In WAR ,about half the single-player experience is just dressed-up skirmishes .
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Noseworthy begins as he sat down with GameSpy to discuss Dawn of War II's single-player campaign. "Any mission that's built around the core of you building your base and the enemy building their base until you have enough guys to kill their base is not going into Dawn of War II," he said. According to Noseworthy, the initial inspiration for the new single-player direction was simply the team being sick of playing with the limited strategic options available in that basic format. "We didn't want the player to have to manage a whole bunch of unit types," Noseworthy said. "Instead we made it all about the wargear. Placing Terminator armor on a squad, for example, makes it handle completely differently than scout armor. Accessories can turn squads into medics or spellcasters. There's just so much variety in units -- so many different ways they can be used."
That, of course, is much easier said than done. Too many other RTS games that concentrated on small-squad tactics have fallen into the deadly trap of turning their campaigns into a series of puzzle maps in which the player must deduce the way the designer "wants" the mission to be played. The way Noseworthy puts it, Dawn of War II is avoiding that possibility by keeping the battlefield and enemies in the game fairly simple and putting much of the strategic load onto the player's small selection of units."We wanted to offer deeper and more interesting strategies while still allowing players to move at their own pace." According to Noseworthy, the key to making a great campaign mission in Dawn of War II is to provide plenty of scripted events and make the world feel handcrafted without restricting the player strategically.
return list: Warhammer Online EU
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