EMPEROR: BATTLE FOR DUNE FREQUENTLY ASKED QUESTIONS version 1.0 This document will be frequently updated with more information over time. For the most recent version, please visit http://www.westwood.ea.com EMPEROR QUESTIONS : 1. Why make another Dune game? The Dune franchise is near and dear to Westwood's heart. It was with the first game in this series, Dune II, that Westwood pioneered the real-time strategy (RTS) genre and went on to perfect it with the Command & Conquer franchise. Also, the Dune universe is so extraordinarily rich and varied - in both the landscapes and the characters - that it serves as the perfect setting for a game. 2. When is the game set, in terms of its relation to Dune II and even Herbert's novels? The game takes place roughly 200 years before the original movie, "Dune," and just after Dune II. It's important to remember though that Emperor is its own game and can be enjoyed not only by fans of the Dune universe, but newcomers to the franchise and to RTS games as well. No previous knowledge of the Dune universe is necessary to play the game. 3. How much have the first two Dune games influenced Emperor: Battle for Dune, if at all? Being the follow-up to the father of RTS (Dune II) is quite an honor and responsibility! We kept many of the features we loved about Dune II: three houses, Deviators, Starports, rock, sandworms, etc. We also added more innovative tactics on the battlefield and more strategy in the campaign. It provides deep and intense gameplay that will keep gamers enthralled for a long time to come. 4. Given Dune's great literary background, how important will the game's story be, and how will the narrative be revealed to the player? We've tried very hard to capture the rich variety and intensity of the Dune Universe in all the games in the franchise. But, again, we've made the game independent enough from the movie and the books so that newcomers to the series will be able to enjoy the game without having to know the whole back story. That's not to say we haven't worked hard to develop the game's storyline. Throughout the game, the player progresses into an ever-deepening story, full of twists, turns and political intrigue. Our film crew has done a masterful job producing the cut scenes that progress the story through the game. 5. Which familiar Dune characters might make an appearance in the game? And what sort of role will they play in the game play? None of the known Dune characters appear in the game. We wanted to create a fresh story and didn't want to be constrained by having to be overly consistent with the movie. 6. In Dune II, it was deemed necessary at the time to invent a race to compete against the Harkonen and Atreides. Which original Dune races might appear in the new game, and what might be some of their distinguishing traits? The three Great Houses of Dune II have returned: the noble Atreides, the evil Harkonnen and the insidious Ordos. Additionally, you can forge alliances with the five sub-houses during your game. These include the native Fremen, the space-faring Guild, the high-tech Ix, the Imperial Sardaukar terror-troops, and the bio-tech Bene Tleilaxu. 7. How much does terrain affect battle in this game? Very much so! Buildings can only be constructed upon solid rock. Sand is very dangerous, as sandworms are attracted to the vibrations generate by large vehicles and combat. Dust basins are nearly impassable, except by some specialized units. Additionally, there are some unique features and terrain on each of the home world planets: Caladan, Giedi Prime and Draconis IV. 8. Is the engine technology completely new? Regardless, what are some of its most notable new features? We are using a completely new 3D engine, which is custom designed for Emperor. Many technical issues - like sand and rock visualization and camera movement - are specific to Emperor, and we came up with unique solutions for each of them. From the beginning, our main goal in using 3D technology was that it serve to enhance gameplay. We never want to use 3D for the sake of 3D. This technology not only adds beauty and depth to RTS games, but it's used in a way that will better allow the player to control the battle in front of him. The player will be able to control the camera to his or her benefit (zooming in and out, and rotating the battlefield), but the camera movements will never become cumbersome or difficult to manoeuvre. 9. Tell us about the AI in Emperor. We designed the AI with the goal of making it feel like an online opponent. We wanted to capture the uncertainty, surprise factor, and various game strategies of a human player. Therefore, we developed a complex system that teaches the AI about map features and player strategies. When a mission starts, the AI knows nothing about the map it cannot see, and will usually start a scout mission to push back the shroud and keep the fog-of-war away. After that, it uses the war strategies of the house it is playing to defend its base and start an offense. The AI is aware of unit positions it can see and will plan accordingly. It's quite good at finding your weakest link and hitting it hard. 10. A recent trend in the RTS genre - especially 3D titles - has been a focus on tactical combat at the expense of building and managing bases. What kind of focus will Emperor have? Emperor is focused around deep and involved strategy along with diverse tactics, but to answer your question, we are indeed using base building and resource collection. Also, we have added a whole new level of strategy in the campaign level of the game. Which territory do you attack next? How do you plan for defending your hard fought victories? Which alliances should you pursue? The battlefield, the diverse houses, the distinctive units, and ability to ally with sub-houses all contribute to generating unique combinations of armies and tactics.