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	<title>Comments on: A Glimpse into Modern Real-Time Strategy (Part 4)</title>
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	<link>http://www.polycat.net/1206/a-glimpse-into-modern-real-time-strategy-part-4/</link>
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	<pubDate>Fri, 09 Jan 2009 20:44:35 +0000</pubDate>
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		<title>By: R.</title>
		<link>http://www.polycat.net/1206/a-glimpse-into-modern-real-time-strategy-part-4/comment-page-1/#comment-206088</link>
		<dc:creator>R.</dc:creator>
		<pubDate>Sat, 08 Sep 2007 22:19:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/1206#comment-206088</guid>
		<description>Not bad articles, but lacking polishing in them or an innovative style (the irony in that, considering what was written in the Starcraft section), overall they improved from issue to issue, but these type of articles are fairly common within the web, and although a fun read... well, you get my point.

Another thing was the excesive lenght of the article and well as the font size, you wouldnt believe how difficult is to read on a computer screen with that font size (but then again, that could had been my fault, who knows).</description>
		<content:encoded><![CDATA[<p>Not bad articles, but lacking polishing in them or an innovative style (the irony in that, considering what was written in the Starcraft section), overall they improved from issue to issue, but these type of articles are fairly common within the web, and although a fun read&#8230; well, you get my point.</p>
<p>Another thing was the excesive lenght of the article and well as the font size, you wouldnt believe how difficult is to read on a computer screen with that font size (but then again, that could had been my fault, who knows).</p>
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		<title>By: mittens</title>
		<link>http://www.polycat.net/1206/a-glimpse-into-modern-real-time-strategy-part-4/comment-page-1/#comment-161046</link>
		<dc:creator>mittens</dc:creator>
		<pubDate>Thu, 30 Nov 2006 00:13:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/1206#comment-161046</guid>
		<description>&lt;b&gt;1)&lt;/b&gt; &lt;i&gt;Total Annihilation was one of the most innovative RTS titles to ever hit the market, what do you feel was one of the greatest factors to its success, and how has that been migrated to the development of Supreme Commander?&lt;/i&gt;
&lt;b&gt;Chris Taylor&lt;/b&gt;: At the core, I would have to say itâ€™s the â€œsimulationâ€.  When you simulate the exchange of weapons, you get a very different game experienceâ€¦ it not only looks different, but it â€œfeelsâ€ different.  I dare say that this is not something that will come and go in the years ahead, but will become the norm for all future games.

&lt;b&gt;2)&lt;/b&gt; &lt;i&gt;In playing the Supreme Commander beta, one of the most striking things about it was how the scale of an individual match actually felt, dare I say, "supreme." How were you able to create such an "epic" sense in each battle?&lt;/i&gt;
&lt;b&gt;Chris Taylor&lt;/b&gt;: Well, there is no guarantee that when a design goes from paper to implementation that it will give you the results you are looking for, but in this case, I was very happy with how the design came to life.  At the core of the design are three philosophies; a) Big maps, b) Experimental Units, c) Large numbers of units.  Then to this we added the ability to zoom in and out fluidly with a much more advanced command and control system.  When all of these elements come together, you get an epic experience.

&lt;b&gt;3)&lt;/b&gt; &lt;i&gt;One of Total Annihilation's most impressive aspects was the pure customizable nature of the game's data; what are some of the ways that Supreme Commander is opening up the game to the mod'ing community?&lt;/i&gt;
&lt;b&gt;Chris Taylor&lt;/b&gt;: We developed the game from day one to be fully modable.  We also call this a data-driven game engine.  We understand what the mod community is going to need, so we make sure to design the engineâ€™s architecture to support that.  We also built in a â€œmod managerâ€ right into the game to turn these mods on and off, so itâ€™s much easier than it was in the past to control what mods are running for any given game.

&lt;b&gt;4)&lt;/b&gt; &lt;i&gt;How do you feel Supreme Commander is different from other RTSs out right now?&lt;/i&gt;
&lt;b&gt;Chris Taylor&lt;/b&gt;: Our â€œStrategic Zoomâ€ feature is one of the biggest differentiators, and I am very proud of that, but we also have so many other features that differentiate us like the advanced command and control system, the massive maps and experimental units, and the super modable engine.  We are also one of the few games that are built on a full simulation, whereas most others use dice-roll or â€œinsta hitâ€ systems.</description>
		<content:encoded><![CDATA[<p><b>1)</b> <i>Total Annihilation was one of the most innovative RTS titles to ever hit the market, what do you feel was one of the greatest factors to its success, and how has that been migrated to the development of Supreme Commander?</i><br />
<b>Chris Taylor</b>: At the core, I would have to say itâ€™s the â€œsimulationâ€.  When you simulate the exchange of weapons, you get a very different game experienceâ€¦ it not only looks different, but it â€œfeelsâ€ different.  I dare say that this is not something that will come and go in the years ahead, but will become the norm for all future games.</p>
<p><b>2)</b> <i>In playing the Supreme Commander beta, one of the most striking things about it was how the scale of an individual match actually felt, dare I say, &#8220;supreme.&#8221; How were you able to create such an &#8220;epic&#8221; sense in each battle?</i><br />
<b>Chris Taylor</b>: Well, there is no guarantee that when a design goes from paper to implementation that it will give you the results you are looking for, but in this case, I was very happy with how the design came to life.  At the core of the design are three philosophies; a) Big maps, b) Experimental Units, c) Large numbers of units.  Then to this we added the ability to zoom in and out fluidly with a much more advanced command and control system.  When all of these elements come together, you get an epic experience.</p>
<p><b>3)</b> <i>One of Total Annihilation&#8217;s most impressive aspects was the pure customizable nature of the game&#8217;s data; what are some of the ways that Supreme Commander is opening up the game to the mod&#8217;ing community?</i><br />
<b>Chris Taylor</b>: We developed the game from day one to be fully modable.  We also call this a data-driven game engine.  We understand what the mod community is going to need, so we make sure to design the engineâ€™s architecture to support that.  We also built in a â€œmod managerâ€ right into the game to turn these mods on and off, so itâ€™s much easier than it was in the past to control what mods are running for any given game.</p>
<p><b>4)</b> <i>How do you feel Supreme Commander is different from other RTSs out right now?</i><br />
<b>Chris Taylor</b>: Our â€œStrategic Zoomâ€ feature is one of the biggest differentiators, and I am very proud of that, but we also have so many other features that differentiate us like the advanced command and control system, the massive maps and experimental units, and the super modable engine.  We are also one of the few games that are built on a full simulation, whereas most others use dice-roll or â€œinsta hitâ€ systems.</p>
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		<title>By: nakor</title>
		<link>http://www.polycat.net/1206/a-glimpse-into-modern-real-time-strategy-part-4/comment-page-1/#comment-160547</link>
		<dc:creator>nakor</dc:creator>
		<pubDate>Mon, 27 Nov 2006 06:09:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/1206#comment-160547</guid>
		<description>make it stop =\

but no rly trent why did you not mention our AT godliness?</description>
		<content:encoded><![CDATA[<p>make it stop =\</p>
<p>but no rly trent why did you not mention our AT godliness?</p>
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		<title>By: Hippo</title>
		<link>http://www.polycat.net/1206/a-glimpse-into-modern-real-time-strategy-part-4/comment-page-1/#comment-160359</link>
		<dc:creator>Hippo</dc:creator>
		<pubDate>Sun, 26 Nov 2006 07:23:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/1206#comment-160359</guid>
		<description>Very intimidating. I suggest using fewer words and more hot babes.</description>
		<content:encoded><![CDATA[<p>Very intimidating. I suggest using fewer words and more hot babes.</p>
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		<title>By: code</title>
		<link>http://www.polycat.net/1206/a-glimpse-into-modern-real-time-strategy-part-4/comment-page-1/#comment-160160</link>
		<dc:creator>code</dc:creator>
		<pubDate>Sat, 25 Nov 2006 08:22:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.polycat.net/1206#comment-160160</guid>
		<description>Trent, this article is stunning. A wonderful conclusion to your already fabulous series.</description>
		<content:encoded><![CDATA[<p>Trent, this article is stunning. A wonderful conclusion to your already fabulous series.</p>
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