Statistics: Posted by Morax — 14 Jan 2018, 18:37
Statistics: Posted by Franck83 — 10 Jan 2018, 02:39
Statistics: Posted by Morax — 10 Jan 2018, 02:07
it was Taylor's desire to ensure the game was as customisable as possible, the result being new fan maps, missions and units even today.
"Dungeon Siege, for example, was also very adaptable, but it never hit the same high as TA or SupCom in terms of mods."
Statistics: Posted by Franck83 — 09 Jan 2018, 10:52
Statistics: Posted by ZLO_RD — 09 Jan 2018, 08:59
Statistics: Posted by nine2 — 09 Jan 2018, 02:19
Today, Taylor is working on a brand new RTS which he hopes to talk more about in 2018. "My goal is to take the experience to a whole new level and break the genre out of the rut it's been in for what seems like an eternity," he says. Having already done that twice with Total Annihilation and Supreme Commander, we should have high hopes the designer can achieve his objective. "With SupCom, we knew there were a few ambitious and silly features in there that we could have cut - but we didn't know they were like that until we implemented them. And why even bother making games if you're shy about something being useless or unnecessary in a game? You have to take chances, try things and see what works, especially if you want to push the boundaries and create something new and unique. People who do that truly love to explore the unknown, and those are the types of people that worked on Dungeon Siege and the SupCom games."
Statistics: Posted by Franck83 — 08 Jan 2018, 21:40