| This is the transcription of
an interview Angel Draco had with Jon Payne from Impressions. Jon in an irregular visitor
to our forum, where he's present as "Itchy." He and other V.I.P. visitors can be
recognised by the blue used
to paint their nick name. Enough
introduction, here's the interview.
Angel Draco: Hello Itchy!
Itchy: Hey there.
Angel Draco: I've got lots
of questions submitted from C3 fans.
Itchy: Just understand
there's some questions I can't answer, either because of contractual stuff or I just can't
speak as well on that topic.
Angel Draco: No problem.
Trade secrets and confidentiality agreements, etc. I know how that goes.
Itchy: Yeah, it's a big
hassle.
Angel Draco: How about a
little bit about yourself. How old are you? You mentioned your wife, how long have you
been married?
Itchy: Im 32 years
old and have been married for 2 years. I was stuck in the midst of testing C3 this summer
and missed both our anniversary and her 30th birthday.
Angel Draco: Ouch! I'd be
sleeping on the couch!
Angel Draco: So what is
your current job at Impressions?
Itchy: I'm the Quality
Assurance Manager
Angel Draco: And what does
that entail? Who do you oversee?
Itchy: Essentially, it
means I'm responsible for testing the software and making sure that the software works as
specified. Sometimes that involves technical "bug" type of issues, sometimes it
involves the more nebulous areas of game balancing and game play.
Angel Draco: How many are
on your staff? If you can characterize it like that.
Itchy: The staffing levels
fluctuate according to project needs and requirements - we quadrupled our staff with temps
for testing of C3 but still maintain a full-time staff of 4 QA testers at the moment. We
also use lead testers to oversee and coordinate the more immediate and day-to-day and
minute to minute testing.
Angel Draco: I have to
ask, what's the story behind your nickname?
Itchy: Hehe...well, a few
years ago I got a BAD case of poison ivy; I was sitting around with some friends watching
the Simpsons when an Itchy & Scratchy cartoon came on as I was scratching my brains
out - the connection and nickname was immediate.
Angel Draco: How long have
you been involved with the computer gaming industry itself, and what did you do before you
came to impressions?
Itchy: I've been at
Impressions for about 2 and 1/2 years (it was and is my 1st job in the game industry).
Before that, I was writing PC game reviews for the Washington Post down in DC.
Angel Draco: You mentioned
to me earlier that your first job with Impressions was working on Lords of the Realm 2? I still
love that game!
Itchy: Yeah, I still enjoy
Lords2 myself, despite having played it for about 6 months straight. Actually, David
Lester (the C3 designer) and Simon Bradbury (the C3 programmer) had the same role with
Lords2.
Angel Draco: Really!? That
explains it. Its a top-notch game. Lords 2 was my first experience with Sierra and I
was very impressed.
Itchy: Have you exploited
the "sending carts of zero supplies" feature in multiplayer?
Angel Draco: No, give me
the scoop!
Itchy: You can send out
limitless numbers of carts with zero goods. During the move turn, they sometimes
"carry away" invading armies. It was one of those "bored at 10 p.m. after a
week of multiplayer testing" that I uncovered.
Angel Draco: That is so
cool! What an Easter egg! I had the game before I had internet access, so I missed out on
all the cool fan sites and other secrets of the game. But I digress. Back to C3!
Angel Draco: Maybe you can
put a small mystery to rest: Who is that on the cover of the C3 box?
Itchy: Heidi Mann, one of
our extremely talented artists. The arm of the centurion is Darrin Horbal, our art
director. The centurion face is just some stock photo, I think.
Angel Draco: Caesar 2 was
very popular. What was the team specifically trying to improve upon in C3?
Itchy: Well, that's
difficult to say, exactly. David is probably better equipped to answer that but I can give
a rough answer. I think that one of the biggest complaints with C2 was that the game
became repetitive after a while and that greater mission diversity was needed. Also, that
integrating combat into the city view was a more immediate experience. Again, David's the
authority here.
Angel Draco: Great Segue
into my next question: Many fans did not like the way the military component was
"toned down" in the game because it was integrated. Personally, I think it's fun
and adds a lot of excitement when the enemy is about to come crashing through my city
walls. It adds a "real-time strategy" feel to the game.
Itchy: I was also
surprised to see the combat in the city level - the combat in C2 was pretty hard-core and
after a while I just started auto calculating the battles. I think because its a Sim
in Real Time that has a combat component, people starting thinking Warcraft2 and C&C -
where the combat is the focus.
Angel Draco: Apart from
its being set in ancient Rome, why is C3 different from other sim-building games? Do you
think it's what you just mentioned: a blend of Sim and Real Time?
Itchy: I think that C3 is
an extremely in-depth game that is also very easy to pick up. When we first started
playing/testing it, I felt like I was peeling an onion. There were just so many layers. I
think that, plus the immediacy of feeling like your were involved with a living, breathing
city full of a whole cross-section of inhabitants.
Angel Draco: I totally
agree. The visuals are really quite stunning. There's a real satisfaction watching your
city come alive, hearing the sounds, the movement, ect.
Itchy: Yeah, it's also fun
just clicking on the people and see what their names are. I particularly enjoyed finding a
barbarian named "Jon the Pain."
Angel Draco:
Yes! I think the citizen's names and their voices are most everyone's favorite part! I
personally love the children. I also fall on the floor laughing when the market lady tells
me that I'm a "heathen" because the gods are angry
This
is awesome, give me more! 
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