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  EA Goes Free-To-Play: Battlefield Heroes' Producer Speaks
by Christian Nutt [Design, Production, Interview, Console/PC]
13 comments Share on Twitter Share on Facebook RSS
 
 
March 31, 2008 Article Start Previous Page 4 of 5 Next
 

There's a certain degree to which you wonder how limiting these choices are, even if they appeal to what is perceived as a broad audience.

BC: Yeah, I think there's a danger of marketing, or creating games for a niche within a niche, within a niche, and that doesn't get you anywhere. You need to think a little bit bigger than that. And I'm not saying that we're abandoning the gritty realism -- gritty realism's really cool -- but there are different kinds of ways of approaching that; fresh ways. And, you know, Mirror's Edge is pretty realistic, but it's got a completely fresh art style, for example.



But, you know, Battlefield Heroes, when you're in that game, and the sky's blue, and everyone's got a smile on their face, and they're waving to each other whilst they gun each other down -- it's a really cool, almost kind of a subversive-feeling experience.

That's what I want to ask about, actually. One thing that has come in the Worlds in Motion Summit, is that you can block and censor, but you can't stop people from acting like dicks online. They'll find new ways. What's the communication mode? Is it just emotes?

BC: We have text as well, but you can turn that off. But it's mostly just emotes, yeah. And that's the most readily available thing -- and I think I understand where you're going with this, in that our emotes are kind of fun, and they're happy. So you just create a fun and happy feeling.

I always loved the way that -- there was something about Phantasy Star Online, which created this positive kind of atmosphere. Probably because they had that kind of text-free system of talking to each other.

And as soon as you've got, like, people... You know, a kind-of Quake III "DOMINATING" kind of [feel], the guys with the pitched-down voices and that kind of macho crap.

Well the trailer was hilarious, because it started with a serious World War II-type feel, and the thing is, the dialogue was terrible.

BC: I wrote that dialogue. I'm proud of how terrible it is.

Yeah, but that's the thing! I've seen trailers with worse dialogue that wasn't ironic.

BC: Exactly. We're poking fun at this conservatism within, particularly, computer developers. And there's nothing about shooting a gun with a mouse control and WASD that means you have to take yourself really seriously.

I don't want to belittle the fact that people gave up their lives for their country in the past, but at the same time, do we really want to be making entertainment about this?

That's something I've wondered about. There was that period where developers made Vietnam games, because everyone was bored with World War II, and that period didn't last very long, because I think that Vietnam was a bit more contemporary, and a bit more fucked up, so people couldn't justify it.

BC: Yeah, absolutely. It's been nice for us, not to be bogged down by any particular historical setting; we're influenced by World War I and World War II, but we're not really there. The armies are fictional, the vehicles are fictional, and it's been nice just to be able to say, "Hey, let's just do that." Rather than, "Is this right? Is this sensitive? Or is this insensitive?"

To what extent did the design of the game come out of the idea of wanting to do a microtransaction free-to-play game, and to what extent did the game design, like, "We want to do happy, more colorful, more accessible game," and then you found the right niche for it?

BC: No, I think it came from the business model -- and that's interesting, because people assume business models aren't creative, but you can get a lot of creativity by the restrictions of the business models give you.

Once you start thinking free-to-play, and advertising revenue, you have to have a broader audience; to get a broader audience, you need lower system specs, that leads you to think about cartoony graphics. And before you know it, you've actually made a lot of creative decisions which kind of seeded themselves from that business decision.

You make creative decisions based on the limitations that are imposed on you.

BC: Yeah, absolutely. And there are limitations imposed on the boxed products as well, right? Let's not forget that. So, people are used to the limitations of boxed products, it's just that we've got a different set of limitations for free-to-play products.

And is this leading the charge of the free-to-play movement within EA?

BC: This was driven by DICE very much, strategically, and we're happy to be leading the way -- we love to lead the way, we love to take chances, and suffer the struggles of being the first guys out there. And if anyone else in EA wants to get involved, and learn from us, we'll absolutely happy for them to do it.

But I don't get the feeling that there's a concerted, specific, strategic movement within EA to do that. The new EA, which I work for now, since Riccitiello took over, wasn't really thinking these global, huge, monolithic ways; it's more about the creativity of individual teams.

 

 
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Comments

Eric Diepeveen
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"what we did is, we come to this from two angles. The first one is that in every Battlefield game, we bust our asses making 50 maps, and then within six months of the game being released, everyone's playing two maps. The two best maps. So, we just decided to make just the two best maps, and not the other kind of maps."



Thats just a stupid answer. They've created way more than 2 great maps. These guys have years of experience. Aaah well, it's "free". So I shouldn't complain.

Lorenzo Wang
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You may be right, but I have yet to play a successful online FPS where players consistently rotated through 50 maps. I'd have to agree that two great maps are superior to the shotgun approach. Most I've played range from 2-8 maps.

Joe Stude
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Personally, I liked a LOT of the BF2 maps that didn't always end up in the rotation, particularly some of the ones in the Special Forces expansion. The maps that did become popular and were rotated the most got that way because they allowed for the quickest point scoring (Karkand in particular). Meh to that.



I don't think shooting for the extremes (2 great maps only or 50 mixed bag ones) is the way to go either. Optimize and go for quality, but continue to give people some variety so that the game doesn't get old.

Anonymous
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Since when did EA release a BF game with anywhere close to 50 maps?

BF 1942: 16 maps included with retail release.

BF 2: 15 maps included with retail release

BF 2142: 13 maps included with retail release.



Even with all the expansions/boosters/patches, I dont think any one BF game had 50 official maps



The maps EA includes have been going down with each release. In general they tend to sell expansion packs if they want to include more maps.



Anyway, dont get me wrong, I think its good to concentrate on a few good maps (look at Team Fortress 2, I love that game and it had about 6 official maps on release) but I'm just arguing about someone claiming the specific number "50"



Also, you don't always know which few maps will end up being the favorites, look at TF2, valve was hyping up the Hydro map new gameplay style before release, and it's dropped to the 4th most played map out of the 6:

http://www.steampowered.com/status/tf2/tf2_stats.php



So 2 maps may be enough to begin, but get at least a couple more out quickly :)

Anonymous
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"so maybe I'll buy an item which gives me double the experience points for a couple of days. So I'm still playing the game, I'm still having to be skilled at the game, but I'm just leveling up my character slightly quicker."



Interesting use of the phrase 'slightly quicker' to describe 'double the rate'. I'm sure most would-be players would like to know exactly how much of an effect the experience points have on gameplay. If XP translates to better stats, whether speed, damage, rate of fire, new weapons/items or whatever) it sounds very much like this system will leech off the same mindset that has XBox achievement whores buying shoddy, shoddy games simply to rack up another easy 1000 achievement points.



If players can pay to get their stat-boosting experience points faster and therefore have a greater chance of surviving/killing, etc., the 'free to play', 'fun' and 'friendly' aspects kinda go down the drain.



In the trailer DICE promised in no uncertain terms, that you won't "get shot in the face repeatedly by a swearing, ultra-skilled 15 year old [sic] boy who plays the game every day for 8 hours". What they haven't confirmed, is whether the gameplay deifnitely does NOT permit you to get shot in the face repeatedly by a zero-skill billy-no-mates with more money than sense, who gets double experience points every day for $8.

Ben Cousins
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Anon - our matchmaking system ensures you only play with people of equal skill level.

CRISAN Cristian
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I have the feeling there will be large amounts of beta testing to be done to get this right. And in many aspects, the "right" balance will imply a reduced playing and interacting experience... It is doable though and, at least, it's an interesting approach so... good luck!

dan seamans
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The idea of a matchmaking system makes sense, and I'd happily see that in this kind of game. A strategy game I still play has divisions based on the number of points won across all the games you play (you only play people in your division, winning more points for taking on people, less for people below). You then create a promotion/relegation policy and all is well.



Works brilliantly in my experience. I'm a 'decent' (vague I know) FPS player but I still get massacred if I just drop in on most open servers for BF2 of TF2. Some level of matchmaking makes a lot of sense.

Stuart Bentley
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Looks like somebody's taking the Source approach to map shipping.

Anonymous
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@Ben Cousins



"our matchmaking system ensures you only play with people of equal skill level."



So I can't play with my brother downstairs who happens to just be a lower skill level than I am? Or with my friend who hasn't managed to put in the same amount of time that I have so has less experience?



More info on how matchmaking and experience points interrelate, please. How do these systems coexist to allow me to play with who I want and still not get owned by someone who simply has more money than I do?

Anonymous
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How come all the characters are white???



By whites, for whites?



Let me guess, the concept guy who ripped off TF2 is white and the art director is white and the creative director is white and the producer is white. Ignorance is gross.

Aaron Green
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Anon - I think an oversite that people outside of the industry make is the actual core of developing games - present business and future business. The reason why we develop fun games is because we're in the games industry - no brainer. But that doesn't change the formula for any business structure.



What you're talking about in terms of proportional player systems and art direction are malleable variables that are always open for revision and redesign. The structure of these features and elements should all be based on a 'future business' structure that creates a consumer's process:



1. Anticipation;

2. Interraction;

3. Loyalty; and then



Future business for the company, newer ideas and I dare say, better ideas, and around we go again.



To answer your topics directly:



50 Maps: Have you researched, referenced, conceptulised, pitched, designed, blueprinted, modelled, textured, rigged, skinned, scripted, animated, shaded, play tested, revised and finalised 15 maps before? It 'feels' like you've created 50 maps and I think that's what BC was generalising.



Skill Purchasing: Do you really care if 'Johnny85' has puchased his skills when you're having as much fun as anyone could? Think about the entire consumer market and how the business can develop a product that wraps it's arms around the majority of that consumer market and what works for both.



Matchmaking Systems: It's a great idea. A proper system has been a long time coming. Independently, I had come to the same conclusion with a research team last year to improve the gaming experience of online games (FPS in particular) as a solution for larger consumer interest. HOWEVER, servers can easily be marked 'ranking/experience/skill'-based while others can be open slather to play with friends and brothers, regardless of statistics. After all, we're talking 1s and 0s; of course we can appropriate the system.



Character Design: I highly doubt DICE are going to exclude any particular race from the final product, as it wouldn't affectively target the fullness of their market. At the same time, there's hundreds of counties, et cetera. I wouldn't suggest that the creative department has prejudice when the same company varied cultural status within Battlefield. My default character in BF2 just happens to be African American.



In the industry, we don't open a meeting for questions without receiving solutions from those who ask, even if they're stabbing in the dark, it's still an attitude of solving problems. Having said that, I'd honestly like to hear your suggested solutions for an appropriate server system and creative design that millions of dollars can be securely invested into; and a way that DICE can affectively retrive substantial profit with this product to create future business. How would you do it?

Anonymous
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@Aaron Green



Obviously matchmaking can be made to work in the ways you described ('matchmaking on/off' SVAR), but this was at odds to the comment Cousins made about ONLY being able to play at the same skill level. I believe this is too prescriptive (probably just a slip of the tongue on his part) but I'd like to know for sure how the experience system ties in with the game.



And he shouldn't say 50 maps if he wants to be hyperbolic, he should be more general and say 'scores' or 'dozens' of maps. Claiming 50 maps is just asking to be called up on it, as anyone who hasn't played BF will just believe the figure, so it smacks of liberal 'factoid' use.



Lastly, as a business model, yes it's all fine and dandy, but from the perspective of someone who will PLAY the game, I honestly don't care if it makes good business sense, all I care about is that the game is fun, fair and doesn't compromise my entertainment in any way (e.g. by saturating the game with more ads later down the line when player numbers begin to tail off).


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