RTSGuru: So... Victory is unveiled. Let's start with two easy questions. First? Why WWII?
With Victory we were inspired by the fidelity of old school tactical tabletop WWII war games and wanted to capture that historical feel. WWII also fits perfectly with the kind of gameplay that we wanted to create. It was a time of incredible innovation and epic conflicts, with huge numbers of troops, vehicles and weapons clashing over the entire globe - perfect for a team based war game with a wide variety of collectible units.
RTSGuru: Second then, why an action-strategy game? And why in this setting?
With Victory we sought to do something different from Real-Time Strategy games we have worked on in the past. As games like Shattered Galaxy and others have shown in the past, there is an unfulfilled niche in the gaming world for a real time, team-based tactical game. With Victory we aim to fill that niche. WWII and specifically North Africa offers us a good setting to make interesting maps and a wide variety of cool weapons, vehicles and troops to bring to the battlefield.
RTSGuru: “If World of Tanks, StarCraft and League of Legends had a baby, it would be Victory.” That's what Oksana says about the ideas behind Victory. What makes it a little bit of each of these things?
With World of Tanks we share our philosophy of matchmaking and arena gameplay - fast matches with easy drop in and drop out play. From that and League of Legends we also share the collection aspect of the game - collecting a large number of cool and unique characters. Victory also has a similar team-based gameplay focus to LoL. Finally, our tactical combat draws a lot of inspiration from the micromanagement of units in strategy games such as Starcraft II, Dawn of War and Company of Heroes.
RTSGuru: Aside from the setting, what sets Victory apart from other action-strategy or MOBA games?
There are several things that set us apart. First is customization where players can bring the forces they choose to the battle, and are not limited to pre-created choices. Second and most important is tactical gameplay. Our tactical, squad based gameplay is unlike anything else out there. Players can control a wide variety of forces, make extensive use of terrain for things such as cover, increased vision, ambushes, can cut off enemy supply lines, flank entrenched positions, and much more. However, despite all of that depth we've gone to great lengths to ensure that any player can fight on even footing, even those without incredible micromanagement skills. This is accomplished via a variety of systems to make control more accessible.
RTSGuru: Can we talk a bit about the way games are won in Victory? What's the ultimate victory goal for each match?
In any given match, players have two possible ways to win - control the map by holding the majority of key regions for a set amount of time, or wipe out all opposing players. Players will be able to adapt a wide variety of different strategies to bring their team to victory. For instance, you can rush the regions, hunt down isolated players one by one, defend key regions until the end of the game before doing a final push, and much more.
RTSGuru: We see the African desert setting in the KS video. Will there be other maps in other regions of the war too?
At launch Victory will start with the North African theatre of WWII, but over time we plan to release maps from other theatres such as East and West Europe, and areas in Asia.
RTSGuru: There's going to be a level of persistence to Victory. What sorts of things can players look forward to earning in-game over time?
Players will be able to level up their companies, allowing more units to be brought into battle and more company customization options to be available with every level. Players will be able to collect units, special orders and enhancements, giving them greater flexibility in configuring their companies.
RTSGuru: How does an army-build work before each match? How many players are there per side and how do they make their teams?
Players will start by selecting a core company, such as their Infantry or Tank company. Core companies come with a certain default set of units. Players can then customize those companies with "support elements" such as additional tanks, infantry transports, gun emplacements, etc. Different company types have different capacity for each specific type of unit. For example, Infantry companies can use more infantry and gun emplacements than Tank companies.
Currently the game supports 4 player teams, but we'd like to be able to support 8 as a stretch goal. How a player's team is setup is yet to be determined. Currently we are planning a system where players group up and queue before a match begins.
RTSGuru: What about the hero units then, let's go back to them. What sorts of benefits will players earn by having these on their teams?
Heroes represent elite soldiers from WWII. They have higher stats than the standard unit they are based on. Heroes may offer small team based benefits as well.
RTSGuru: What did Petroglyph learn from time with End of Nations, coming into Victory?
We learned a lot from EoN and other games we've made – and we are applying every bit of that knowledge to Victory. The many challenges we faced have shaped our philosophy of game design today. One of the most important things we learned was the value of community feedback - our goal with Victory is to keep the community engaged every step of the way.
RTSGuru: Can you talk about any of the stretch goals you might have if the game's successfully funded at the $700k mark?
While $700k will fund the core game experience for launch, we have detailed plans for how to apply any amount we may get above that goal. Money above the $700k mark will go to enhancing current features, adding more features that strategy gamers love (such as replay and observer modes), and adding new content such as maps and units. And of course, we will continue expanding the game and adding new features after launch, even at the 700k version.
RTSGuru: If the game's funded, how soon will the earliest of backers (those limited spots) get access to the game, and what's the timeline look like heading up to closed beta?
Though we are still in early development, we intend to have closed beta out before the end of the year, possibly in late summer or early fall. This depends on the level of funding we receive. Early access players (those who get the limited spots in the immediate access tier) will have the opportunity to participate in the early prototype playtesting with the developers right after the Kickstarter campaign completes. We can't wait to hear player feedback!
RTSGuru: Thanks so much for your time, guys, and good luck. I'm pulling for this one, personally.
Thank you for the continued coverage and support for our games, and now for Victory!