“The B-movie Monolith Monsters was also an inspiration – watch it, and you’ll see strong parallels to Tiberium.”ĭetailed backstories were created to flesh out the game’s universe, and were recorded in a binder for reference. “Much of the backstory came from the creative imagination of Brett Sperry and Eydie Laramore,” explains Joe Bostic, lead programmer at Westwood. Having arrived on Earth via a meteorite several years earlier, the toxic (and highly valuable) material is believed by Nod’s followers to hold the key to the next stage of human evolution. I did much of the tactical gameplay design work and even a little bit of art.”Īt the centre of the struggle was Tiberium, a crystalline substance of alien origin slowly propagating itself across the planet. People working on a game would fulfil overlapping roles. “It was the Wild West during those early days of the games industry. The writers invented a supranational organisation called the Global Defence Initiative (GDI), and pitted them against the Brotherhood of Nod, a cultish militant society spread throughout the world. Populating this new fictional world proved more challenging than simply licensing an existing property, as the team had done with Dune II. “At the time,” explains fellow co-founder Louis Castle to CVG, “ felt that the next wars wouldn’t be fought nation-to-nation, but fought between Western society and a kind of anarchistic terror organisation without a centralised government.” This remarkably prescient view led to the birth of C&C’s now-famous parallel universe. The move over to a more realistic setting came at the behest of Westwood co-founder Brett Sperry, who felt strongly that the political climate of the mid–1990s - particularly the First Gulf War - would make a modern setting more accessible. Following on from the remarkable success of Dune II, Westwood Studios sought to refine their popular RTS formula with Command & Conjure, a high-fantasy strategy epic which began development in early 1993. The original Command & Conquer, a sci-fi classic affectionately dubbed Tiberian Dawn by fans, actually began life as a fantasy game complete with wizards and warriors. Here, we’ll explore the humble beginnings of the Command & Conquer franchise, and shed light on the development of its first two seminal titles. Alas, we cannot change the past, but with fresh insight from ex-Westwood developers Frank Klepacki, Eric Gooch, and Joe Bostic, we can revisit the series’ genesis twenty years ago. In light of these troubled times, it seems befitting to take our lead from the heroes and villains of the Red Alert saga, who - when faced with imminent defeat - would invariably jump into their time machines and try to remedy the root causes of their troubles. Given the dismal critical reception of 2010’s Command & Conquer 4, and the subsequent cancellation of a free-to-play reboot by a new studio, the future of the series has been called into question. But if the history of empires tells us anything, it’s that the reign of even the mightiest of conquerers is prone to collapse. In its early years, at least, one could argue that the series lived up to the promise of its name. With the title’s original DOS release in 1995, developer Westwood Studios single-handedly conquered the burgeoning real-time strategy (RTS) market that it had pioneered three years earlier with Dune II, and introduced the world to the concept of networked multiplayer gaming. In the intervening years, the game has spawned a franchise totalling 17 titles spanning three ‘universes’, and given birth to an entire genre of video games. You can also add an comment on the bug with a link to your workshop item that isn't showing up in the "User Maps" section.The original Command & Conquer will this year celebrate the 20th anniversary of its release. If you guys want to accelerate this bug getting fixed, join their bug tracker (you need an EA/Origin account) and press the "Me Too" button. I've reported this as a bug on EA's bug tracker: I haven't read an official statement from EA regarding this issue and the other threads and discussion boards regarding this got speculative answers.ĮA is there an ticket addressing this issue? we need a proper answer and a workaround because waiting an hour I can live with but waiting hours, days or weeks is not, that will kill the flow of creativity, most people want to playtest with their friends. Hi, I've read quite many different threads were people are having the same problem, their published C&C TD maps is not available in the "User Maps" section when hosting an online lobby.
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