Posted on 12 April by Chris Weatherhead – Marketing Manager, SCEE
MAG Q&A with Zipper Interactive
Members of the Official PlayStation Forums have been a huge help in submitting some questions for the MAG developers. Answers have been provided by the Game’s Producer Alan Van Slyke, the Designer Jason Olander, Designer and the Senior Community Manager Jeremy Dunham. Did your question get asked?
1.) How the whole MAG idea was created? It’s the final product what you had in mind from the beginning or it has changed?
Alan Van Slyke, Producer: The initial idea for MAG was “battles on a scale never seen before.” To have huge air insertions, mortar barrages, and platoons of players fighting for common goals. In this sense the core of the project never changed. Every feature in the game had to pass our filter of, “does this contribute to the sense of scale”, and add to the core pillars of what MAG is.
The final product is very much what we had in mind from the beginning. We did strip away a little complexity to provide an experience that’s approachable even to casual gamers, but were keenly aware that we needed to retain certain designs (command structure, squad cohesion, squad communication) in place to ensure that a game of this scale wouldn’t devolve into complete chaos.
2.) Which one was the biggest difficulty you had to face while developing a game like this?
Alan Van Slyke: Testing! We had to beg, borrow, and steal participation from other Sony studios to assist in testing the game throughout the development window… both to shakeout design ideas/ maps, as well as to ensure stability at scale. Later in the development cycle, our internal and public Beta phases were invaluable at ensuring that we had a smooth launch – thanks all who participated!
3.) How did you come up with the 3 Factions’ idea? Why those Factions?
Alan Van Slyke: The factions initially started as aggregations of existing international Special Forces and evolved into their current (completely fictional) manifestation over a long period of time. SVER/ Valor/ Raven faction identifications gave players the ability to differentiate (visual aesthetic, weapons, vehicles, skills…), resulting in more choice and replayability. It also leaves the door wide open for us to add new weapons, skills, and gametypes in the future… there’s nothing preventing us from adding the ability to load all 3 factions into the same battle, for instance.
4.) There have been rumors that there will be a 4th fraction. Is that true? An African or Asian faction would be amazing.
Alan Van Slyke: While I won’t comment directly, I will say that one of the things we’re happiest with about MAG is that we’ve built a capable platform. Adding gametypes, factions, weapon types, vehicle types, expanding command structure… the opportunities are limitless, and we’ve only scratched the surface of what we can do with our engine and networking capabilities.



























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