Company of Heroes: an Interview with Stephen Dinehart
By Shawn on Monday, August 6th, 2007 at 10:47 AM PST In Computer, Games, THQ

Gamsutra has an interview up with Stephen Dinehart , narrative designer for Company of Heroes. Dinehart talks about his work in Company of Heroes, and the place of story and violence in games.
Flagrant carnage within a system that is supposed to be “fun†is kind of sick. Does society need more of that stuff? I don’t think so. It’s been hard, really hard, to wrap my head around creating a narrative within a system that is intended to simulate interactive WWII battles. Josh Mosquiera, lead designer on Company Of Heroes, is very adamant about the fact that the franchise is about the soldier level story. I took his tenant and ran with it.
He also reveals how children’s books have inspired his writing for real time strategy games.
We looked at children’s books for inspiration, and decided if we could capture one emotion we would be successful. I’m glad to say we did, even more so, we may have defined the cusp for a new generation of games.
Dinehart explains that in Company of Heroes he is attempting to present a story from the soldier’s point of view. The men that were swept up into the conflict found themselves in a world, not of black and white issues, but shades of gray. Dinehart strives to convey the emotional impact of the war as well as the violence.
Catch the full interview on Gamasutra.
via Gamasutra

xyz
It seems ironic that in a ’soldier level story’ that you’re one of the brass, running the whole show safe from the shells and guns.
As for capturing the emotional impact of the war, CoH didn’t do that for me at all. All I saw were the standard stereotypical evil Nazi cannon-fodder.