GT: What has been the most difficult aspect of developing this game?
Paul: Making sure the game stayed engaging and fun for the
"trains" player. This game could easily have become so dry and
high-level it would have been more like a business simulation. As soon as you
leave behind the idea of individual trains, you risk becoming overly abstract.
But the animations on the map are very engaging and represent the flow of cargo,
and there is nothing dry about whacking your competitor with track sabotage or
triggering a financial crisis just when he's low on cash. Once we had the cargo
flow engine working, which was very early on, we had to constantly push the
design to give players interesting choices. We think we've succeeded.
GT: Rails Across America is sure to draw comparisons to the Railroad
Tycoon games. Did those games provide any inspiration for Rails Across America?
How is Rails Across America different?
Paul: We loved Sid Meier's Railroad Tycoon, and we began our project
even before Railroad Tycoon II was announced. I think Phil & company did an
excellent job with the new version. We wanted a game that scaled up a little
better and had more player interaction, so that's were we began: how could we
make a railroad game scalable and more interactive in multiplayer? The goals are
related. Player interaction requires player attention, so we needed to balance
the management portion properly. I think RTS fans will enjoy the pace of Rails
Across America, and railroad fans will enjoy the ability to build and manage a
truly huge rail empire.
GT: Is there anything else you'd like to add?
Paul: We worked hard to build a great multi-player game, but the challenge
for a single player is definitely there. I can't compliment our AI developers
enough. Smart computer opponents plus the scale of the game, means that people
who want to play a classic railroad building game will definitely enjoy Rails
Across America.
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