The newsletter features the Gamespot video, shown in a previous news post and the news about End of Nations being at GamesCon.
The rest is an interview with Aaron Casillas of Petroglyph Games, a content game designer:
Aaron, can you tell us a little about yourself, and the projects you have worked on besides End of Nations?
I've been around the industry now for about 13 years. I’ve always been addicted to games and habitually still am. I won my first game design competition circa 1980 when I created a design for a pinball machine that had not one but two gutters and a "black hole" shaped to spiral the ball like a gravity well. It was a little over the top, but made people smile.
I skipped out on getting an MFA with scholarships to work as a tester, and eventually moved to EA where I worked on the Medal of Honor series. Most notably, I enjoyed working with historians and a group of very talented individuals to produce the Pearl Harbor and the Battle of the Bulge experiences.
End of Nations is the most ambitious real time strategy game ever developed. What attracted you to this project?
It was, hands down, the talented people at Petroglyph. Working with RTS veterans like Joe Bostic, Steve Copeland, Chris Rubyor, Rich Donnelly, and the rest of the crew on an ambitious endeavor was a great opportunity that I could not miss! I liken it to going on a great adventure. What party do you want to be a part of, the noobs or the veterans? And knowing that we are working for Trion Worlds is a great feeling.
End of Nations is both an RTS game and a massively multiplayer online game. What aspects of an MMO game will players find while playing through the map?
Our goal is to make this map feel like a high-end instance found in other MMO games. In most MMOs, you play with one character at any one time. In our game you have to manage several vehicles, and you the player have to decide what vehicles you’re bringing.
Players will find that there is no one solution to conquering the map. However, what they will find is earning, gaining, and building more vehicles at the higher meta game will change the course of battle on the low-level, moment-to-moment game experience.
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