C&C: Continuum | |
---|---|
Jahr: | Cancelled 2002 |
Entwickler: | Westwood Studios |
Publisher: | Electronic Arts |
Codename: | Continuum |
Originaltitel: | C&C: Continuum |
Kürzel: | Con |
Executive Producer: | Louis Castle |
Komponist: | Frank Klepacki |
Neuste Version: | rudimentary engine |
Interessantes:
- Von allen Ideen, die niemals umgesetzt wurden, war dieses Spiel das beste, so Joseph B. Hewitt IV in einem AMA am 26.07.2014:
Command & Conquer: Continuum. And this was way before World of Warcraft was a thing, but basically a MMO for C&C the way WoW is to Warcraft.
- Continuum sollte am Ende aus der Technik und aus den Erfahrungen von "Earth & Beyond" entstehen, so Louis Castle am 17.01.2011:
Minibar: Can you tell us something out of the Westwood times? What happened to C&C Continuum? What was the plan with this MMORPG?
Lou: C&C Continuum was to be built from the technology and learning of Earth & Beyond. Since E&B was the last MMORPG we did not get to C&C. - Die Arbeiten am C&C MMORPG wurden zu Gunsten von "Earth & Beyond" eingestellt, bestätigte Adam Isgreen am 05.10.2007:
Continuum:
Yep, stopped to help E&B out. One of the three worst mistakes we ever made at WW. - Das Nod-Kraftwerk aus TW stammte noch von TT, war aber zu allererst für CABAL in Continuum geplant. Adam Isgreen am 20.09.2007:
That power plant was originally in Continuum for CABAL. It was moved to C&C3 v1 when Continuum was halted.
- Die Zonenaufteilung aus TW war ursprünglich von Westwood für Continuum erdacht. Adam Isgreen am 07.08.2007 dazu:
Were there blue / yellow / red zones? Yes -- In Continuum. At the end of FS, GDI finally has the complete Tacitus to start creating tech to remove Tiberium, which they would have been using in Continuum via atmosphere processors to drive back its growth. This creates safe and unsafe zones, and gives GDI and Nod a lot to fight over.
- Die Dinosaurier aus den Bonusmissionen von TD hätten ein Comeback gefeiert; Adam Isgreen am 18.07.2007:
The dinos were certainly in Continuum. Our transport system utilized Orca transports to fly you between large zone areas, and if you left Liberty Base (from NYC) and flew to Europe or vise-versa during ion storms, there was a chance you'd crash and end up on Dino island.
It was going to be an extremely high-level zone requiring multiple groups to take down any of the large dinos. - Die Stasis-Kammer aus der FS-Endsequenz hätte eine größere Rolle gespielt. Adam Isgreen am 25.06.2007:
CABAL had his own stronghold in the south-american Tiberium jungles... or at least that's where it would have been in Continuum.
- FS war quasi als Vorbereitung für Con angelegt. Adam Isgreen am 30.11.2006:
We tried a very different approach with FS from the other C&C games because we wanted to have one continuous chain of events leading into the next C&C product, which at the time was going to be C&C Continuum (the MMORPG we were working on in the C&C universe). We wanted to make sure we'd set up certain events and set up the relationships between the factions that we could then tear apart and play with in the on-line environment.
- Adam Isgreen ausführlich am 17.08.2005:
I don't think it would hurt to say a little, since that project is very, very dead.
Continuum was a MMORPG type game that was (I always used this to describe it) "C&C meets Zelda meets Counterstrike". C&C universe (Tiberian setting), Zelda ease of play, Counterstrike-like tactical battles. It was an MMORPG for those that didn't want to just stand there and beat on something while numbers floated off to tell you what was going on. The design was centered around movement, range, and abilities / vulnerabilities.
Those of you that had a chance to play Panzer Dragoon RPG (or Orta's boss battles) can get a vague idea of how combat would play... but get it off rails and with multiple players at once. =)
It was a class based game with some very fun classes for each side. Had instancing (called "crisis zones") way before any other MMG had put it in action, and was shaping up to be quite cool. We had a great world layout, had dino island in there as an event while you were flying from the US to europe on occasion, mutants taking over new jersey, a half-sunken Los Angeles (which a few years later we see NY in that state in the film "A.I." -- man I KNEW that would look cool!), and some other really fun stuff (an area 51 instance, etc.). You could ally with GDI, Nod, or Mutants. Each had their own advantages. Had a really cool class chooser concept, weapon crafting / customization, etc. Ah, the memories.
We had completed class designs, weapon construction, zone outlines, and had a rudimentary engine up and running that we were developing our combat model within. Since the game revolved around fluid combat and tactics (in a client-server setting), it was the critical thing we needed to get right first.
Just for history sake, EQ was out at this time, but that was it -- this was before AO, WoW, DAoC, etc. One nice justification is to see that a lot of the ideas we were going after WERE good ones -- instancing, simple interface, immersive environments, quick transport between hubs, etc.
I realize that Mr. Skaggs doesn't get a lot of love in here, but he had NOTHING to do with this project not going forward. Suffice it to say that this one was born and died because of stuff that was going on internally at Westwood.
Personally, I wish this one had gone forward. Everyone that touched it really loved it.
There's your history lesson for the day, kids.
Ishmael (Adam I)
http://www.petroglyphgames.com - In dem Demo Reel 2003 von Daniel Miller sind diverse C&C Animationen, Render und Concept Arts zu sehen. Von Continuum sind folgende Sachen enthalten:
- CG Lauf-Animation des Commando Cyborgs
- CG Animation des CABAL Kraftwerks mit Partikel und Glüheffekten
- Commando Cyborg Concept Art
- CABAL Concept Art eines Gebäudes, wahrscheinlich Kaserne
- Concept Art vom CABAL Cyborg CF-1 "Torch"
- Das Video mit dem Commando Cyborg könnt ihr auch separat laden!
- Gary Freeman über eine CABAL Einheit, vermutlich der CABAL Swarmling:
Und über das Drop Ship der GDI:This concept was painted in Photoshop for the Command & Conquer series from Westwood Studios and Electronic Arts. The project called for an alien-style Robotic Combat Unit with unusual locomotion methods. Its characteristic gait should be easily noticeable from above; the standard Role Playing PC Game perspective.
This concept was another vehicle/air-craft design for Westwood Studios and Electronic Arts. The Drop Ship was a craft from previous Role Playing PC games in the Command & Conquer series but needed to be redesigned and updated for a time frame further in the future.
- Auch für Continuum hatte Westwood am 07.04.2000 bereits eine Domain gesichert: http://www.cccontinuum.com/
- Die Idee eines RPGs im C&C Universum geht zurück bis ins Jahr 1997: Kein geringerer als Warren Spector wollte gerade den Vertrag zur Entwicklung unterschreiben, als John Romero wegen Deux Ex anrief.