Hi stranger! Log in

Interview: EndWar's Michael de Plater

Lucy Bradshaw

"Like a Sports Season"

From Rome: Total War and Creative Assembly in England to Tom Clancy’s EndWar and UbiSoft Shanghai: Michael de Plater has not only changed places, but tries to change the way real-time strategy works. Jörg Langer talked to de Plater about his upcoming nextgen game (a PC version has not yet been announced, but can be taken for granted). Read about parallels to the acclaimed PC series Total War, the innovative multiplayer mode and how EndWar is designed to feel like an ever-escalating sports season.

In 2020, North America, Europe and Russia are fighting for supremacy – with gamepad and voice commands. If you want to learn more about Tom Clancy’s EndWar, you can either read the recent novel of the same title (writtten by David Michaels), wait for mid-October 2008 (estimated release date of the game) – or read our interview with Ubisoft Shanghai’s Creative Director Michael de Plater.

GamersGlobal: Michael, what is the biggest difference EndWar has compared with the Total-War-Series on PC – apart from the modern setting?

Michael de Plater: EndWar is more dynamic. There’s the speed of it, the manoeuvrability of the units. And it’s also the engaging over distance. Range and speed become enormous factors. And this really changes gameplay a lot. In Shogun, Medieval or Rome, once two units engage, you just watch how it turns out, there’s not really much you can do. But with the ability to engage and disengage at a distance, the battlefield becomes a lot more dynamic.

GamersGlobal: And also more confusing?

Michael de Plater: We had to spend a lot of time on that, in particular on the visual effects. But units which fight each other are linked by tracers, so you can always see who is fighting whom. And not only that, you can also see who’s winning. So if the Riflemen are in a firefight with the Rocket Launching infantry – which they will win, most of the time – you can actually see that they’re pouring their fire on those guys. I think the visual feedback is very intuitive, and you can polish what range your unit types should engage the enemy at. You can optimize that in order to make the disposition of the units work for your playing style. Another change is that the camera is down on the ground. Because even with a very good game like, let’s say, Company of Hereos, having a top-down camera constrains your field of view. You can’t have units fight each other off-screen! We really make use of the line of sight and the range and obstacles. I think EndWar is a wargame that feels real!

GamersGlobal: How many units does the player command?

Michael de Plater: We have a smaller number of units on the battlefield, compared to Rome or Medieval, so you can concentrate on them. We have twelve unit slots, but each slot is one platoon with four infantry squads, or four helicopters, and so on. Those are the units that you control directly. We have a lot of support units on the battlefield, as well. So you can send combat robots to guard positions, call in air strikes, use support helicopters to lift your forces out of the battlefield.

GamersGlobal: World in Conflict shows a lot of fighting in the background, which you can’t control but gives you the feeling of a bigger battle. Do you plan something similar?

We wanted to have that 'Masterchief feeling' from Halo 3

Michael de Plater: Yes, but we can put up to a thousand guys actually fighting on the battlefield, not only in the background. So we can create real epic battles. The forces you control are the super elite guys with the most advanced weapons. We can populate the battlefield with more regular soldiers, for example the US Army, but they are more easy to kill than your Special Forces. We wanted to have that 'Masterchief feeling' from Halo 3, when other soldiers go: „Fantastic, it’s Masterchief, everthing’s going to be allright now.“ We want the player to feel like the absolute Elite.

As usual, this screenshot is "staged". But it shows what EndWar is all about: Putting you onto the battlefield instead of looking through a camera which floats high above the ground, as in most RTS games.

Leonard McCoy
2459 EXP -
June 19, 2008 - 09:13 #

Most excellent. A must-read!

Yurin (not verified)
0 EXP -
June 19, 2008 - 09:45 #

Come on, RTS on consoles never worked really well, and never will. Even with voice commands (and how silly is that, at least when you're not living alone?), I strongly doubt that the interface can compete with the mouse interface every PC RTS offers. Endwar sounds interesting, and I like that it's not another WWII game, but I will definitely wait for the PC version.

5433 EXP -
June 20, 2008 - 09:21 #

I prefer the PC to Xbox or PS3, too, when it comes to RTS. But even first person shooters work quite well on modern consoles, so why not play a RTS, especially when it has an innovative (optional) way of making the general's life easier through voice commands?

Player (not verified)
0 EXP -
June 20, 2008 - 11:09 #

Good interview. EndWar hasn't been on my list of upcoming games, now it is.

Marcus Claudius (not verified)
0 EXP -
June 24, 2008 - 10:23 #

I dont know, Rome was great, Medieval was very good, but with those modern conflicts, I always feel that its too close to whats going on in real life. Yes, many (younger? players may like exactly that, but where's the stratefy if you can jump to any place on the battlefield, or if all units cost the same. I was thinking in the beginning that Endwar would feature a real world map where you would move your armies, but now it's only another map where you chose your next mission. Not much strategy there, either. The interview is interesting, dont get me wrong, and Plater seems to be a nice chap, but I couldnt care less for Endwar, to be honest.

24 EXP -
June 24, 2008 - 22:59 #

I think you're being unfair towards EndWar: What your personal preference in strategy scenarios is, should not be the argument. What you write about the world map, though, is a valid point in my opinion (because it's about the game, not about a dislike for modern day war as a scenario). But as Michael points out in the interview: He doesn't see Rome Total War as the inspiration for the world map, but Warhammer 40k Dark Crusade.

0 EXP -
April 28, 2011 - 11:57 #

I'm crazy for PC games and specially endwar games... As mentioned in this post that a PC version has not yet been announced, but can be taken for granted, I'm eagerly waiting for it. Now this game is on topin my game list. I want to to thank you for this great information!! I definitely enjoyed every bit of it and I have bookmarked your website to see the new stuff you post in the future.

dentist yuma (not verified)
0 EXP -
July 14, 2011 - 07:02 #

The game aim can be to raise the bar in the space by bringing an unprecedented level of fast, fluid combat, intuitive controls and true-to-the-sport brutality. And The third generation of video games saw many major changes, and the eminence of gamepads in the video game market.

Running (not verified)
0 EXP -
August 14, 2011 - 04:50 #

it would work but i have ideas! It would be the most engaging game ever infact can i make this instead of Sid?

drug rehabs in pa (not verified)
0 EXP -
September 13, 2011 - 12:02 #

Hello,Interview on EndWar's with Michael de Plater was very awesome.He really faced all the questions very nicely and accordingly.This interview can be very much useful for the new comer's in this industry.thanks for the post.

0 EXP -
September 13, 2011 - 12:49 #

Very informative as well as very nice interview. The answers given by him are really amazing. He faced all questions intelligently. But I'm eagerly waiting for dis game.