![]() ![]() With multiplayer, we knew that players really wanted to keep that epic feel, so you have the really intimate story-based gameplay that's really appropriate for a campaign, but we kept it a little bit more traditional with multiplayer. With the campaign, we were trying to achieve a really intimate, closed-in experience with four characters that you're really trying to be attached to. We did look at each other's design, and we borrowed a lot from each other, but we were kind of trying to achieve two different things in some ways with the campaign and the multiplayer. Single-player was started first, but not too long afterwards, we started multiplayer. How do you attack the multiplayer design as different from the single-player? Was the single-player completed first? Did you have a chance to see what the team was doing before you jumped into multiplayer? Or did you develop multiplayer side by side with it and not really know where they were going with the single-player aspect?īC: Both sides of the game were in development at the same time. ![]() WP: This is the first look at the Dawn of War II multiplayer. I'm Byron Chow, and I'm the lead multiplayer designer. WP: Who has the honor to speak with us? State your name, rank, and occupation! ![]()
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