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Q&A: Stronghold

We speak with Eric Ouellette of FireFly Studios about the upcoming medieval siege warfare game.

We had a chance to talk with FireFly Studios founder Eric Ouellette about the upcoming game Stronghold, which will be published by GodGames later this year. The game will be based on medieval siege warfare, and it will combine city building and real-time strategy elements. We asked Ouellette about the game, including how it will combine the city building and real-time strategy elements, what kind of combat will be used in the game, and the current status of the game. Ouellette also shared some information about the history of the London-based development studio.

GameSpot: First, can you tell us a little more about FireFly Studios? When was the company founded, and how many people currently work at FireFly?

FireFly Studios: FireFly Studios is a London-based company that was formed in August 1999. The founders are Simon Bradbury, Eric Ouellette, and David Lester. We currently have 14 people working for the company.

GS: What previous experience did the founders have?

FS: Previously the founders of FireFly worked together on the Lords of the Realm and Caesar series (published by Sierra) and did all of the game design, programming, and game production for these titles.

GS: Is Stronghold the studio's first game? Are there any other projects in the works?

FS: This is the first product we have done under the FireFly Studios name. We have a second title in the works, but we haven't announced the project yet.

GS: How much progress has been made on Stronghold since we saw it last November?

FS: A lot of work has been done since November. We have finished all the systems for the game. The siege equipment, the siege engines and military units, the animal ecosystem, the resource systems, and the food systems are all finished. The map editor and scenario editor are done as well.

GS: What is the team working on now?

FS: We are currently working on the enemy siege AI. Once the AI is implemented, we'll merge all the systems together and build the campaign and sandbox maps.

GS: How historically accurate are you trying to make Stronghold? How are you balancing the combination of realism and fun in the game?

FS: We find the medieval period fascinating. Previously we worked on The Lords of the Realm series set in the medieval period, and now with Stronghold we wanted to add a lot more "gritty" realism to the medieval aspect of the game. We researched everything in great detail, from the mechanics of a trebuchet down to what people ate. The game is set between the 11th and 14th centuries, and it takes players through the evolution of castles, from building wooden palisades to Norman keeps up through Edwardian killing machines. Most of the time being historically accurate doesn't clash with the game being fun. If it does, fun wins!

GS: Tell us a little more about combat in the game. Is it all siege warfare? In addition to defending the castle, will players be able to launch attacks?

FS: Since it's a game about castles, Stronghold's combat and siege-warfare elements focus mainly on defense. Most of the player's time will be spent building the best castle possible and repelling siege attacks. However, some of the missions in the campaign will allow the players to lay siege to and capture enemy castles. Also, in the builder mode, players will be allowed to defend or attack prebuilt historical castles. Of course, they will be able to attack and defend in multiplayer as well.

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