He had quite a bit to say about his new position as a designer at Artillery Games and his expectations. Therefore, we decided to give this section of the interview its own piece.
For the original interview you can click here.
But, for now, here is Day and his ideas for the next RTS (Real Time Strategy) from Artillery Games:
BostonGamesExaminer: What's next for you when it comes to "Magic" or gaming in general?
Day: Well, I'll be playing a lot more "Magic" [with] "Theros." I haven't gotten a chance to sink my teeth into as much, but "Magic" Online is soon going to be gobbling up more of my wallet dollars as I draft again, and again, and again. So I can't wait to have a free weekend coming up.
The biggest thing for me is that I'm working at a start-up called "Artillery Games." Which is unbelievably exciting because the technology they have shouldn't exist. I'll be working there as a designer.
BGE: What kind of games will you be designing? Something similar to "StarCraft 2"?
Day: It will be an RTS game, but I'm of the opinion that RTS is too limited a genre right now. There's really not too many RTS games coming out right now. The ones that are coming out are sequels to existing franchises where they're just doing same permutations on the same length or permutations on the same idea. And then you look at something like the first person shooter genre. [There] is a huge range of differences from "Team Fortress," "Portal," "Bioshock," the "Call of Duty" games, weird first person games [such as] "Antichamber" that are nothing about shooting and are about problem solving that happen to use a first person vantage point. There's been lot of great experimentation, and boundary pushing of the genre, but there hasn't been as much of that in the RTS landscape.
Definitely, it will be the core experience you expect from a regular PC release. It won't be a boiled down game which tends to be a theme in gaming now-a-days, but people just take great gaming concepts and then, "Alright all you have to do is press one button every hour, and that's the whole game."
It's going to be a real serious, hardcore RTS. Specifically with a lot of focus on how do you make units. Not just path find well, and do collision and steering intelligently, but how do you make units feel like cool, physical objects. Like the difference between a baseball and a Frisbee. With a baseball, you can throw it in an arc and make it go fast, but a Frisbee you can throw in a short, shallow arc, a wide arc, you can throw it upside down, you can throw it vertically, and it till follow along a different path. There is so many things you can do. How do you get your units to have that sort of feel? We're doing a lot of unusual experimentation with that.
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