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  CommandCom Page 6
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Homemade EA Videos
Then Sam Bass showed us some of the internal tests that were created to show EA why they should invest the money in the full set with moving camera, and the difference was huge. They showed a video concept of the final scene in C&C3: Kane's Wrath in which all the characters were played by employees, not actors, which was hilarious. Chris Corry (http://www.linkedin.com/in/chriscorry) played Kane, and I guess he is bald like Kane, but not exactly what you'd expect. Quite funny! Then they showed the concept for the first GDI FMV where the EA guys acted it out in EA's HQ including the conference room and the BCPT studio. It was a world of difference. In the first, the camera just sat there while you watched characters talk. In the C&C4 test, there was a whole lot more movement; it was more polished, more dynamic and Mike Verdu and the EA higher ups were very impressed with it, so they allowed them the budget to create the FMVs like that.

My blatant disregard for authorityBridge over the RhineJim Vessella and Me


They then showed the first GDI FMV in which you are released from prison and a commanding officer basically tells you to escape. There is a lot of camera interaction with other prisoners and guards and lots of movement. The last part to the FMV presentation was that there are news aggregators overlaid on the HUD at times which provide more information about the current world state. They took a cue from the citizen journalism in Iran earlier this year and this method provides a way to look at multiple news sources who are close to what's going on.

Campaign Mission Design
Then Sam Bass talked about the campaign mission design. With the hugely different game mechanics, it was time to go "out with the old." They rethought how RTS missions are designed. Heavily scripted, "puzzle" missions are bad, they only allow for one way to win the mission which you have to die and restart the mission until you figure out. There are no limitations on when you play the mission. You could be level 40, you could be level 1. You can choose between the classes whenever you choose; even in the mission. Everything is a choice. So they are designing the missions to be much more dynamic. There are no fixed AI or base locations. Their design philosophy is "choice lives with the player, not with the designer."

2Poc and MeMe, Apoc and PhoibPhoib and Me, who's taller?


Objectives are a "how to do the mission guide" and are clearly defined and straightforward. The maps and environments are much more open; more closely related to multiplayer maps than the previous games' singleplayer maps. The AI is reactive and adaptable. For the first time, it obeys the fog of war! If it doesn't see your units, it has to search for them. The campaign missions take them much longer to make; from 3 weeks to now 2 months. Sam Bass asks the mission designers when creating the missions, "How will this mission be fun if I'm playing as the ______ class," and if they can't answer that question, they have to go back to the drawing board and redesign the mission.

Assassin and X66MammutBiggest C&C Fan meets Biggest Mammoth Tank FanAssassin, X66 and Me


There will be fewer missions than C&C3, but they will be more replayable. Commando missions will not be included because they were always puzzle missions and often relied on bases to blow up and a specific path to follow. You will be able to replay missions with new units after you unlock them; they're working on ways to prevent the player from grinding missions over and over again. And finally, the most exciting part is that there will be Tiberium-based flora and fauna. There was no word as to what they would be, but in the singleplayer mission, we did see a Visceroid on a rotisserie skewer barbecuing over the fire. "Visceroid! It's what's for dinner." A very nice touch there.

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