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The Unknown Ghosts

GRAW - Developer Chat


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We are pleased to announce two live chats in the near future, details are below:

 

- PC chat

Date: December 1st at 6:00 PM (French time)

Guests: Mathieu Girard (Producer), Bo Andersson (Executive Producer and military expert), Ulf Andersson (Lead Game Designer) and Simon Viklund (Sound Designer). Some guests are tbc.

 

- Xbox 360 chat

Date: December 7th at 6:00 PM (French time)

Guests: Special guests tbc

 

-------------------------------------

INFORMATION TO CONNECT

 

- Server Type: Ubisoft (irc.ubisoft.com)

- Channel: #ghostrecon You can download an IRC client at ircreviews

 

If you're not familiar with IRC software, you can easily join the chat by following the steps below:

 

- Go to http://chat.ubisoft.fr

- Enter a username (whatever you wish)

- Select the GhostRecon channel

 

Chat times around the world:

9:00 - San Francisco

11:00 - Chicago

12:00 - New York, Montreal

17:00 - London

18:00 - Paris, Munich

 

I'll certainly be idling in the channel when the time comes & will post a log of the chat here for those that cant make it.

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The Dev chat is now concluded & some interesting questions where asked & answered honestly.

 

You can either view the log it its html format here: http://www.tugteam.com/downloads/graw-devchat-20051201.html

 

Or read on below:

 

Session Start: Thu Dec 01 16:07:48 2005

Session Ident: #ghostrecon

[ 04:07 ] :

[ 04:07 ] : Now talking in: [#ghostrecon]

[ 04:07 ] :

[ 04:07 ] : Topic: [Two chances to discuss with the developers of Ghost Recon Advanced Warfighter: PC live chat on December 1st at 17h GMT for the PC version and December 7th at 17h GMT for the Xbox 360 version. The chat will be moderated. To ask your questions double click on Ryosan in the right-hand column (private message)]

[ 04:07 ] : Set by: [Ryosan] on [Tuesday November 29 2005 16:14:47]

[ 04:07 ] : Users: [20], Ops: [1/5%], Voiced: [0/0%], Regs: [19/95%]

[ 04:07 ] : Join synced in: [0.04] secs

[ 04:07 ] :

[ 04:07 ] 

[ 05:06 ] : Ryosan set +m

[ 05:06 ] [@Ryosan] Hello and welcome to today’s Ghost Recon Advanced Warfighter chat!

[ 05:06 ] [@Ryosan] My name is Ryosan, I’m the EMEA Community Manager in charge of Ghost Recon.

[ 05:06 ] [@Ryosan] Thanks for joining us. Our guests this evening are Mathieu Girard (Producer), Bo Andersson (Executive Producer and military expert), Ulf Andersson (Lead Game Designer) and Simon Viklund (Sound Designer).

[ 05:07 ] [+Ulf] Hello everybody

[ 05:07 ] [@Ryosan] Thanks for taking the time to be with us guys. We have a small issue so the guests will answer through one PC only, but they're all here 

[ 05:08 ] [@Ryosan] Let’s begin, then. The session will be moderated: only the GR team and I may post.

[ 05:08 ] [@Ryosan] This is how we’ll proceed: you may send your questions only to me and I will relay them. Please do not send them directly to the GR team, they will only answer to mine. To send me a question double-click on my nick (Ryosan) on the right hand column and a new window will open in which we may chat.

[ 05:08 ] [@Ryosan] We will then choose the questions according to their interest and relevance. Please remember this chat is exclusively dedicated to Ghost Recon Advanced Warfighter. We will not answer questions not related to this game.

[ 05:08 ] [+UbiRazz] Particularly the PC version, please don't ask any console questions 

[ 05:09 ] [@Ryosan] <RatoN> How many enemy AIs will we be fighting in GRAW SP and COOP?

[ 05:10 ] [+Ulf] Up to 20 against you and your ghosts.*

[ 05:10 ] [+Ulf] Plus there are vehicles, both in the air and on ground.*

[ 05:11 ] [@Ryosan] <[MAD]Inferno> Is there a scheduled demo before the official release of GRAW?

[ 05:11 ] [+Ulf] Yes, the demo is scheduled for release in the beginning of 2006, before the release of the full game.*

[ 05:12 ] [@Ryosan] <Joseph_Q> Can you tell us about recommended and min specs?

[ 05:13 ] [+Ulf] We haven't determined the minimum specs accurately yet, but we are of course concerned that everybody should be able to play the game.

[ 05:14 ] [+Ulf] The engine allows scaling of features and detail levels.*

[ 05:14 ] [@Ryosan] <DickSplash> How large will the maps be, SP and MP?

[ 05:15 ] [+Ulf] Wait, we'll try to find a ruler...

[ 05:15 ] [+UbiRazz] You could use one of those laser pointer things 

[ 05:15 ] [+Ulf] The maps have an _average_ size of 600x600 meters, in SP.

[ 05:16 ] [@Ryosan] <stevenmu> Will there be 'soul-switching' in the single player mode or will Cpt. Mitchell dying mean 'Game Over' ?

[ 05:17 ] [+Ulf] Yes, in this game, you take on the role of one single soldier - just as you would if entering a real battle.*

[ 05:17 ] [+Ulf] If you die, you're dead.*

[ 05:18 ] [+Ulf] You can see through your teammates' headmounted cameras, to see where they're at, this replicates a bit of the GR1 tactical feeling.*

[ 05:18 ] [@Ryosan] <XtraT> So, how realistic will the game be? Are there any real army people helping with making the game as realistic as possible?

[ 05:19 ] [+Ulf] Bo: yes we have a lot of guidance from former army specialists from outside the company andfrom the inside aswell. I myself was signed to a special forces unit here in Sweden for two years brfore starting GRIN.

[ 05:20 ] : Insert_name_here[ubi@86.133.220.32] has joined #GhostRecon

[ 05:20 ] [+Ulf] That of course gives me a great benefit and pleasure to be hands on in the project. Also the conneciton with RSE and their army contacts is a great inspiration.

[ 05:20 ] [@Ryosan] <Peter> Everyone knows that PC-gamers love cooperative gamestyle - still, almost no game developers seem to understand it. Will Ghost Recon Advanced Warfighter for PC support cooperative gamestyle?

[ 05:21 ] [+Ulf] Of course - this is one of our main focuses for the entire gameplay. The tactical approach is balanced with the co-op in mind.*

[ 05:21 ] [@Ryosan] <Prozac> Will the HUD be customisable and to what degree? Colours, position, size, on/off...

[ 05:23 ] [+Ulf] Depending on what happens in-game, the HUD adapts and changes, to give you more intel if that's what you need, and more view, if that's what you need.*

[ 05:23 ] [@Ryosan] <Vth_F_Smith> How many people were involved in the Production of GR:AW?

[ 05:23 ] [+Ulf] About 40 people for the core team on the PC version, plus a lot more people from UBI.*

[ 05:24 ] [@Ryosan] <Tricksta> What game engine will you be using ? Is it old or a new engine?

[ 05:25 ] [+Ulf] It's our own Diesel Engine, version 6.0. It's a next-gen engine that we've developed over time in collaboration with nVidia, ATI and also of late Ageia to support the latest and greatest PC hardware features.*

[ 05:26 ] : Insbodcod[ubiSoftCha@87.80.240.9] has left #GhostRecon

[ 05:26 ] [@Ryosan] <Kirq> how many bullets is needed to eliminate enemy in GRAW ?

[ 05:27 ] [+Ulf] That depends entirely on his protection - as in real life, you can hardly survive a bullet to the head, although you can take two, maybe three in your vest.*

[ 05:27 ] [+Ulf] Oh, and it depends on the weapon you're using, too.*

[ 05:27 ] [@Ryosan] <SleChY|GP> there will be prototype weapons in the game? what can we expect of this?

[ 05:28 ] [+Ulf] Yes, the CRYE and the XM8. All the rest are existing weapons that are in use today.*

[ 05:29 ] [@Ryosan] <WhiteKnight77> Why the arrows pointing out teammate positions?

[ 05:30 ] [+Ulf] Yo Whitey. So that you'll know where they're at. In GRAW, it is very important to cover you angles, and position you team correctly at all time. Moving down the streets, you cannot run'n'gun.

[ 05:31 ] [+Ulf] You have to make tactical choices all the time, and your teammates is your tool to get the upper hand in combat.*

[ 05:31 ] [@Ryosan] <KS-Grizzli[ModoFR]> Will you provide a SDK?

[ 05:33 ] [+Ulf] We cannot reveal that information as of now, but it's in the works. =)

[ 05:33 ] [+Ulf] Next question! =D

[ 05:33 ] [@Ryosan] <Kirq> Please tell us something about replayability aspect of GRAW ?

[ 05:34 ] [+Ulf] Replaying the game, you can of course choose to take alternative routes through the maps, as well as different tactical approaches.

[ 05:35 ] [+Ulf] The AI will of course adapt to your tactical approach, and team setup - varying your experience greatly. The non-linear maps open up huge possibilities different strategies.*

[ 05:36 ] [@Ryosan] <Kirq> Is gore level in GRAW going to be similar to GR1 ?

[ 05:38 ] [+Ulf] Yes, the gore level of GR1 and GRAW are about the same level.*

[ 05:39 ] [@Ryosan] <[MAD]Inferno> What measures are being taken for an anti-cheat?

[ 05:39 ] [+Ulf] We want to implement anit-cheat measures as late as possible, to assure that we get the latest and best to address this important issue.

[ 05:40 ] [+Ulf] We cannot reveal more than that at the moment.*

[ 05:40 ] [@Ryosan] <Peter> Apart from the most obvious - reconfigurable controls and higher resolutions - how will Grin make sure that Ghost Recon 3 won't be another Playstation 2-conversion running on modern PC hardware?

[ 05:41 ] [+Ulf] First off, content art, sound, technology and gameplay is entirely unique for the PC version.

[ 05:42 ] [+Ulf] The entire PC versioni made exclusively for the PC, and stand alone from the console versions in terms of gameplay. I'll go a bit further on this:

[ 05:43 ] [+Ulf] First off: The tactical layer of the PC game is much more advanced than the console approach. We have a realtime 3d view of the battle field where you as a squad leader can see the action and plan it real time. This to be able to set up the best tactical apparoch as the combat and pre combat changes.

[ 05:45 ] [+Ulf] Adding to this we have individual control of 3 team mates and other support troops. This to design complext flanking and attacking patterins both on the fly and through your tactical interface. It is really a tactical sim as you never have seen before on any format.

[ 05:47 ] [+Ulf] next we have a exclusivly designed control on the PC that makes the player immersed in the body of Captain M. We are able to control him with great accuracy for both stealth, position in in covers and shooting positions. This is what we call the advanced leaning system which allows 8 way leaing, sliding and even diving into cover .

[ 05:47 ] [@Ryosan] <ShytKicker> Another question, what will the final game use? Third-person view, first-person, or over-the-shoulder? Seems like I seen trailers with all 3 used. And my fav was over-the-shoulder.

[ 05:48 ] [+Ulf] The PC version is 1st person only.*

[ 05:49 ] [@Ryosan] <RatoN> Did you find a solution for Replays? If so, are we gonna have Replays in GRAW?

[ 05:50 ] [+Ulf] We know how important the issue is for the online gaming community.

[ 05:52 ] [+Ulf] We're looking into it, though. I'd love to have the feature in myself. We hope to get it in, but we cannot guarantee that we'll succed, at this point.*

[ 05:52 ] [@Ryosan] <Paul> Tell us something more about ur Graphic Engine, will it fully support Pixel Shader 3.0, and effects like HDR (High Dynamic Range) ?

[ 05:53 ] [+Ulf] Yes, and for the record: We were the first company to release a game with pixel shaders in. we know these kinds of features like the back of our hands. =D

[ 05:55 ] [+Ulf] GRAW PC features HDR lighting, soft shadows, deferred lighting, normal mapping on everything, and an incredibly dynamic and destructable environment.*

[ 05:55 ] [@Ryosan] <Mumbles> Will the dead bodies remain on screen?

[ 05:55 ] [+Ulf] Yes.*

[ 05:56 ] [@Ryosan] <smoker`SleG0ne> did the team go to Mexico city?

[ 05:56 ] [+Ulf] Yes, we did, and we brought back plenty of photos and videos for reference to our artists.

[ 05:57 ] [+Ulf] Hopefully, we're going back there after the project. =D

[ 05:57 ] [@Ryosan] <stevenmu> What can you tell us about the atmosphere of the game, will there be other events happening seperate to us around the city as in a real conflict ?

[ 05:59 ] [+Ulf] Yes, you're involved in a big and pretty intense operation, where you work alongside other units to get the job done.

[ 05:59 ] [+Ulf] Through yor interface you will also receive updates and intel as to what is going on at other fronts within the city.

[ 05:59 ] [@Ryosan] <pagey> AT what time of day the maps are playable..do we got nite day dawn ect options?..(and rain)

[ 06:01 ] [+Ulf] Yes, there will be missions at dusk, dawn, night and day. Everyhting looks beautiful.

[ 06:01 ] [@Ryosan] <[MAD]Inferno> Will there be more of a push towards GRAW for PC suggesting that most first person shooters are preferred on the PC; such as more media and better means of getting news and information to the consumers?

[ 06:03 ] [+Ulf] Yes, you will soon see GRAW PC specific coverage, including more screenshots, audio teasers, live in-game footage, and more.

[ 06:03 ] [@Ryosan] <rovholet> The colors and graphics reminds me alot of black hawk down, Were you heavily influenced by that movie when you designed the game?

[ 06:05 ] [+Ulf] Black Hawk down is a movie that we studied in detail because it uses light and color changes to clearly indicate the mood of a scene.

[ 06:07 ] [+Ulf] Before a fight, things look smooth, but as the bullets start flying and things get dangerous, the light changes to a more cold and "hard" hue. We use that in game as well, to emphasize the situation.

[ 06:08 ] [@Ryosan] To finish this live chat, it's now the dev turn to ask you one question 

[ 06:09 ] [+Ulf] Ok, we at GRIN want to know...

[ 06:09 ] [@Ryosan] and at Ubisoft 

[ 06:10 ] [+Ulf] If we were to develop an expansion pack - what would you like to see in it?

[ 06:10 ] [@Ryosan] and I open the chat...

[ 06:10 ] : Ryosan set -m

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