GFI&SFI Interview @ AG.ru[message #1026]
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Tue, 12 September 2006 21:08
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CaRNi4 |
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Messages:48
Registered:August 2001 Location: NL |
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Quote: AG (to Richard Therrien): With Jagged Alliance 3D gone, what's next in store for the cult franchise? From your posts at SFI forums, we know that JA3 will feature not one, but 5 fractions, and even more open-ended world than in JA2Краткая информация об игре. You're probably not ready to announce the game right now, but can you drop us some hints about what to expect?
RT: Just this then: Jagged Alliance 3 will have a lot of parameters that will be subject to randomization on starting a new game. We might (or might not) have a non-random initial setup, like some sort of 'official' game. This still has to be verified but is likely to happen.
This goes so far that even some characters that you meet may act different from game to game and have different allegiances and agendas.
In that sense it may feel more open ended since the player actions should also have an impact on how other enemy and friendly factions do in that world. Player actions and decisions will also affect how people react to him and his band.
Under certain circumstances, it will be possible and desirable to undertake cover up infiltration actions and avoid triggering the area into battle by way of stealth or just by going in as strangers without apparent weapon.
The game settings will not be in Arulco this time but in a totally different part of the world. It will offer a greater range of environments than previous JA games offered.
And the game will not look like a floating platform in space. Read the rest here.
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Corporal
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Re: GFI&SFI Interview @ AG.ru[message #1030]
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Sat, 16 September 2006 10:23 
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Beamer |
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Messages:7
Registered:December 2002 Location: Newark, NJ |
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I'll be honest - that interview is the first time I've ever trusted SFIs vision of JA3. The first time I've felt there was an interest in making a good JA product, rather than just taking advantage of the JA name.
Still makes me wonder, though, why SFI didn't get the JA team to do it, back when the JA team was advertising themselves as free agents. While it may have been costlier, in retrospect it would have likely been better. For one, less headaches. For another, we'd probably either already have JA3, or be very close to it.
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Private
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Re: GFI&SFI Interview @ AG.ru[message #1033]
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Sun, 17 September 2006 04:24 
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kropotkin |
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Messages:48
Registered:May 2005 Location: lake titicaca |
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Khor stop the brutality please :bawling:
Yeah the interview really lets you see who's cashing in on the name: Mistland didn't work cheap enough so they got the cancellation. Now JA3 is going to be an uninspired re-make of the old prototype that Sirtech had going by the time Unfinished Business was published. Only it's going to be made by programmers who subsist on tin sardines and wodka, a step below Sirtech and without any creative freedom on their part.
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Corporal
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Re: GFI&SFI Interview @ AG.ru[message #1040]
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Tue, 19 September 2006 06:03 
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lockie |
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Messages:3733
Registered:February 2006 Location: Scotland |
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if mistland release 'their' game in say , time for xmas market, why would sfi hold them up? apparently funded by themselves, surely they have the right to sell their product (as long as no ja references are made clear?) but i have to commend richard for staying true to our universe , no smart pause or crap like that, i enjoy ja as it is , i only want to see new missions, weapons and locations ! if i wanted a different experience then i'd look for a different game, case in point ufo , are aftermath and aftershock better games than the originals? no of course not , trying to update they're graphics turned out not too bad but realtime gameplay spoiled it for me (too old to adapt mebbe ) so kudos to richard and i for one will have ja3 whenever it is deemed good enough to release
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Re: GFI&SFI Interview @ AG.ru[message #1041]
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Wed, 20 September 2006 02:12 
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kropotkin |
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Messages:48
Registered:May 2005 Location: lake titicaca |
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In fact, I'm not too sure about the turn-based thing. If the Silent Storms proved anything, it was turn-based equals slow and boring... I don't think some company exec could understand that turn-based is another abstraction and convenience from the age of board games, just like a tiled playboard and D&D-style stats systems.
The advance in technology has turned these old facilitating methods into something that nowadays works against the game. In fact, the smart-pause if done right is very superior to old turn-based with its many problems, as E5 proved beyond doubt for me.
And there is the idea of seeing a zombified, gutted version of an early Sirtech draft. Done by an 'outsourced' and dependant developer and commanded by a company exec without much formal knowledge in games design. Last hurra before the ride into the sunset, methinks.
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Corporal
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Re: GFI&SFI Interview @ AG.ru[message #1044]
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Wed, 20 September 2006 04:00 
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kropotkin |
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Messages:48
Registered:May 2005 Location: lake titicaca |
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Quote:Originally posted by Khor1255:
just to appeal to people who never really liked the game to begin with? Well JA2 was great until too many "mods" ruined it. Especially the modsquad productions introduced so many cheats to the game that the tactical portion was completely ruined... ruined. I completed the main game two times and some mods too, but gave up on it someday.
In this regard current JA2 1.13 resembles a mindless shooter much more, as you don't need any special strategies and tactics, and the game even pauses for you when an enemy shows up. Then quick-load until it works out and call it a great tactics game. Thats about all I can say about the stereotypical accusations on "Realtime First Person Shooters" which are as nonsensical as ever on this forum.
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Re: GFI&SFI Interview @ AG.ru[message #1046]
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Wed, 20 September 2006 04:31 
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kropotkin |
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Messages:48
Registered:May 2005 Location: lake titicaca |
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That's it.. The "us" you mention is just a handful of diehards, not a general tactics game audience. As to the cheating thing, the problem is when cheats are presented as regular game features and not as cheats. As to the reload thing, you can see how the thread requesting regular permadeath mode for 1.13 was steamrolled by a few fanatics belonging to "us".
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Re: GFI&SFI Interview @ AG.ru[message #1050]
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Wed, 20 September 2006 11:41 
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Beamer |
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Messages:7
Registered:December 2002 Location: Newark, NJ |
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Quote:Originally posted by kropotkin:
In fact, I'm not too sure about the turn-based thing. If the Silent Storms proved anything, it was turn-based equals slow and boring... I don't think some company exec could understand that turn-based is another abstraction and convenience from the age of board games, just like a tiled playboard and D&D-style stats systems.
Oh man.
Equals slow and boring... to you. But Silent Storm got some great reviews, so clearly your opinion isn't that of everyone.
Personally I hate real-time. Despise it, even. I like my squad based tactical games to be slow and methodical, like chess. Which is what JA was - chess with guns.
While Turn Based can work well when commanding entire armies, it does not work well for squads. In a squad every unit is vital - every decision and action important. Trying to manage one pair while flanking with another becomes tedious and obnoxious. Doing so in a RTS army based game is less so, because the individual units are just part of a hive - screw up with one and you still have hundreds of identical ones waiting.
If you want to use one game as an example, I ask you which game was a bigger critical and commercial success: Silent Storm or UFO: Aftermath? One was real time, one was turn based. Which was forgotten and which is beloved?
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Re: GFI&SFI Interview @ AG.ru[message #1051]
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Wed, 20 September 2006 12:13 
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kropotkin |
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Messages:48
Registered:May 2005 Location: lake titicaca |
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Quote:Originally posted by Beamer:
If you want to use one game as an example, I ask you which game was a bigger critical and commercial success: Silent Storm or UFO: Aftermath? One was real time, one was turn based. Which was forgotten and which is beloved? Well both are gone and forgotten. There aren't any mods or maps for the Silent series either. But in my opinion, the best turn-based squad game so far was Incubation. That one had the best ruleset of all the games in this genre, fast gameplay and was technically very good for its time too. However the best tactical squad game right now is E5.
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Corporal
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Re: GFI&SFI Interview @ AG.ru[message #1060]
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Thu, 19 October 2006 10:49 
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Solinx |
Messages:2
Registered:October 2006 |
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Back on topic, it's good to get the (more) complete story for a change.
About 2 years ago I stopped coming here. At that time I had given up on any worthy future games in this series and while I support the things you with the 1.13 mod, JA 2 has grown too old to retain my interest.
Today, the Strategy First newsletter listed Brigade E5: Jagged Union to be released soon. This brought me back to check once more on Bearpits forum. Im truely glad I did.
The titles that were worked on are cancelled, which is good news. Richard is posting again, which is good news. This interview finally gives us some insight on things, which is good news. Jagged Alliance 3 is going to be made with Richard paying close attention to the construction, which is very good news.
Solinx
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Civilian
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Re: GFI&SFI Interview @ AG.ru[message #1061]
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Sat, 21 October 2006 09:15
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CaRNi4 |
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Messages:48
Registered:August 2001 Location: NL |
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I dont like e5, just so you know. I loved the demo, but the game just doesnt do it for me. Kinda like a longer version of the demo.
Never the less i'm going to give another couple of try's.
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Corporal
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