Panzer Elite mastered last week and is heading for release around
October 23rd. Panzer Elite pushes the boundaries for armor combat on
the PC in many areas and should be great hit with armor fans all over
the world.
Teut Weidemann and Heiko Schroeder founded Wings Simulations GmbH in
1996. Both have worked in various fields of the gaming industry for 11
years until the opportunity arose to gather the creative talent needed
for work on high-level PC simulations.
Panzer Elite follows the initial skirmishes between the German and
American forces through North Africa, moving on to Sicily, Italy and
Normandy. As a Platoon Commander, your primary objective is assuring
your own and your crew's battle performance. You must fulfil your
mission goals using guile and tactics -- not by taking foolhardy risks
to the detriment of your crew. You must also strategically limit the
risks posed to your wingmen. Survival of the war is your primary
objective.
Recently we talke to Teut and here is that interview...
Q: Panzer Elite pushes many boundaries for WWII armor combat on the PC.
Which ones do you see as the most significant areas of advance for
armor sims?
A: Well, we call Panzer Elite (PE for short) the first true armor sim
because for the first time you got it all together: the terrain, the
unit mix, the simulation. If one of these elements is missing a bit you
can't really employ proper tactics, so the siulation aspect is
mindered. If I would have to pick one from those three areas I would
pick the terrain: No simulation offered the detail and usefulness of
terrain we have.
Q: Through the long process and with a project this ambitious you must have learned a few lessons. Which ones stand out for you?
A:
Reduce ambition. We had far too much on our list what we wanted to do.
Of course the customer will love this, but our schedule and finances
didnt like it. I would have reduced the scope of the project to maybe
one campaign and expand it later. We had to research not only all
vehicles from 1942 to 44, no we had to map the regions in an incredible
small scale, research the tactics, weapons, and doctrine....a lot if
you consider how it changed in those few years in WWII alone.
Q: As you researched and built Panzer Elite, what facts did you uncover
along the way that surprised you? Did they influence the design?
A: Oh, many. We didn't know the units removed their unit markings
because they were excellent target markers for the enemy. We didn't
know that only a few tanks could turn on the spot. We didn't know that
a Tiger consumed 700 liters fuel on 100 kilometers range. We didn't
know how gunnery optics worked properly. We didn't know that shells not
only dropped due to gravity but also dragged to the right due to their
spin. We didn't know that gunners sat on the other side in allied tanks
except for the M10, where they sat like in german tanks. We didn't know
that over 60% of German tank crews were killed outside the tank.
All of those factors influenced design and decisions of course.
Q: How much of your original vision actually made it into the sim? What would you add if you were given another three months?
A:
Oh, most has gone in there, and more. We only deleted a couple of
things. If we had three more months I would spend that on minor details
anoying me. We have some polygon flickers here and there, some tank
models are not quite optimal, a tutorial is missing...
Q: How many of these things might yet be seen in an add on?
A:
We want to make a tutorial for the demo. Some of the things we where in
the initial design which will be seen in the mission disk: Air Strikes,
Commanders MG, Mine Fields, Bunkers.
Q: Somewhere I read that PE is an open design and users will be
able to edit and add new elements. What kind of user edits and add-ons
do you expect to see?
A: I expect units to pop up first, they are easiest to do. Scenarios
will likely show up when we publish the scenario editor. Modifications
of existing scenarios are easy to do too.
Q: After many thousands of hours building Panzer Elite, will you play it yourself? What is your favorite tank to fight with?
A: I will, of course. I only do games I would love to see myself. Why
bother with a game I dont like to see and play myself? I started a
desert campaign recently I need to finish. Although its fun to fight in
a Tiger or Panther I must say playing a Panzer IV throughout the war is
my way to go.
Q: What was the public beta process like? Would you do it again?
A:
It was great. We had tons of feedback which helped us set priorities.
And certainly we would do it again, although I would clearly mark the
beta as such: many people thought it was the official demo (and still
think it is). It was less work than I thought it would be, so that was
a surprise.
Q: If sales go as well as you expect, how long will we wait for the
first expansion? What can you tell us about it? What would you like to
do if sales go well?
A: Well, the mission disk is the first thing we already planned. It
will cover the Battle of the Bulge plus the fight to the Rhine. That
should be ready mid of next year if things go well.
If sales are going well and we can place Panzer Elite II it should be a
release of mid 2001, that heavily depends on what the final design will
be. If the mission disk does well a gold version might contain
addtional features too. We want to fully continue support for the game
throuhg our website, so expect goodies being posted there :o)
Q: How will recent hardware advances influence future projects from WINGS?
A: A lot of course. We are looking forward seeing T&L (Transform
and Lightning) in all cards and in consumer machines. The more work
those new cards do the more we can use the processor for the game and
not the graphics. We can now plan for uch more than we could in Panzer
Elite. PE was planned for P166's, now we can plan for P2's which means
better math support, more cache, more memory, MMX standard etc.
But the 3D hardware cards aren't at the end yet. If we come to
the point where every pixel got its own math unit then we can talk
serious business :o)
Q: How will the growth of the Internet influence your future projects?
A:
Yes. We used the internet for work already but will use it now for
games at the customer end as well. All future projects are planned as
front ends for massive multiplayer games, even if the massive online
game never would see the light of the day. If a developer doesn't
prepare their game to go massive MP as a front end he is throwing his
work out of the window. In the hope that our future games are
successful we want to be prepared to move it online as well.