The guys over at BurningTruth, had there first round of the Q&A sessions you got to ask Frank Delise, General Manager and “The Vision” at Kaos Studios, any Frontlines related questions that you wanted. The guys at Kaos are taking their time to really go over and answer them and Frank has fired back – check out YOUR interview.
The frontlines game mechanic really helps Frontlines stand above its competition; it ensures a dynamic battlefront and a constant stream of concentrated action. What were the thought processes that lead up to the development of this mechanic, and were there any other ideas thrown around regarding how it would function?
FD:>> For the frontlines game mode, we went back and fourth on a few ideas. We look at everything from standard conquest style game modes to game modes such as Push, which we had in Desert Combat. When we went back to look at the problems with the current games, we realized that no teamwork was really required and Push was the closest to teamwork. However, Push was a single objective, which caused serious choke points. So we looked at real battle plans, which have multiple objectives on a frontline. Once you achieve the objectives, the front pushes forward. So our inspiration came from real battle plans as well as our experience on Desert Combat on what worked and what didn’t. We really want to get away from having people spread all over the map with no teamwork.
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