Alex Garden Interview, 1998
Right off the top I would like to thank Genevieve Ostergard from Sierra for arranging this interview. And of course I have to thank Alex for making time in his busy schedule for me and my ramblings. :) Also, please take note that Iprobably misspelled the names of the people Alex mentioned… and if I did so then let me know! Now to the interview…
In a recent interview over at AGN you mentioned the “bounty hunter” mode. I was wondering if there are any other multiplayer modes you’d like to share? Any CTF variants or such?
Ah… The honest truth of the matter is that there are a bunch of other variants but, we’re keeping pretty quite right now because some of the things we are doing you haven’t seen before. We want a lot of the game to be a surprise when it comes out. And it’s really hard because people are getting excited about it and, we’re really flattered and we want to talk about it but at the same time we want to make sure that when the game comes out the gamers can say “Wow! I didn’t know that was going to be in there.” So we’re keeping some of the things quite. One of the things we’re keeping quiet are the other multiplayer variants. But there is definitely some stuff in there.
But you can’t talk about it?
No… I’d have to kill you.
Oh…ok… You can do that. :)
Are you planning to support the game after its release? And I don’t mean just tech support. I mean adding some new ships or releasing maps or new multiplayer modes of play? Or is this even possible? How exactly customizable is the engine? What would you think if someone started making 3rd party units once the game is released?
Well, basically when the game releases we will be shipping it with the mission editor. It’ll come out on the same CD. And that will give you the ability to create new multiplayer maps. As far as adding new units, the truth is that one of the first things that we build into the engine was the way ships were stored and it became a very integral part of the program. And then TA was released , shortly after that, that had the ability to release new units. We looked at what it would take for us to add that and decided it wasn’t worth for two reasons. One, it would require a really big re-write of that portion of the engine and two unit balancing in Homeworld is much more complicated then unit balancing in TA. due to the fact that the ships are able to maneuver completely in 3d and also to the fact that they maneuver with a great deal of AI involved in how they fly it. So, the amount of effort involved in tuning the units that we would have released to be balanced with the other units in the game would have been huge. So we decided for Homeworld not to have expandable units. But we’re shipping the mission editor with the game. There’s so much you can do with it and we expect people will be able to get some real mileage of it that way. And the other thing that we’re doing is that the game is going to ship with this one humungous data file. But what we’re going to do, sometimes after the game is released, we’re going to release the un-encryption software for that big file and give people access to the contents of it. All the tuning files for the game, the AI, flight dynamics, scripting everything is stored in there in a very easily editable format… So we’ll release that after the game is released and we’ll give a chance to people to actually start modifying how it works and we’ll see where we go from there.
So people will be able to edit textures and stuff? Or is that part of the model?
No, not the textures or the model but they’ll be able effect how they fly, what the engine trials look like, what the special effect look like.
That’s nice. For the mission editor, how detailed is it? Is it something like the one in Freespace, that someone mentioned on the board? (note: I had a cold when conducting the interview and I think Alex thought I asked: if it was one dimension or something like that… Go figure :) )
No it’s a fully 3d space mission editor looks a lot like 3dmax actually. I’ve never seen anything like it. It’s very cool. It’s designed, actually, to be a generic editor for a 3d world. But not in the same quake one, you don’t have to define walls, you can just fill it up with stuff. Yeah, it’s very similar 3dmax basically.
Ok, but will you be similar to the Starcraft one where you can do stuff like Laser Tag? Is there going to be an option like that… So you can create your own modes?
Oh… Let me think about that for a second, yeah there is… See… What you can do with it is setup basically how the world is laid out. What type of ships there are gonna be. Where they’re gonna be starting. What unit availability is like, what ships you want to block out what you can keep in, paths to follow for all the enemy ships, if you want enemy ships in there. You can add pirates to the game and you can set criteria. Basically, if a certain player starts to do this certain thing then thepirate ships come in and deal with them. That sort of thing. Like for instance if there is a resource pocket , in the center of the world or someplace in the worth, that is particularly rich. Generally, it would just be a race to see who got there first and fortified it and could suck up all the resources out of it. But one of the things we woulddo is we we’d have a pirate attack setup there so if that you just rushed in thereright away you would just get destroyed by the pirates.
There has been only one negative preview of the game so far. It was made by Lorien (of GAGames.com), his main complain was that it looked like the background moved and not the ships themselves can youcomment on this?
Ah yes, this question. I’ll tell you what. The honest truth of it is I think it’s great there’s some discerning opinion about the game. That all “no-hype, all game add campaign”. You know, when we started that ad campaign, it was true because no one had heard of Homeworld before. It was a really quite game.
Yeah, sort of like TA.
Yes, exactly. Now, all I ever said about the game was I want people to write what they think about it. If they think it’s good, great. If they think it’s bad, then tell me why and I’ll make it better. The only message I’m trying , to get across about the game is that it’s different. That’s what that whole ad campaign is about. It’s that we’re not going to tell you that it’s revolutionary 3d… blah bidi blah blah… cuz who cares. All we really care is whether it’s fun… And yeah it’s fun. So it’s good when people write previews that offer discerning opinions that’s good that makes gamers think. I don’t want people to buy this game because all their friends said they should and, I don’t want them to buy it because there’s adds everywhere about it or that there’s fan sites or that the news groups are full of messages. I want them to buy it because one of their friends bough it and said, “This is the finest game I’ve ever played before”. And if there’s reviewers out there who hate the game that would be great, because if they bring up some good points then we can adjust those points and hopefully make the game better. And the review we got in GAGames wasn’t constructive so we weren’t able to make any changes based on what he said. But I mean we’ve got some really, really good feedback from the press in general and I’m hoping that will continue.
Can you say anything at all about the special units?
So about the special units… Basically for the two races you can play as there’s about 29 ships per race. And out those 29 ships if you put the races side by side about 24-25 of them are parallel. They look totally different they fly somewhat different they basically have the same operation.
Yeah, like almost all other RTS games.
Umm hmm… Now we originally considered making it completely different but the fact of the mater is, it doesn’t make the game any better. That’s what we determined. Because, really, with everything we tried to do on Homeworld every time we made a decision we sat down and thought to ourselves, “Ok, we’re going to make this decision is it going to make the game better or is it just gonna be cool?” And you got to have lots of cool things in there and there’slots of cool things in there but primarily we do make sure that everything we do is going to make game better. But when we talked about it just didn’t seem like it was going to. So… We have two races that pretty much parallel each other. Now there’s about 4-5 ships in each race which are totally different, which don’t exist in the other race and don’t have anything parallel to operation or anything at all. And that was a reasonable number, because we can tune that and make sure it’s fair. So for instanceone race has cloaking fighters, one race have defense fighters. And the cloaking fighters, obviously, can’t be detected.
And can’t be seen either?
It can’t be seen either unless you have proximity sensors, which can detect them. The other race has defense fighters now defense fighters don’t have any attack capability, but they’re almost as fast as fighters and they can fly around with fighters in formation. And if anything shoots at the fighters the defense fighters actually shoot the bullets out of the air , and you can actually see it happening, it’s very cool . They fire and all these little lines come flying off them everywhere and just shoot any bullets that come near them down.
Oh, it’s like a reflective shield, kinda?
Yeah, exactly , if you got a fighter you put him in formation. You put a mixture of say interceptors and defense fighters in formation. When they pair off in battle if they’re in evasive on neutral tactics it’ll always fly with a wing man. And you’ll automatically get the defense fighter flying with the fighter. And a fighter would go wheeling into battle and the defense fighter would make sure it doesn’t get hit.
So the defense fighter is a stronger unit, right? It takes more damage.
No, no, actually it has a dome in front of it and little lasers fly out of the dome and actually shoot the bullets down. The defense fighter is fairly weak itself but the thing is nothing can hit it.
So doesn’t it make it indestructible?
No, it’s vulnerable from the back and it’s not 100% effective. It’ll shoot down say, 80% of the bullets but it’s a very weakly armored ship . So if a couple bullets come thought it’ll blow up. But it’s very cool to watch it because it can extend the life of a fighter by quite a bit. So, Generally in large fighter to fighter battle it’s a good idea to send a squadron of defense fighters and park them in the middle of the battle and tell them to attack everybody , and they’ll just start shooting everyone’s bullets down basically . All the enemy ones, anyway. It’s very cool…
Are there any special capital ships?
Yeah there are, let’s see… The Kushan have a defense drone distributor frigate , or sorry just a drone frigate now. And basically it’s a frigate class ship and it launches all these little tiny drones, they’re about 3 m long each of them. And they come out and from up in a sphere around the drone frigate. And basically the drone frigate is then used to escort other ships. And the bottom line is that anything that flies thought that cloud of drones is going to get absolutely rocked. Because they just sit in space and fire, they’re little guns basically. And, yeah, they’re deadly against fighters. And the Taiidan don’t have a ship like that they have another ship called a field frigate and a field frigate performs a somewhat similar function but it does it much differently. If you put it in escort next to something if any projectile weapon shoot at a target that the field frigate is escorting the bullets actually get pulled away from the target and they go into a holding pattern around the field frigate, so basically what happens is it ends up being this huge orbiting balls of bullets eventually, if you got like 50 fighters attacking a carrier and there’s a field frigate next to it, all the bullets will actually warp out and go in a field around the frigate. And the field frigate has no weapons, but if it’s got a zillion bullets orbiting around it, and you drive it into a cloud of fighters it’s gonna shoot them all down with their own bullets. It’s very, very cool…
So could you ram it for instance? Like into the mothership.
Yeah you can do that but, the bullets themselves wouldn’t very much damage in that case the field frigate would just do a lot more damage from kamikazeing. You can kamikaze any of your ships.
Even the mothership?
No, actually not the mothership. Well in theory you can but it would take so god damn long to get anywhere that anything it would kamikaze would have moved by then. And if you kamikaze your motherships together its kind pointless since ,well, they both die… Yeah, but you can kamikaze anything from heavy cruisers, carriers on down to fighters. And it looks really cool too actually.
And it lets a certain amount of bullets pass though. Same thing as the defender?
The Field frigate? Actually what it does, it can only deflect projectile weapons it can’t deflect missiles or ion beams so that it’s weakness. And the other thing is that the bullets that go into a field around it, their orbit eventually decays and the bullets eventually hit the field frigate itself. But the idea being that a carrier cost like 2000RU’s to build and a field frigate costs 400RU’s. So it’s really cheap to build one and I’d rather loose a field frigate then a carrier. So, you know, it’s a very interesting ship it has a lot of depth to it and if it gets blown up who really cares since your carrier is still alive at that point. And you still can’t defend against Ion beam attacks or missile attacks.
On to the next one, unless you have something to add?
No, I don’t want to say too much about all of them. There’s a whole pile I didn’t mention but we’re saveing them for later.
What do you think of the recent move of companies such as Red Storm Entertainment to showing the commercial of their product on cable TV? And I know Homeworld is supposed to have “no-hype” but do you think it’s a good move for the gaming industry and would you consider it in the future?
Ok, ok , I know what you mean. You’re asking about TV advertising for games? Umm ok.. Well, I am always jealous when I see adds on TV. Because it looks so cool you can see Spyro the dragon running around on TV or Mario or whatever. From what I’ve seen with the exception of FF7, now. Those adds are primarily for console games. And I think it’s because some marketing guy somewhere has probably figured out that the console market is more likely to be swayed by television advertising. . And it’s also that the console market tends to be much more hit driven. Like the profits is really in the hits, not the general title. And TV advertising costs so much money.
Yeah, but still RSE is a pretty new company and I’ve never heard of them before Rainbow Six. And they got the money. (note: now that I think about it they prolly got the money from Tom Clancy himself :))
Hmm. Let’s put it this way I would love to see a TV commercial of Homeworld. I mean, I would be lining up with my friends with popcorn to watch it 50 times. But I’m also a realist and I understand how much those adds cost. And I never heard of RSE, myself, but it may be that their company has a pedigree of really, really experienced people and they convinced their publisher that the title they’re gonna do is gonna completely slay and that it’s worth committing too. Personally, with Homeworld I’ve been working in the industry for about 9 years and collectively , the team at Relic we’ve developed probably 30 titles individually. But we still haven’t as a group pumped out a totally huge smash hit, a lot of us have worked on hit games for other companies. As a group we never pumped out a smash hit and HW is looking pretty good and is getting a lot of momentum getting build up behind it. But I still wouldn’t expect for anyone to run out and commit 15 million $ to doing the commercial and putting all over the place. That’s a huge, huge, huge amount of money and what you really have to do is justify it. Well, let me give you an example. How many Playstations are there in North America . There’s like 4 million or something?
I have no idea.
Let’s just call it a number, I used to know the number. Let’s call it 5 million for the sake of argument. Playstation is just a game machine, that’s what it does. That’s its core purpose. So we got 5 million Playstations out there and if we advertise a game for the Playstation that’s good. You gotta think that there’s a fairly good chance that at least a very large portion of those 5 million people will go out and buy the game. Because that’s what the Playstation is for. Now, the PC is a very versatile multifaceted tool, and the broad PC audience aren’t gamers. It’s just a small portion of it. So even though we have like 300 million PC’s sold in North America, if we sell a million units of the game we’re really, really happy. So, we’re only hitting a very small portion of our target audience. And I don’t think that’s because we’re not reaching a broad enough audience, I think it’s because we’re not making games that appeal to a broad enough audience. You know what I’m saying?
Yeah, I understand.
So it’s like every single one of those 5 million Playstations the person who owns it went out and bought that Playstation with the intention of playing games, so you know they’re gamers. Otherwise they wouldn’t of bought it. So marketing to them on TV makes sense. But that may not be the case for people who bought the PC’s, because you know they might have bought it for doing word processing.
Yeah, and most of the computers are used for business.
Yeah, you’re absolutely right most of that number is used for business, as well. So anyway if I would have to sit down and think about it that’s the answer I would come up with. But basically the short answers is I don’t expect until we’ve proven ourselves to the group that a publisher is going prepared those kind of marketing dollars to Homeworld. But on the same time I should say that Sierra has been really, really good to work with so far and that they’ve done, I think, a fantastic job of building up momentum behind the project , and I don’t have any complaints what so ever.
The sound engine in Homeworld is one of the most interesting features can you elaborate on what it is capable of doing?
Sure, Well that audio engine developed for Homeworld, we believe is the most advanced audio engine ever developed for games in the history of gaming period. And that’s a pretty obnoxious and ambitious claim. And, you know, saying things like that I’m prepared to back them up. Or people would get a little upset. Basically Homeworld’s audio engine was designed by myself and Shane Alfreds, primarily, who was EA’s lead audio engineer for many years. And a guy named Janik Joire. And those two guys were responsible for all the implementation and all the real architecture of the engine but the high level design we worked on it the three of us. And basically, there’s two or three levels to the whole thing first of all from just a programmers point of view the engine is very elegant, it’s very easy to work with and it’s very encapsulated and removed from the game, which is very important. But that’s not very important for the user, What people are going to hear when they listen to our audio engine, we’ve god Dolby Prologic, obviously. We got Doppler shifting in all the sound effects.
Are you gonna support A3D and Sound blaster Live for instance?
Environmental audio. Yeah we are. That card is very good, the Sound Blaster Live, it’s excellent actually. Anyway, I don’t want to give away too much technology but basically what we’ve done is come up with a new way of dealing with audio. It’s a totally new approach, let me give you an example. Previous to now all audio for games was mixed in a timed domain, basically you used a frequency waveform to represent the audio. That’s how you did your special effects and your mixing. And there was a certain paradigm people used when they were mixing channels and allocating channels and there’s was a fixed amount of overhead on all that sort of channel mixing and special effects and TSP processing and everything. Well, what we’ve done is we’ve actually come up with a fundamentally new approach to mixing in the time domain. And it’s mixing in the frequency domain. It’s changing the audio to a totally different mixing domain. What it’s allowed us to do is take a really big step forward in terms of the number of channels we can have the number of effects we can do to them. Some of the effects you can’t even do in the time domain, like we can do in the frequency domain like pitch shifting without phase shifting. That sort of thing. That’s one part of it. We’ve also got a really, really advanced compression algorithm. That we developed that gives us like 8:1 compression with no loss at 44kHz stereo. We’ve got real time speech stitching that allows us to take fragments of sentences that were recorder and stitch them together to make context appropriate sentences. Its very similar they were doing in the EA sports games.
Yeah, like NFS3?
Triple Play Baseball… same thing.
But you know in those games there are usually brakes or pauses which makes it sound unnatural…
Yeah, it’s very difficult to get rid of that but we’ve done some work on it because of our real time effects process we can actually smooth it out a little bit as we go. But it’s very, very difficult to smoothit out because people aren’t robots and they just speak with a slight variance in their intonation. But we’re getting closer all the time, like as an industry, we’ll see how it goes in the next few years.
Sorry about the sound engine. It’s a very vague answers, but we’re trying keep some of the details of it a bit quite we’ve got about a 2 year lead on other people and we wanna keep it that way.
Also in the AGN interview you mentioned that ships have animation? Could you give another example of this or elaborate on it a little?
Oh, ok cool. There’s two types of ship animation. Well there’s three, one is the one where they fly thought space because they use pretty elaborate flight patterns they use immomems, barrel-rolls, loops. There’s like , I don’t know 15 or 16 flight dynamics that they all stitch together. But anyway that’s the first part, the second part is in battle any articulated weapons systems will turn and elevate to match their target , and they’ll have recoil when they fire on them , they’ll have little sound effects for the turrets moving, the cannons firing and the recoil resetting and it sounds very cool. So that’s the first part of it, the second part of the animation is animation that we actually keyframe as well. So, for instance defenders. Kushan light defenders when they’re coming into battle they look like little pods floating in space and when they come into battle their arms extend out of their bodies. I’m not quite sure how to explain it. You know like in a robot like something comes out of its leg. Or you know like in Robocop his gun comes out of his leg. Ok, well defenders are kind of like that their arm is like flesh build into the side of their body, and they extend out horizontally and then an articulating shoulder comes out as well and then a gun extends from inside of their arm, basically. And they can basically sit still in space and spin around , it’s arms can wave off in any direction and take potshots at people . You have to see it in action.
Is there anything else? Like the mothership or the capital ship?
Yeah, there are tons of little animations that we’ve got on like the mothership on the Kushan mothership when you build a ship the side of the side of the mothersuip actually flies off and then the ship would come out. The door of the build bay is actually a ship in itself.. And we’ve got multi-gun corvettes that have tons of animations, advanced support frigates gravity well generators, cloaked ships.
What exactly are gravity well generators?
Gravity well generators. Well, I didn’t really want to talk about them since they’re one of the special operations ships. But basically gravity well generators do a number of different ships. One of the cool things they do is they slow ships down. So, to give you an example. Like a heavy cruiser, if a heavy cruiser is motoring along and it can take up pretty much anything , slow corvettes and up. So it’s a very, very powerful ship but it has a huge weakness and that’s the fighter attack because its guns are so slow they simply can’t hit the fighters. So it’ll take a while but the fighters can wear it down, and that’s a pretty expensive loss because a heavy cruiser cost a fortune and 30 or 40 fighters don’t cost that much . So, one of the ways you could defend against that , I mean you can put a missile destroyed with it, and escort with it, there’s lots of things you can do. But the bigger your fleet is the safer it is but the easier it is to recognize it on radar, or on the sensor manager and that makes it less covert which makes it harder to sneak your fleet around and do a sneak attacks on people. So one of the things we like to do is take a heavy cruiser we put a gravity generator with formation with it and we put a cloak generator with both of them . Then what we do is cloak the gravity well generator. So what it looks like it’s just a heavy cruiser flying along by itself . So a huge swarm of enemy fighters come in and what I do is de-cloak the gravity well generator and engage it and it creates a gravity field around the heavy cruiser. And the heavy cruisers engines aren’t affected by it because its such a big ship that it can just power thought it and it doesn’t go very fast. But the fighters just go “Ouch” and slow right down to like to one quarter of their actual speed. And it’s really neat to watch cause they go into slow motion basically. And as they’re flying along at slow motion the cruiser picks them off. And cruiser guns can destroy a frigate bridge with one shot and you’re taking out fighters with it, so it’s total overkill.
What were the races in the game (traders, pirates)?
Basically there’s two races you can play as. There’s three races of pirates and there’s a race of traders. The three races of pirates I don’t actually remember their names. Race one is called the Hool and I don’t remember what the other ones are. I think race 2 is called the Sectt and the 3rd race of pirates has the coolest name in the whole entire universe. We always just called them r1 r2, p1, p2, p3 and traders. So, the traders are called the Bentusi. And they’re very cool. The ship they fly around is the Bentusi exchange and the Bentusi exchange is basically like a big humongous floating city.
(While he was talking Alex was looking for the name for p3)
No one has filled in the name for p3 yet, well they’re you go it’s still up in the air.
Race 1 (P1), they’re inter-galactic hoodlums. They’re just these crazed speed freaked wacko’s sid vicious nut bars flying thought space destroying everything . They’re just crazy, in the game you get an explanation as to why that is and where they came from and everything else but I won’t spill the beans on that one just yet.
Race 2 (P2), are this cult of religious crazy sort of.. umm . There’ like this cult in space and they’re very monotone and calm and completely psychopathic, basically they’ll never ever bother you unless you do one thing and if you do that they’ll be your enemy forever and they’ll devote their entire existence try and destroy you. So don’t do that thing , basically but I’m not going to say what it is and you won’t find out till prolly after you’ve done it unless you’re really smart
And race 3 (P3), no one knows nothing about race 3… Apparently I didn’t know their name. But, no, we do have a story behind them but in the game nobody know about the 3rd race of pirates they’re this extremely mysterious extremely powerful race that you’re almost unable to defeat and they’re completely evil. They’re like the great evil of the universe they have no motivation that you can discern, they just come in and basically kick your ass, and do whatever the hell they want do and then they leave. And you’re left baffled and not understanding why this is happening . But you hate them, you hate them… You really hate them and there’s nothing you can do because they’re so much powerful that you. But in some point in the game you might have a chance to get your revenge,, if you’re lucky. And I’m not gonna say when.
What do you think of the general reaction to Homeworld? And would you change anything if you had to do it differently?
I’m really pleased with the reaction that we’ve got, it’s been incredible. I like Homeworld, I love it, at the office we actually play it more than any other game we have here. But I was totally unprepared for how much other people were gonna like it. I mean, the press has been super, super supportive, and they’ve given us a lot of really good feedback. And certain people, especially, have really tried to get involved in it. And give us feedback when we send them betas or whatever. And that’s been really great and now it’s cool to see the response coming up online we got some fan sites coming up, and your guys are one of them. We’ve got…I mean, I get tons and tons of email from people. On the news groups I read that… Well, there was something really funny that happened on the newsgroups about Homeworld but I don’t wanna slag anybody so I won’t mention what it was . But if anybody reads diginews and goes to games.pc they’ll see what it is. If you search for Homeworld then you’ll have a good chuckle. If I would do anything differently about it next time, right from the very beginning with this game I always said that I wanted every person at Relic to receive the recognition that they deserved from what they’ve done on the game. And there’s a lot of attention being paid to me, and that’s nice it’s flattering but I prefer that we talk a bit more about the game and I prefer that we talk more about the other people who work here, cuz I want all of them to get the recognition for the work they’ve done as well. So if I was to do something differently I would probably would have made it a more concerned effort to make sure that happened. I’m doing that now but it would have been nice to do it a bit more in the beginning.
Well, with most games the lead designer or lead programmer gets the credit.
Yah, there definitely has to be like a main person. And also I like doing it because it means that everyone can focus on the job and everything. At the same time it’s still a little embarrassing when there’s like whole two page stories written about me in a magazine. And I’m going “Wow! That’s nice but hmm… ok…” That’s probably the only thing I could say I would do differently, in terms of things at Relic it’s been outstanding I’ve never worked with a better team then the team we have right now and I’ve never had more fun working on a game that I have with this one. So I really can’t complain.
What’s the poly count usually on the models?
Well, we use pretty heavy level of detail management so, it kinda goes between 10 polys but you’ll never notice it since you’ll be so far away from them. Up to like 700, 800, 900 poly ships.
Isn’t that a lot?
No… Well, yeah it’s a lot… Considering that FPS have 300 400 polys.
Yeah but remember if you’re so close to a ship that you can see 800 polygon detail in it. It’s probably blocking up the screen so you won’t see anything else. So the ships that are behind it you wouldn’t be able to see them.
So you can’t move the camera in at any angle?
You can move it only around a ship or a group of ships. The thing is, you can see anything, anywhere, in the entire universe at any time. Because you can also zoom out, I could be twisting around a ship but be so far out I could see the whole fleet. You really have to see it to understand how it works, its really frustrating because I try to explain it to people and they’re kinda like “Hmm… well, that doesn’t make sense.” But once you’ve seen it in action it takes about 3 seconds before you understand how it works.
You mentioned a while back an expansion pack? I remember reading something about that?
Yeah, if HW is successful we may look into doing that I can’t say anything we’re planning or currently doing cuz I want it to be a surprise, again. We won’t do an expansion pack, what we might do… If we do anything it’ll be something that really builds on what we’ve done before. So people will go and buy basically 30 new ships and pay 30$ for it so they’re gonna get real value for their dollar if there’s anything like that. We’d also put all things that we didn’t have time to do in Homeworld . Like we’ve got a whole list of things we wound’ve done if we had time. But we didn’t have time to do.
I think that’s it.
Ok.
Unless you have anything to add?
Oh my gosh no… I just have to go get a cup of coffee.