27
Michael Hardy Michael Hardy Formal Evaluation Formal Evaluation CIS487, Fall 2007 CIS487, Fall 2007 University of Michigan-Dearborn University of Michigan-Dearborn

Michael Hardy Formal Evaluation CIS487, Fall 2007 University of Michigan-Dearborn

Embed Size (px)

Citation preview

Michael HardyMichael Hardy

Formal EvaluationFormal Evaluation

CIS487, Fall 2007CIS487, Fall 2007

University of Michigan-DearbornUniversity of Michigan-Dearborn

Supreme Commander Distributed by THQ (L.A. Based) Developed by Gas Powered Games

(Near Seattle, developer of Dungeon Siege series)

Chris Taylor, Lead Designer for GPGKnown for Total Annihilation Series, of which

Supreme Commander is “spiritual successor” Type of game: Real Time Strategy Price: $29.90 @ GoGamer.com

MSRP: $44.95

Hardware Requirements

Official Minimum Official RecommendedMy Experience

Operating SystemWindows XP Service

Pack 2, Windows VistaWindows XP Service

Pack 2, Windows Vista

Windows XP Service Pack 2, Windows Vista

Processor1.8 GHz Intel or equivalent AMD

processor

3.0 GHz Intel or equivalent AMD

processor or better

Core2 Duo or Core2 Quad (game is multithreaded)

RAM 512 MB 1 GB or better

1.5 GB (game can take 1+ gig not counting system

ram needed)

Video Card

128 MB video RAM or greater, with DirectX 9 and Pixel Shader 2.0

support

Nvidia 6800 or better; ATI X800 XL, ATI X1300 or

better

Nvidia 7900GS single screen

Two Screens Nvidia 8800GTS or better

Hard Disk Space 8 GB 10 GB or more7 Gigs Install; Save

Games take 30 to 100+ megs each

Internet connection 56.6 kbit/s modemCable/DSL speed or

better

Cable/DSL speed or better

Game SummaryQuick Overview A futuristic Real Time Strategy game where

three factions battle for dominance. The scale of many missions (levels) is

considerably larger than similar games of the genre.

Over 250 different units cover air, land, and sea warfare/construction over four tech levels.

All units are individually controllable (unlike games like Command & Conquer which utilize squads of troops) and each player can have hundreds of units.

Game SummaryStoryline Three factions have fought for over a thousand years in the

Infinite War. Interstellar distances can be traversed by means of a Quantum Gate Network. One faction, the UEF are creating the Black Sun project, a planet killer. Each faction attempts to use Black Sun to win the war.

UEF - The United Earth Federation wants to control the universe following the collapse of the Earth Empire. The UEF’s goal is militaristic reconquering of the former colonies.

Cybran Nation - Symbionts (Cyborgs) who have left the UEF by overcoming their loyalty programming. Dr Brackman is their designer and leader who started the movement after their gradual enslavement. The Cybran Nation’s goal is to free all Symbionts.

Aeon Illuminate - Worshippers of the Seraphim, a race (presumed) destroyed by the Earth Empire. The Aeon Illuminate’s goal is to convert everyone to their religion.

UEF (in game shot)

Cybran Nation (in game shot)

Aeon Illuminate (in game shot)

Game Summary Player's role: Player plays as each faction

as a Supreme Commander, a pilot of an ACU (Armoured Command Unit) which can construct only basic buildings.

Installation: Standard windows installation from DVDOnline patches and matchmaking through

GPGNet○ An early patch removed SecuROM copy

protection and DVD in drive requirement

Game SummaryUser Interface 3D overhead view with controls familiar to regular RTS

players. Click to select a unit, double click for all units of similar

type, drag click to select rectangle of units. Shift to add units to group, function key unit groups, and

standard keyboard controls. Building and unit commands are located in a panel.

Panel and screen organization can be changed but only to preset locations.

Game supports two monitors where the second monitor shows another view of the battlefield that can be zoomed in and out.

An innovative feature is the scroll wheel can be used for quick, smooth setting of the overhead view distance.

Images of units change to icons at large distances.

Game SummaryUser Interface

Game Summary Game Play

Real Time Strategy Units have basic AI to control movement, production, and

fighting. Create buildings to mine mass and generate energy

○ Used to build units and power buildings / defense User must make bases, assign units orders, and accomplish the

mission goal. Scoring

Single player ○ Game based on completing mission goals to go on to the next

mission. Skirmish and Multiplayer

○ Multiple victory modes○ Score based on units constructed/destroyed and energy/mass

created/utilized.

Game Summary Artwork

All units have a fine level of 3d detail Ground view allows rotating around units to see all the detail Land maps have destroyed buildings, trees, fire effects Land, air, and sea show decals of moving units (footprints,

contrails, and wake respectively) In Game Video consists of game engine and 3D prerendered

sequences Sound and Music

Units all have sounds that provide feedback to the action Music is Cinematic Voice actors supply voices for characters

Special features Smooth zoom from individual unit to entire map Large number of units help create many strategies Save and replay missions

Game Summary

Game Summary

Example of statistics used for one unit:

TITAN - SIEGE ASSAULT BOT Tier: 3

Armor: 2200hp

Shield: 2500hp (size: 2.5 (48.8m), regen rate: 167, regen start time: 45, recharge time: 60)

Abilities: Shield

Cost: M480, E3840 (-25), T1200

Intel: sight: 25 (488m)

Physics: max speed: 2.9 (56.6m/s), turn rate: 146

Transport class: 3

Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +550 hp, veteran level 4: +550 hp, veteran level 5: repair 2 hp/s

Weapons: Heavy Plasma Cannon (Direct Fire): 100.00 dps, range: 25 (488m) projectile weapon: 50 damage rate of fire: 2 (every 0.5s) veteran level 1: +13 damage, veteran level 3: +13 damage

Game Summary Manual

Covers story, controls, and units. Bugs

Most bugs are related to unintended unit combinations (shield generators units enabled while being transported by gunships) but have been fixed in patches.

GPGNet distributes regular patches needed for online play.

Patches have added features including a streamlined UI option and 3 new units.

Game Review Good (fun) and Why

Hundreds of units create astronomical amount of combinations to try

Large scale allows epic gamesStrategy played can be different each time even

if it is the same missionSkirmish mode allows for quick gamesNetwork/Internet play allows human players and

varied game playReplays allow watching both sides of a game to

learn new strategiesOfficial map editor allows expandablility, game

designed for easy creations of mods

Game Review Bad Points

Too much micromanagement○ Bases must be placed one at a time

Mod allows for standard bases

○ Unit formations are limitedSometimes need to move units around to annoying

degree

Line of Sight Issues○ 3D terrain allows a defense placement to be

blocked even though the effective radius guide doesn’t indicate this

Game Review

Comparison to games of the RTS genreStarcraft

○ SupCom has a greater variety of units○ SupCom has 3D graphics and terrain○ Equal level of storyline○ Shares fundamental controls, SupCom adds

more queuing○ Starcraft runs on all systems, SupCom needs

a powerful CPU and Graphics

Game Review Comparison to games of the RTS genre

Command & Conquer 3: Tiberium Wars○ CnC units seem less balanced○ CnC has more varied “scenery” (buildings, level

backgrounds) ○ Both have 3D graphics and terrain○ Full motion video cutscenes of CnC series are b-

movie while SupCom is 3D rendered movie level○ Both have advanced level of control features○ CnC doesn’t require as powerful of a computer

system

Game Review Audience

Rated for 12 and up Strategy favors older players more than other games, less fever

pitched control issues compared to a warcraft like game because of queuing

Few humans killed during game○ Only ACUs (supreme and support commanders) contain humans,

all other vehicles are robotic○ Storyline has death of individuals mean something

Player unseen in ACU (mech) means no age/gender bias Personal view is it should be Teens and up, agree with rating

Design Mistake Nature of the missions are pass/fail, creating a linear single

player story. A flexible story structure would put the player in the action better.

SummaryStrengths

○ Supports both massive games and minor skirmishes

○ Strong storylinePlay from all three sidesNo one side is “bad guy”

○ ReplayabilityVariety of units each with specialties and different

abilitiesEasily try new strategy

○ Network / Internet Play and Mods enable the game to be played for years

Summary

WeaknessesNeeds high end system, enabling some

people to have a poor experience○ Can also be seen as a strength as the game

will not age as poorly graphicallyWhile games can be saved, even minor

skirmishes take 45 minutesReplay mode (VCR like replay of completed

games) does not allow rewind

Summary

Is the game worth purchasing?Main campaign is 40-50 hours of gameplayGreat value because of online and AI gamesAs successor to Total Annihilation, loyal fan

base to create mods (already made)Expansion pack will continue storyPatches have further tweaked balance and

even added featuresDefinite Yes, with PC system caveat

Summary

ImprovementsBetter AIAllow mods to be installed by a menu and

preloaded prior to internet play, like Steam games

Allow custom base fabrication presetsAllow custom unit formation presetsBetter air ferrying interfaceSea units to ferry ground units

Questions?