Following up from their earlier interview with former
C&C developer
Jason Bender on the workings of
BattleCast PrimeTime, the folks over at
ZAM are once again back with an outtake interview with Jason conducted on the same day as the first.
This time around we go in-depth on the inner workings of game design, how professional gamers influenced and affected the development of
Command & Conquer and on the development of mobile gaming. An excerpt of the interview can be read below:
What happened on Command and Conquer is that we took a little bit of the wrong feedback from our best players. We brought them in and put them up at the Ritz Carlton where we had them play the in-development game for a week.
Every day they would give us notes. Every night we would integrate the notes and give them a new build by the morning. What ended up happening was the game got a little too twitchy and little too fast. And it really wasn't the CNC we wanted. It wasn't even giving the hardcore players what they were asking for either.
Source: ZAM
From the above it can be seen that the devs did take into account the perspective and opinion of professional gamers in the development of C&C, despite the traditional assumption that
Electronic Arts never bothered to slant C&C towards being an RTS of serious designs in competitive gaming unlike
StarCraft etc.
Again, if you would like to read the original interview do
head to the site to find out more on what Jason had to share regarding his experiences. And as always, do share us your thoughts on this piece below!