“Not Possible to Buy Success” says End of Nations Executive Producer (INTERVIEW)

GF: One thing End of Nations is touting is its ability to support 50 player co-op and multiplayer. How exactly does that work, and how do you keep it from turning into a free-for-all madhouse?

DL: Part of the reason we are capable of providing such a large scale is that we are a client server based game which is unusual for the RTS world. To avoid the snarlfest players will have to utilize strategy in their offense and defense rather than simply rushing to the middle of the map and blowing eachother up.

GF: The RTS genre is one with a long history, and lots of well-recognized titles. Were any of those titles inspirations for you, and if so, which ones? What sort of familiar things will a fan of RTS games see in End of Nations?

DL: Certainly as developers we stand on the shoulder s of our predecessors which enables us to take core elements that have succeeded in the past and package them with new aspects to bring the RTS player the best of both worlds.

GF: What plans do you have for new content after End of Nations launches? Are you planning incremental additions, expansion packs, or something completely different?

DL: Yes we will, but we are not ready to discuss those plans at this time.

GF: Have you planned a beta test, and do you know when it will be starting? How can our readers sign up for it?

DL: Yes we have it planned, no date announced at this time, but readers can signup at the official End of Nations site.

Many thanks to David Luehmann for taking the time to chat with us. Of course, we’ll be keeping an eye on End of Nations, and we’ll let you know when the beta begins. If you want to take a chance at finding (and crushing) me on the End of Nations battlefield, I’d guess you need to go get signed up for the beta, don’t you?

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