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Earth 2160 Interview
Earth 2160 Interview


Games Fusion talks to Zuxxez Entertainment's Dirk P. Hassinger (VP of Zuxxez Entertainment and Executive producer of Earth 2160), on their forth coming Real Time Strategy game, Earth 2160.

Q. The Earth series appears to follow a storyline, which evolved from the first Earth game, 2140. At the end of Earth 2150 the storyline concluded with the humans escaping from the blue planet. Now that the game is no long based on planet Earth, why choose to keep the name?

A. The brand "Earth 21XX" is very well known and that is the main reason why we have kept the title. In 2160, the humans who were able to escape from Earth started to build up their civilizations on Mars and would later conquer new planets within and outside the solar system. So the title is not that wrong even if mother Earth bites the dust in 2150.

Q. In terms of realism, have you done any research into astronomy and planet locations or have you kept strictly to a sci-fi theme?

A. Mirek, the team leader is very much addicted to astronomy and a lot of research about venues in 2160 was made. Of course, to make the game attractive, interesting and playable, but there is not much more realism than there is in any Sci-Fi movie. There is a scientific background, but a lot of fiction – as everybody expects from such a title.

Q. In Earth 2150 the main goal of the game was to stay alive and escape from Earth. What will be the main goal of 2160?

A. To stay alive and to find your paradise.

Q. The Earth series has always been heavily built around research and there are a lot of strategy titles that include this aspect. What sets Earth 2160’s research apart from other strategy games?

A. The way units are constructed is a strong improvement of the beloved method in 2150. Because of the modular construction, an uncountable number of combinations will surprise and please the gamers. The research possibilities are really very far-reaching and as good as free. To allow the player a better overview, he can patent each new invention and hire "Virtual Agents" to help.

Q. What artwork and documentation have you used for inspiration to create some of the futuristic visual aspects of the game?

A. Movies, Sci-Fi stories, 20 years of experience in creating science fiction games and a lot of fantasy.

Q. What additional features will set Earth 2160 apart from existing RTS games?

A. As I have already mentioned, "Virtual Agents", which have inter-character relationships, character development, skills and personality, bringing a breath of fresh air into the genre. A new type of AI calculation will make the game more challenging than all other RTS titles on the market. There are multiplayer options to save MP matches any time, and that allow players to join running matches. This alone will attract a huge MP community. The bio- and physics engines give increased realistic behavior to all objects and places, more than has ever been seen in any RTS game. And besides all this, the overall optical appearance will certainly make the game outstanding.

Q. Have you focused heavily on storyline in Earth 2160 to create a more gripping single player game?

A. Yes. How can I put this … the story will be surprising, riveting and enthralling … but we do not want to reveal too much yet.

Q. How have you optimized the A.I. to produce a more intelligent gaming experience?

A. The A.I. is calculated with a combination of linear back framing and conventional scripts. We have developed our own unique script language compiler for this. The player will have to compete with very tricky and clever AI opponents.


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Posted by LNorton at May 07, 2004 05:01 AM

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