Sitter du och spiller saliv över de dagsfärska bilderna från #World in Conflict, under utveckling hos svenska #Massive Entertaintment? I så fall ska du låta muspekaren gå lös på länken här under, den leder dig till en intervju med chefsdesignern Magnus Jansén.

Like Ground Control before it, World in Conflict aims to be the more action-orientated RTS, with Counter-Strike like options to purchase new units; can you elaborate on this element for us, and what tactical options the system presents?

All players in a multiplayer game of World in Conflict have the same amount of resources available. There is a time penalty imposed when you lose your units in battle, meaning that it takes a while before you can order in new units. It's like an ecosystem really.

The main benefit of this system is that it prevents the downward spiral syndrome of most standard RTS matches. In World in Conflict a 20-minute game is not settled until the very last minute since you can always turn it around.