GameSpy: Will the multiplayer game from the original Crysis graduate into Crysis Wars in any way?
Bernd Diemer: Crysis Wars has everything that [Crysis'] multiplayer had, including the work we did on it. Power Struggle got a big makeover, especially on the interface, and the way the game is played. We took out some things, added some new weapons, changed some of the conditions. The main thing was to make it more accessible, even the old modes. And we added Team Instant Action, which is a lot of fun to play. That's what we wanted to have -- a mode where you sit down, you play, and you have fun. So far, the reactions we've had at shows have been really good.
GameSpy: What sort of model are you planning for Crysis Wars? Will updates be free, or will people have to pay for them?
Bernd Diemer: We're not sure yet. Content updates? Definitely. As I said, the multiplayer team, after taking a short break, is already working on the next thing we want to put out. In relation to that, I'm not sure you saw the announcement for the new community site we're doing called MyCrysis.com? We want to bring that closer together [with our work on Crysis Wars].

The first content release we're going to do is basically more along the lines of a traditional patch release. After that, we'll see. It also depends on the reaction we get with Wars and Warhead. We do hope it's going to be good, because we're so excited, and we want everybody to play it.

GameSpy: How satisfied were you guys with how the community received the original Crysis' multiplayer?
Bernd Diemer: It could have been better, of course. We're really proud that we managed to achieve what we did with it. One of the mistakes we made is that we had a classical deathmatch which we called Instant Action, plus Power Struggle, and the delta between both of them was really, really big. Deathmatch, is kind of the, let's say, the more "casual" mode. You jump in, you frag a bit, you have fun, and that's it. Power Struggle was a more ambitious mode. It's very complex, it has everything -- it has vehicles, infantry, a ton of weapons you can modify... so, we had one which was very much geared toward casual, and one that was geared toward very, very hardcore. I think the mistake we made is that we designed around our core target group, in a way. We were missing the middle ground, where you can graduate from deathmatch over [to an incrementally more complex mode], to Power Struggle.

That's what people like me do. When I play a new multiplayer game, I normally make the jump into whatever game mode to see if it's something I like, and then, if I'm getting better at and I want more, I graduate to the next [more complex] game mode. Personally, I think team-based multiplayer is a lot more interesting for everybody because it has such a great social aspect. You communicate, you have to find guys you like to play with -- it's a lot more fun. There, you're not alone against everybody, so if you're not the best player, like myself, you can still be pulled along by a good team, and find your own niche inside the team.
GameSpy: And Crysis Wars will include Team Instant Action as this sort of intermediary mode?
Bernd Diemer: Yes, that's Team Instant Action. It's team-based deathmatch, basically.