Hi Parabellum
Thanks for granting us
this interview, hopefully it will explain some of what
DYNACOMP is about and explode some myths.
It's pretty clear you
are aiming to take Ghost Recon somewhere totally new, making
the whole experience much more involved than simply completing
missions, so let's get started! |
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For
fans who are hearing about DYNACOMP for the first time, can
you fill us in on who is
working
on this project, and
how long it has been in development?
Parabellum : Right now, our team is very
large, with over 20 people working on the mod. Our current
line
up is:
- Myself
- BajaBravo
- DonMiguel
- El Oso
- Cobra6
- Whisper_44
- WardenMac
- Marcinko
- Argyll
- Viper
- SkyJockey
- Swartsz
- Matt03
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- Snared_Gambit
- Monkey (formerly of Alpha Squad)
- Nexus (also formerly of Alpha
Squad)
- n4cement
- Mot73
- Dr. Jeckyl
- Javaman
- Ruin
- CQB (also known as F'n New Guy)
- ReconSnake
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The mod has been in development for
about four months now. Much of that time has been spent
in R&D, as well as proof-of-concept
mini-mods. One question that I get asked alot, is "Why
do you capitalize DYNACOMP?" The answer is that DYNACOMP
is an acronym, and, as such, should be capitalized.
Which category will DYNACOMP fall into,
is it a weapons mod, a total conversion, or new maps?
Parabellum : DYNACOMP is really not a
mod that can be classified, in my opinion. The best way to
describe
it would be a total
conversion, but what we're hoping to do goes far beyond that.
It will almost be like a new game, based on the Ghost Recon
engine. While we do have nice looking skins and weapons,
the mod isn't about eye candy. It's about a new style of
gaming, that goes far beyond shooting your enemy. It's going
to be a thinking-man's mod.
Sounds like you
are setting out to break new ground with this mod, what
exactly is your objective
in this respect,
and what can fans expect to see in this mod they have never
seen before in a GR mod?
Parabellum : When I first conceived
this project, I really had two goals in mind:
- I wanted
to immerse the player in a world that
blurs the line between the game world and reality
- I
wanted to create a new way to look at Ghost Recon.
The engine offers alot more than just putting six men
on
the
ground, and shooting everything that moves. I wanted
to give people an opportunity to feel like they're
really in the
Army, and give them options as to what path to take.
We're
going to give people the opportunity to go to Ranger
School, sniper school, and, if they can earn it, SFAS.
Our campaigns
are set up to take advantage of these opportunities.
What aspect of this new system is the team especially excited
about?
Parabellum : That's a tough one to
answer. I think that the most celebrated thing, is the
depth of the story
line. With most mods, there's
a basic story, which is usually something like "Russia
invaded this poor little country. Go and blow up the bad
guys." DYNACOMP's story line is much, much deeper
than that. With each mission, and each bit of information
uncovered,
you'll discover that the plot is much deeper than you can
imagine, and, as the plot thickens, you'll have the opportunity
to do things that are outside the scope of normal Ghost
Recon missions. I guess the best way to describe our plot,
would
be to imagine yourself slapped down into the middle of
a Tom Clancy novel.
Recently
in the GR.net forums you held a cryptic competition
which was won by Wolfsong. What was the idea behind
that, and did it give us an indication of what
is in store for fans playing the mod?
Parabellum : The
idea behind the competition was two-fold.
On
one hand, I
wanted to increase interest in the mod. On
the other, I wanted to give people a taste
of what's
in store. For
example, some of our missions are going to be
based outside of Ghost Recon.
The
player may be asked to "hack into" a
computer system that's been set up just for the
game, and retrieve some sensitive "information" that
will be encrypted. They'll need that information
to go further into the game.
So, in a sense, yes, that
competition gave people a taste of what's in
store for them if they download and play DYNACOMP.
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DYNACOMP Forums
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Now the crunch question that fans will be begging to know
- when will it be released?
Parabellum : The answer to this one
is pretty much standard fare. It'll be out when it's
done. I'd
be on the lookout for more cryptic messages, though. The
web of information and disinformation is about to get very,
very complex. I hope that people catch on, and realize
that the secrecy and perceived misleading, is all part
of the
new style of gameplay.
Where should fans go to get in on this
new experience?
Parabellum : Fans should bookmark
and keep on eye on the Official
DYNACOMP website, as things
will happen
over the coming weeks
and months, not everything is as it seems.
Thanks for your time Parabellum, we'll
be keeping an eye on progress with this exciting new project
- good luck with it!
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