However, the biggest changes have come as a result of the game’s strong performance on Steam’s Early Access platform. The difficulty of creating an entire virtual theatre of war, with some players controlling resources and tactics in a top-down commander mode while others fight tooth and nail on the battlefield, has made some level of evolution necessary for Reto-Moto. “The first design of the game only included the War battles, and your soldier was linked directly to an assault team – in theory that sounds cool but in reality it’s way too hard, and you need a lot of soldiers if you want to play all the time.” Heroes & Generals’ changes have been more pragmatic than stylistic, he insists. “Our initial design was much more strict in the sense of rules but we have had to loosen them up in order to appeal to a broader and larger audience for the game to function and be fun,” reflects Jacob. Gameplay is more fluid and less rooted in realism, a faster pace has been nourished through new maps, weapons and vehicles, and the overarching strategic elements of the game have been relaxed to give it a pick-up-and-play level of accessibility. Recent changes have steered Heroes & Generals away from its original design. “I love to work this way compared to when we worked with boxed products like Hitman and Freedom Fighters back at IO Interactive.” “Early Access, and the continuous player feedback has given us a unique opportunity to design a game based on how the users actually play our game, instead of working several years on a game no-one plays until it is done,” explains Jacob. The free-to-play model has allowed Heroes & Generals developer Reto-Moto to design the game differently than anything they’ve previously tackled.
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