The third instalment in BT(s exploration of how computer game stories are written and designed looks closely at Strategy games. With an in-depth interview from Magnus Jensen, lead designer on World In Conflict, BT shows you just what it takes to make an RTS game.
"So, in this third instalment in my now re-focused and less selfish series I’m going to be looking at Real-Time Strategy games and try to see how they are written, what stories they can tell well and how they may change in the future. Helping me out along the way is Magnus Jensen, lead designer on the fantastic World in Conflict.
World in Conflict is an especially interesting game to use for a case-study since it basically re-wrote a lot of the rules for how stories are told and what stories are told in RTS games. In a time when most titles in the genre are still using talking heads or, at best, acted-out FMVs between missions, World in Conflict used a mixture of scales to engage players. During gameplay players will be fighting in battles which determine the course of a war, but in between you’ll be embroiled in the much more claustrophobic side of the war – up close with the troops, exposed to their personal battles.