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From DICE to Danger Close: The Man Who Changed Medal of Honor
 
 
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  From DICE to Danger Close: The Man Who Changed Medal of Honor
by Christian Nutt [Design, Interview]
4 comments Share on Twitter Share on Facebook RSS
 
 
October 24, 2012 Article Start Page 1 of 4 Next
 

The Medal of Honor series rebooted with its 2010 iteration. It raised the series' fortunes considerably, but it felt like two different games. The multiplayer was built by Battlefield creators DICE, and the single player campaign was developed by Danger Close.

The new iteration of the franchise does not take this tack, as mentioned by producer Luke Thai in a recent Gamasutra interview: "In 2010, Medal of Honor was also perceived as two separate games in one box. And we've taken steps this year to really bring those two halves together."



To find out more about this process, Gamasutra sat down with Kristoffer Bergqvist, a DICE veteran from Sweden who moved to Los Angeles to join Danger Close as its creative director of multiplayer. He was charged with changing the studio's way of making multiplayer games.

Here he explains how he changed the way the team develops multiplayer games, what defines the feel of a game and how to try to achieve that, and how the team kept out of the geopolitical situation this time around, taking a page from EA Sports' book, not CNN's.

Why did you move over to Medal of Honor?

Kristoffer Bergqvist: I think there was a really interesting challenge. I just looked forward to work with the Medal of Honor team. I mean, we have a lot of guys who's been there since the first Medal of Honor, 14 years ago. Just working with them is really cool. It was also interesting to be able to sit in the office, work together with the single player team to really define what Medal of Honor multiplayer is.

How do you define what it is? I know you're not starting from scratch again, but in a sense...

KB: We started with a very open, or blank, canvas. That's what we wanted to do. We wanted to take what was good from [Medal of Honor] 2010, of course, but mostly we wanted to really root this multiplayer in the close relationship with the former and active military personnel that Danger Close has. That has been a big part of Medal of Honor since the first days.

So we sat down and talked with the U.S. Operators from the Special Forces community for hours and hours and hours, and just listened to them. One of the first things they talked about was the other guys they met, who had been deployed from all over the world. We are an international dev team and so we latched onto that: "This is really cool, we want to get that in." So, a lot of that is that kind of discussion.

They also brought up the entire concept of fire teams, which I don't know what you've read about that; it's a two-man fighting unit we have in the game. It's you and your friend. With such a small unit, we can share a lot of information with each other. So we share position, we share information on enemy positions, we share ammo, we even respawn each other. But that is also a good example of what came out of the discussions with the consultants that we worked with. So it was really interesting working with the franchise from that angle.


Medal of Honor: Warfighter

Did you work with consultants much at DICE?

KB: We did, we did. We had military advisors, both American and Swedish, and they all did a great job. But at Danger Close, the relationship is on a completely different level. It also helps being in the same country and meeting people firsthand, so you can build trust in a different way, I think.

What does that offer you from a creative perspective?

KB: As an end result it brings pretty cool ideas. It can bring ideas on small levels. So, we started designing -- we wanted a booby trap. We knew we wanted that. So we started sketching on this Claymore mine and they came up to us and said, "We don't use those anymore. We use this thing." And they showed us a little mine, we call it the spider mine, that you place and it fires out tripwires in all directions. It goes off. We're like, "That's cool. That's new gameplay right there." And you'll see it in our game.

 
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Comments

Nick Harris
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Hopefully there is some way to turn off the outlines that broke the immersion for me in the beta. I really liked the last one, I thought it was a lot better than COD and not so drawn out as BF3. I'd play one match and feel totally sated as if I'd had a three-course dinner. Every other game feels like a snack by comparison with Battlefield being like spending a lonely evening in grazing on popcorn.

Mario Quintero
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For those who haven't already experienced the hard work put into this game, I highly recommend it. This article does a great job of articulating the evolution from the previous title to this one, and it is definitely apparent within the gameplay. Great article, and great job for Danger Close.

Freek Hoekstra
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lots of articles and lots of good intent, but the metacritic and userscores have not been overwhelmingly positive. a score of 49 on metacritic is not a very impressive one and not an improvement over the last iteration by any stretch of the imagination...

source: http://www.metacritic.com/game/xbox-360/medal-of-honor-warfighter

Joe kennedy
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ROFL Really, Great Job Danger close?

perhaps he should've stayed in Sweden, the games got a 6.0-6.5 rating!
http://www.gametrailers.com/reviews/hlb3uq/medal-of-honor-warfighter-review

It said to be a spectacle of boring campaigns and its multilayer mediocre compare to other titles.
So what's this awesome change this article is depicting? Good tech doesn't necessarily transform into good game play. I love it when a few so called "rockstars" decide they want to campaign on their greatness well in advanced of getting thumbs down from Siskel and Ebert. FUNNY,...Kristoffer Bergqvist, a DICE veteran "He was charged with changing the studio's way of making multiplayer games" oops!

When I see this trailer I can't help but say to myself why so much trouble and effort to show these elaborate cinematics and story telling when most titles do such a horrible job at story telling, that's resources that could've been put to use flushing out game play issues such as the ones this game shipped with.


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