
Posted by EA_CIRE, 11 Mar 2013
From Jon van Caneghem
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Hi everyone,
I can’t state how excited everyone here at Victory Games is to have finally released more information and shown the gaming press our sneak peek of the game. We had great feedback from them (and from our community summit back in December) and are really looking forward opening up Command & Conquer to more people soon.
I want to highlight a few of the areas that we’re hearing great feedback on:
I also want to dive a little deeper into what it means for C&C to be "free-to-play", and explain a bit about how Generals work in the new Command & Conquer. It’s our goal to give players full access to a fun RTS game with no barrier to entry. All factions, units, maps, and game modes will be available to everyone from the start. Our monetization will revolve around 3 core pillars, common in successful live services that want to avoid "pay to win" issues, and will be available with both earned and paid currencies:
Generals are the most exciting part of this new game to me. You may remember how Generals worked in C&C Generals Zero Hour, back in 2003. It’s very similar thinking – each General has unique advantages, and are balanced with disadvantages against all of the other Generals. We will be continuously adding new Generals for each faction, each with a combination of unique units, player powers, and taunts. Different Generals are ideal for different strategical play styles. Whether your strategies are typically around base defense, stealth, rush, tank power, or other – there are many different Generals to learn to play as and against.
Here’s an example of what you might see from a General focused on Air Power. This General comes with 2 specific Air Units that replace or upgrade other Units within their Faction. However, as with any RTS, there are trade-offs when it comes to modifying the tech tree; given that this "Air General" is stronger in the air and more capable of fielding aircraft early in a match, they are weaker on the ground, lacking certain high tier vehicles or upgrades that would otherwise form a key part of their endgame strategy. Obviously, that is a relatively broad example, but we’re tuning and tweaking each General’s tech tree to make sure that they fit well within our overall game balance.
Beyond Unit and Upgrades, this "Air General" would also come with unique Player Powers, perhaps an Air Raid or similar large AOE direct-damage power that you can call in against an opponent. These "Generals Powers" are unlocked and upgraded throughout each match, increasing in power, effectiveness and even core functionality, and can be called upon to dramatically shift momentum during a heated battle.
Again, we are all very excited to build this game with the full feedback of our fans and our community, and want to reiterate that this is just the beginning. Being a live service, we have many years to continuously build upon and optimize the experience that we are bringing to you all.
If you haven’t already, you can register for the closed beta here.
Thanks to all of our fans and we look forward to seeing you in the game.
Jon
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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.