Shack Interview: Chris Taylor

  Aug 09, 2006 11:37am CST tags: Chris Taylor, Supreme Commander, Dungeon Siege, Interview
Game designer Chris Taylor has been best known for his 1997 realtime strategy title Total Annihilation, but he's likely to become better known for his upcoming Supreme Commander, which looks to one-up Total Annihilation in as many ways as possible. I recently had the chance to chat with Chris about a number of features in Supreme Commander, as well as his thoughts on the strategy genre, how he ended up making games, and why he decided to explore RPGs with Dungeon Siege. Prepare yourself for a hefty read, then check out this five page interview.
Chris Taylor: The way we're working is that we have a pool of units, so that if you're playing with fewer people, you have more units [per person]. We've toyed with two to four thousand units in a pool. So let's say you and I play head to head and it was four thousand units, we'd get two thousand each. If we played eight player, we'd get five hundred each. What that final unit count is, it's not yet been decided, but in all fairness whatever it is when we launch the game in January it will be different in June. The powers of the machines will go up, it's fully moddable, people can change the number of units to whatever they want with a mod. So if you and I get together and we know a little something about how to mod the game, we can change it to ten thousand units each. There's really nothing about how the game is architected that limits that number. It's an arbitrary limit that will be set at release, and it will probably be within two and four thousand units total.

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  • Although Starcraft, Warcraft 3, and Dawn of War are great games each, they are far from perfect. There is too much micromanagement in these games considering how small the scale is.

    These games should be more about thinking, tactics, and strategy, not about who is most skilled with mouse and keyboard. I have no intention or time to study fastest build orders, or all of the hot keys.

    I don't want to micromanage my troops during the battle too much, I just want build them, point them to some direction to attack, and so that they can do their "thing" as any trained military unit would do.

    Also when you are playing in smaller scale, and in smaller maps with not so many units, you can always expect what units your opponent is ultimately going to use, if you are playing against Eldar in DoW multiplayer, you can be sure that at some point you'll be facing Fire Prism tanks. And because the scale is so small, its hard to hide any of your units, and maps limit your ability to outflank your enemies.

    In Total Annihilation you could always surprise opponent with many different ways, and I can see that there willl be even more ways to surprise your enemy in Supreme Commander.

    Zooming far out is also great feature, often in DoW I just simply miss lot of important happenings in the game because there is so much happening in the screen sametime. Warning messages about your base being attacked when you are middle of huge battle are easy to miss.




  • I'm so psyched for this game it's unbelievable. I just pray he Chris can pull off everything he's promising and make it workable.

    I want to indulge all my Napoleonic fantasies and be in charge of a fucking war. I want massive tank and K-Bot wars between hundreds of units raging in the centre of a map, whilst ships and subs engage offshore and aircraft fly in reinforcements. I want timed pincer attacks on enemy bases from land, sea and air at the same time, and I want territorial control to really matter. Shifting battlefronts in the war for resource control, and strategic use of terrain to hide artillery. I want it to be epic.

    If you'll excuse me, I'm going to go jerk-off to the gameplay videos again.








  • The thing with anti nukes and nukes is pretty cool and simple to understand, but leads to complex strategy possibilities.

    As long as you remember to build anti nukes, you will be pretty safe. However, say you build 3 anti nuke silos, and they cover the exact same area. Now I launch 5 nukes simultaneously. 2 of them may get through depending on how quickly the anti nuke silos detect the incoming warheads on radar, and how quickly the facilities launch missiles :D

    In TA this had a bad tendency to stagnate a bit, because if you simulataneously launched enough nukes at once, you might be able to overwhelm the anti-nuke missile launching capabilities of your enemy. So you might end up constantly building both nukes and anti-nukes as fast as your resources would allow. Luckily, you could just queue these buildings up with your construction units and move on to more important tasks. This is part of the simulation CT is talking about, and it's just really cool in practice.

    But this also means that nukes will generally probably not be a viable mode of attack on your enemy's main base. You're going to end up doing one of these things with nukes:
    1) Nuking a massive incoming assault force of the enemy's
    2) Sending enough simultaneous nukes to overwhelm the enemy's anti-nuke launching capability
    3) Luring the enemy outside of his anti-nuke net
    4) Leading a targetted assault specifically on the enemy's anti-nuke facilities to allow for the coming of your nukes
    5) Since anti-nuke facilities cover a RANGE, one area may be more heavily guarded than another, and likewise, you may be able to simul-nuke one area more easily than another, thus weakening his net and allowing for more nukes.
    6) Attacking a hidden outpost that the enemy doesn't think you know about and hasnt bothered to cover under his protective net

    This is an example of some of the cool flexibility you had in TA, and I can only imagine it's the same or better on SC. I do know that during our long long battles in TA, there would always be a constant barrage of nukes flying between our bases while the lesser units fought below. It was quite irritating if you left screen shake on, until you realized how AWESOME it was. Just knowing that if a single one got through you were fucked... so cool.