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  GameStar.de - interview with Dan Musil
General
 

Christian Schneider from GameStar.de sat down with Dan Musil, Project Lead at Bohemia Interactive to talk about Arma 3.
This interview concentrates mainly on the demo, copy-protection, technical improvements, multiplayer, mod-support, system requirements and gameplay changes in Arma 3.
Christian Schneider was so kind to sent us the English translation of the interview which was released in German on gamestar.de.

    Quote :
    How do you enhance the editor?
      Dan: We've had to cut short our more ambitious plans regarding the editor recently. Due to missing resources, our goal in this area is currently to focus on improving the usability and experience of the classic mission editor from A2OA.

    How do you plan to enhance the mod-support?
      Dan: We're looking to develop a whole new platform to support mods, but it's not currently available, so I'll not make any promises or reveal more information just yet.
    How did you enhance the sound?
      Dan: We are aware that sound was not perfect in A2. So we put significant effort into all parts of the sound pipeline. Beginning from sound recording hardware and technology, processing the samples, engine support for stereo sounds, filters and multiple sound samples for different values from game controllers (distance, gear, environment/place).

    Can the player steal the uniforms of other dead players in multiplayer?
      Dan: We decided to limit this only to uniforms affiliated with a player's side. Although we were considering allowing the player to don any uniform at the start of development, it appeared that such generality would bring some very complex issues with AI and multiplayer rules. Also, it is against the Geneva Convention.

    What were your biggest problems developing ARMA 3?
      Dan: There were quite a few new people in the team from the beginning. We've lost some time following dead ends, and having to start again from scratch. It's literally impossible for a new guy to embrace all the Arma features and make a new feature consistent with all of them. From the other side, everyone is beginning sometimes and it's impossible to pass all knowledge to him/her at start. The sandbox has become HUGE and everything is related to everything.

Read the complete interview by clicking "read more.."!

For all the latest Arma 3 intel, please visit www.arma3.com or track the game via: Arma 3 information topics:Discuss Arma 3 on our forums.



Q: Will there be a separate coop-campaign? And for how many players?
    Dan: We have instead decided to focus upon a singleplayer campaign and varied set of coop and competitive MP game modes and scenarios, which should offer something for everyone. Numbers will depend upon the results of internal and community stability testing of our alpha.
Q: How do you enhance the editor?
    Dan: We've had to cut short our more ambitious plans regarding the editor recently. Due to missing resources, our goal in this area is currently to focus on improving the usability and experience of the classic mission editor from A2OA.
Q: Will there be any new multiplayer-options and will warfare return?
    Dan: It's still too early to speak in any great detail about this, as the multiplayer code and gameplay is still mostly work-in-progress. We would definitely love to see some large-scale multiplayer in the game, but it all depends on how successful we will be with the game's general multiplayer capabilities.
Q: Will there be a Demo?
    Dan: Yes. Sooner or later.
Q: Will there be a 64-bit-version?
    Dan:No. There is no reason for this.
Q: How do you plan to enhance the mod-support?
    Dan: We're looking to develop a whole new platform to support mods, but it's not currently available, so I'll not make any promises or reveal more information just yet.
Q: Will there be more factions then the ones you already disclosed?
    Dan: No, there won't.
Q: How did you enhance the sound?
    Dan: We are aware that sound was not perfect in A2. So we put significant effort into all parts of the sound pipeline. Beginning from sound recording hardware and technology, processing the samples, engine support for stereo sounds, filters and multiple sound samples for different values from game controllers (distance, gear, environment/place).
Q: Will there be a proper stealth-system and even stealth-weapons like a tech bow or knife kills?
    Dan: Speaking of the vehicles, we did not specifically work on any stealth technology. In terms of infantry gameplay, we are trying to be rather realistic; therefore, we don't plan to work on any arcadish "stealth mode". Melee and weapons like harpoons or crossbows are on our wishlist, but these are preceded by many more important features.
Q: Will the game require a Steam-activation?
    Dan: We are currently evaluating this. Most probably, we won't be bound to Steam, but we will use some kind of protection.
Q: Will the AI no longer be able to see through grass, and how will the grass be displayed in multiplayer?
    Dan: Unfortunately, there's no progress on this. Staying the same so far.
Q: How did you decide which weapons, vehicles and aircrafts to use in ARMA 3?
    Dan: This was mostly a matter of their visual appearance, as we wanted to create the impression of a not-so-distant future. Also, there were some people's personal preferences playing their role in the selection process.
Q: While improving the command menus, which games did you get inspiration from?
    Dan: Particularly in the case of the command interfaces, it is hard to draw inspiration from the other projects, as there are not many games around as complex as Arma. Our designers looked at many tactical and shooter games and explored the ways to improve the presentation of the GUI in general, but they also considered the lessons learned from our previous projects and player's feedback.
Q: Will the campaign be playable without take the AI by the hand all the time? How do you want to avoid frustration by AI-mistakes?
    Dan: In Arma 2's campaign there are a certain number of characters you couldn't let die. In A3, we're trying to be a bit more brutal and allow most anyone to be killed in action.
Q: Which DirectX 11 effects will be used? (Tesselation ...)
    Dan: This is a pretty new area for us, and we’re in the middle of our DX11-specific optimisations now, so let us finish that before we reveal more!
Q: Can the player steal the uniforms of other dead players in multiplayer?
    Dan: We decided to limit this only to uniforms affiliated with a player's side. Although we were considering allowing the player to don any uniform at the start of development, it appeared that such generality would bring some very complex issues with AI and multiplayer rules. Also, it is against the Geneva Convention.
Q: Will there be support for Nvidia 3D Vision?
    Dan: This issue is in the queue. We'll try, but I have no closer insight on this just yet.
Q: What are your DLC-plans?
    Dan: There are no specific plans currently, just a few ideas that pop up as we continue development.
Q: What mods or ideas from mods will be integrated into ARMA 3?
    Dan: We did not directly use any community mod, but we cooperate with several community developers who contribute e.g. to the animations system.
Q: What were your biggest problems developing ARMA 3?
    Dan: There were quite a few new people in the team from the beginning. We've lost some time following dead ends, and having to start again from scratch. It's literally impossible for a new guy to embrace all the Arma features and make a new feature consistent with all of them. From the other side, everyone is beginning sometimes and it's impossible to pass all knowledge to him/her at start. The sandbox has become HUGE and everything is related to everything.
Q: What are you most proud of in the game?
    Dan: It is great to see Real Virtuality receiving some features the team and the fans of the series were longing to see in the Arma series, e.g. the overhauled lighting and HDR, volumetric clouds or improved physics. Also, the scope of the Arma 3 terrains is amazing, and they make our game really stand out.
Q: Did you cut anything because it just didn’t work the way you wanted it to?
    Dan: Many times. I think this is usual development process in every game studio.
Q: What kind of system do I need to run ARMA 3 propperly?
    Dan: i5-2300 / Phenom II X4 940, GeForce GTS 560 / HD 7750, 4GB RAM, 25GB HDD, OS with DirectX 11 should be perfectly safe. There are few specifics, which I would like to analyse and explain in upcoming developer blog (maybe as a part of another blog post). Please note, the game isn't in a final or even close-to-final state. These specs are just a close-to-final guess.
 


Written on 2012-07-25 21:14 by Foxhound  

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