"For definite we want the different modes to feel like you’re playing with the same tools, albeit in a different context. "Game design is all about challenge, and making both multiplayer and single player work with the same factions is one of those challenges for us," game director Philippe Boulle tells me. Balancing the skillsets, movement speeds and tactical patterns of groups of units and individual, super-powered Elites to work against an AI is one thing, but having it all work in matches of up to six human players is something very different. This structural bridge is something that Dawn of War III, arguably the most anticipated entry in the real-time strategy genre for years, is keen to get right. Plenty of titles provide their players with different tools and mechanics between the two modes, but embracing a coherent structure that bridges them both is a task that requires a deft touch and an intimate understanding of how your audience is going to approach your game. One of the most challenging hurdles a game designer can face is making sure their game works, and feels cohesive, across both multi and single player. It’s unquestionable that they are simplest of the three to immediately put to effective use, though." "Space Marines are not a generic, averagely weighted option in comparison to the other two. We take the three factions to battle, and speak to game director Philippe Boulle about single and multiplayer balance.
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