As you can see from the rough Pacific plan below there was a lot to get right! While it was a small pearling port it was also a significant aircraft refuelling base for the Allied forces. For example, if you venture to Broome, Western Australia expect to see increased aircraft activity. We wanted to create subtle layers to Victory at Sea giving it a rich history without hitting you in the face with obvious nods. Once balanced the ports were established, the next step was to link the ports with trade, patrol and harass routes, as you can imagine this was quite a task. Creating a Real Time Strategy that felt right This is the point in which the player begins in the Pacific. British ports had fallen under Japanese control and the battle to retake the Pacific looked almost impossible. Looking purely from the point of view of ports control you begin to realise how much the Japanese managed to capture in such a short space of time as they swept through so many ports, with allied forces completely caught unawares.Īfter Pearl Harbor was attacked the Japanese went from victory to victory and changed the balance of power in the Pacific. This led us to have to research all the ports that were in the Pacific area, who controlled them pre WW2, and who had control of each port circa 1939/41. We’ve seen all the WW2 films, and for all the Das Boots and World at War Documentaries we had watched over the years it became apparent that there were some fundamentally important things we’d need to research that they don’t tend to cover in that much detail. When developing the pacific we realised we did need to look at this point in history in more detail than we normally looked for. This helped us remember that while we wanted people to feel they were in WW2 we were making a game first and foremost. We were told by Crytek’s Karl Hilton that the first time a battleship is sunk that in reality survived the war, historical accuracy becomes a little less… accurate. We had already started researching historical details to help bring the Pacific to life, this was always a fine balance between slavish historical accuracy and making a game that people can enjoy. Initially we created a terrain map in Unit圓D. We needed to create a living breathing world for the players to inhabit. Balancing the scale was tricky early on, players needed to be able to explore without sailing endless empty oceans. When we began developing Victory at Sea we knew it would be essential to create vast theatres of war to explore.
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