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Tags: BattleTech; Harebrained Schemes; Mike McCain; Mitch Gitelman
The guys at Harebrained Schemes seem to be uninterested in attending videogaming events such as E3, Gamescom and PAX, but they expressed loyalty to their tabletop gaming roots by attending Gen Con this year. Interviews from Gen Con about Shadowrun: Hong Kong, Golem Arcana, and BattleTech are still being released even now. The Shadowrun interviews aren't too interesting now that the game is out, but we can never have enough information about BattleTech. This interview about it at Sarna.net is the most detailed I've seen yet. Here's a small excerpt:
The guys at Harebrained Schemes seem to be uninterested in attending videogaming events such as E3, Gamescom and PAX, but they expressed loyalty to their tabletop gaming roots by attending Gen Con this year. Interviews from Gen Con about Shadowrun: Hong Kong, Golem Arcana, and BattleTech are still being released even now. The Shadowrun interviews aren't too interesting now that the game is out, but we can never have enough information about BattleTech. This interview about it at Sarna.net is the most detailed I've seen yet. Here's a small excerpt:
Nic: BattleTech has been in many forms since its inception obviously. From tabletop to PC to Virtual World to MechWarrior to MechCommander. What style game is this? How will the players be interacting? With a MechWarrior or a ‘Mech? Or both?
Mike: Both! We’re making a turn-based, tactical squad combat game. You’re going to command a lance of 4 ‘Mechs on the battlefield. It’s going to be a single-player mercenary-style campaign. MechWarrior 2 is a good reference for that. You’re going to choose which missions you want to take. You’re going to hire new MechWarriors, upgrade your ‘Mechs, get salvage. All that good stuff, from mission to mission.
Mitch: And develop your MechWarriors too.
Mike: Yes! MechWarriors will grow. We’re careful not to guarantee specific features here, but we’re looking at MechWarriors with different quirks, personalities, strengths and weaknesses that might manifest over time.
Nic: Single-player or multi-player?
Mike: The initial game we’re taking to Kickstarter is a single-player, open-ended campaign. We are hoping we’ll do well in Kickstarter, so we are talking about multi-player as a stretch-goal. We’ll have more details about that as we get closer to Kickstarter, in the next couple of months.
Nic: What are some of your goals with the Kickstarter? You did a lot of stretch goals with Shadowrun Returns. I’m assuming you’ll be offering interesting things for people that want to back BATTLETECH?
Mike: Our first goal for Kickstarter is to co-fund the development project with backers, not unlike a traditional publisher would with us. We’ll be putting some money in. We’ll be asking backers to help fund the rest of the budget for the base game. And then we’re looking at a variety of stretch goals. We’re looking at PvP, multiplayer, on the planet of Solaris 7, a lot of other cool stuff. We’ve talked about the possibility of more company-command level things (in stretch-goal land). This is my first GenCon, and I’ve been talking to BattleTech fans all day, and the passion for the project is tremendous.
Nic: Without giving us any commitments, Shadowrun took about a year from funding to release. Are you guys hoping for a 2016 or 2017 release?
Mike: 2017. We’d like to think we learn a little bit from project to project. Shadowrun Returns was a blast and we’re really proud of it. We also want to make sure we have enough time. We’ve done this with Shadowrun and Golem Arcana several times now. We have a pretty good idea, on BATTLETECH we want to start with a new fully 3D engine so we’re going to make sure we do it right. We’re looking at early 2017.
Mitch: It also depends on what funding level we get! So the more game they want us to make, the longer it’s probably going to take.
In addition to that, two podcast interviews, with Mike and Mitch respectively, were published during the past couple of weeks. I haven't listened to them in their entirety, but both of them mention that "while the Shadowrun games are RPGs with turn-based tactical combat, BattleTech is a turn-based tactical combat game with RPG elements". I think we can keep on covering it here, though.Mike: Both! We’re making a turn-based, tactical squad combat game. You’re going to command a lance of 4 ‘Mechs on the battlefield. It’s going to be a single-player mercenary-style campaign. MechWarrior 2 is a good reference for that. You’re going to choose which missions you want to take. You’re going to hire new MechWarriors, upgrade your ‘Mechs, get salvage. All that good stuff, from mission to mission.
Mitch: And develop your MechWarriors too.
Mike: Yes! MechWarriors will grow. We’re careful not to guarantee specific features here, but we’re looking at MechWarriors with different quirks, personalities, strengths and weaknesses that might manifest over time.
Nic: Single-player or multi-player?
Mike: The initial game we’re taking to Kickstarter is a single-player, open-ended campaign. We are hoping we’ll do well in Kickstarter, so we are talking about multi-player as a stretch-goal. We’ll have more details about that as we get closer to Kickstarter, in the next couple of months.
Nic: What are some of your goals with the Kickstarter? You did a lot of stretch goals with Shadowrun Returns. I’m assuming you’ll be offering interesting things for people that want to back BATTLETECH?
Mike: Our first goal for Kickstarter is to co-fund the development project with backers, not unlike a traditional publisher would with us. We’ll be putting some money in. We’ll be asking backers to help fund the rest of the budget for the base game. And then we’re looking at a variety of stretch goals. We’re looking at PvP, multiplayer, on the planet of Solaris 7, a lot of other cool stuff. We’ve talked about the possibility of more company-command level things (in stretch-goal land). This is my first GenCon, and I’ve been talking to BattleTech fans all day, and the passion for the project is tremendous.
Nic: Without giving us any commitments, Shadowrun took about a year from funding to release. Are you guys hoping for a 2016 or 2017 release?
Mike: 2017. We’d like to think we learn a little bit from project to project. Shadowrun Returns was a blast and we’re really proud of it. We also want to make sure we have enough time. We’ve done this with Shadowrun and Golem Arcana several times now. We have a pretty good idea, on BATTLETECH we want to start with a new fully 3D engine so we’re going to make sure we do it right. We’re looking at early 2017.
Mitch: It also depends on what funding level we get! So the more game they want us to make, the longer it’s probably going to take.