACH player to be at a stage where it looks like they're totally screwed and yet they manage to rally back- through skill, not presents. Imo, that's why I find that Company of Heroes already does what WiC attempted to do far more effectively despite that CoH incorporates base-building- in the end, CoH's battles rely far more on tactical prowess than WiC's and battles seesaw in much more spectacular- but controllable- fashion.
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Sounds like an interesting idea though, but the Mario Kart syndrome isn't always a good thing. :o
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