This is a somewhat tricky thing for me to answer. In truth I was probably the harshest critic of our games on the EALA RTS team. I got started with C&C back in '95 and was instantly hooked. I loved the story, loved the gameplay, loved the setting, and loved Kane (in a totally platonic way). For me C&C was something of a sacred game and I desperately wanted to do the series justice with all the C&C games I worked on. Unfortunately although we had a very talented team of passionate gamers, EA simply would not give us the time we felt we needed to make a truly great C&C game. In the case of C&C:3 our development cycle was something like 11 months. Compare that to Blizzard or Relic who was spending 3-6 years on their RTS titles. Our longest development cycle was 18 months on RA3, but at that time the team was split in half and added another platform (PS3), so the extra dev time was kind of a wash. EA simply needed us to keep cranking out games to keep the LA studio afloat while many its other teams floundered. So to answer your question I was not happy with how C&C3 or RA3 turned out, our games were always rushed, our engine technology aged and degraded over the years, our path finding was horrible, our online implimentations were embarassing, and ultimately our games did not, in my view, live up to the orginal C&C, or RA2, or Generals (which I also worked on but in a very lowly capacity).
这对我来说可能有点棘手。实际上,我可能是EALA的RTS团队里我们游戏最严厉的批评家。我早在95年就开始玩《命令与征服》了。我喜欢这故事、喜欢这游戏玩法、喜欢设定、也(完全柏拉图式地)喜欢凯恩。对于我来说,《命令与征服》是一个神圣的游戏,而且我很想通过我参与的所有《命令与征服》游戏来公正地对待这个系列。但不幸地是,EA压根没有给我们足够的时间来制作一款真正出色的《命令与征服》游戏。就《命令与征服3》而言,我们的开发周期大概有11个月。相比之下,暴雪和水雷在RTS游戏上都花了三到六年的时间。我们最长的开发周期是红警3项目的18个月,但当时团队也分成了两半,还添加了另一个平台(PS3),所以额外的开发时间也有点浪费了。EA只是需要我们不断地搞(新的)游戏,以维持洛杉矶工作室的生存,而其他很多团队已经陷入困境了。所以就回答你的问题来说,我对《命令与征服3》或者《红警3》的成果并不满意,我们的游戏(开发)总是很匆忙,我们的引擎技术多年来老化退步,我们的寻路很糟糕,我们的在线联机也令人尴尬。最终在我看来,我们的游戏没有达到以前《命令与征服》、《红警2》或者《将军》[的水准](我也参与过这些,但是权限很低)。