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Interview:  Battlefield 3 's Plan For Domination
Interview: Battlefield 3's Plan For Domination
October 11, 2011 | By Christian Nutt

October 11, 2011 | By Christian Nutt
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"It feels good," to be compared to Call of Duty, Battlefield 3 producer Patrick Liu told Gamasutra. "Theyíre behemoths, and just the notion that we would be able to take a chunk from their gamers is awesome."

DICE's Battlefield 3 is only a couple of weeks from release, and all eyes are on the game this year. Now that military shooters have become the most dominant genre in console gaming, everyone's wondering if DICE can deliver a blow for EA against its rival Activision -- in a way that the Medal of Honor reboot, while ultimately successful, did not.

The ascent of the military shooter is not a surprise to Liu. "Since the old days, itís been clear that itís a dominant form of playing games."

Still, the comparison may not be apt, Liu suggests. "Theyíre both military shooters, but in terms of flavor and style theyíre different. But we offer so much more than they do, I think; but thatís me." Fighting words all the same. 



Perhaps that has to do with how the game was conceived. "Battlefield 3 is the true successor to Battlefield 2, and it meant a lot of different things to a lot of different people." Working to better a game from 2005 is much, much different than aiming to one-up last year's model.

"We always set a very high expectation of ourselves in raising the bar of the game, and that pushes us more than anything else," said Liu.

What also pushes the team is identifying what different types of players want, Liu said. "I think we wanted to have a lot of variety, and different flavors within the game, so we could appeal to different kinds of gamers, and the co-op was one of those things that we identified as like, 'We probably need this. A lot of people want to play together, and they donít want to compete.' So we offer that because of that."

"We are trying to grow the franchise in different ways, always, and to do something new for us, whether itís a feature like the destruction that was added in Bad Company or the single player that was also added in Bad Company. Since then, it's grown and grown as a franchise. Single player has become a core pillar now, and we're adding coop for the first time. We'll see what happens with that; if people like it, if it's fun, it will probably grow into a core pillar, as well," said Liu. 



That leads naturally to a discussion of the team's development philosophy: "Nothing is really forced upon you -- nothing in multiplayer -- but we give you the tools to cooperate and work together. Same thing with co-op; itís much more fun to play with someone else, and we give you the tools to do that." 


This new co-op mode comes on top of a single player campaign -- the first for the mainline numbered Battlefield series -- and of course robust multiplayer, which has been the focus of the series since its inception. This is augmented by the new Battle Log functionality, which hooks directly into an all-new social website designed at DICE.

This is, of course, said Liu, because DICE is "moving more towards games as a service," like many studios. Of course, Call of Duty has its Elite membership program, and Halo has Waypoint. That's before you even look at the external pressure from mobile and social games. "Eventually, all games will be services, in my mind," he said.

And, of course, robust DLC plans are a must. "Thatís one of the big things; the launch of the game is really just a start, and then we plan to support the game as long as itís needed with new content, patches, balancing, and tweaking the game. We have a team dedicated just for that," said Liu.

The social/mobile evolution of the marketplace has evolved the team's thinking, he said, though change will continue. "You can access the Battle Log from an iPad, for example, or any device. Thatís one way of doing it. We will release a mobile version of the game, of course. I think, in the future, we will see a much more natural and much more coherent tie between different platforms and versions in the way you just engage in the game. So thatís definitely influenced how we think about it."

The team also put a lot of thought into supporting the e-sports community with Battlefield 3.

"We always had that in mind while we were working, definitely," he said, though he does admit the recent boom in e-sports is "surprising". Still, "Especially with shooters, I would say that something is needed in that base. I think we can fill some of that," he said. 






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Comments


Enrique Hernandez
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I want a racing mode in the game.

They already got the maps, the physics, the vehicles... and the obstacles (enemies trying to shoot you down)

Just change the maps a bit, and make it like a competitive race. There, 10 million more sales. You're welcome DICE.

A W
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Overall I like the experience of Battlefeild 3. At first I didn't see or feel the support mechanic they where pushing, but having spent time with the demo I have a better understanding an use of it. First thing they did was take out the regenerate health. That makes the medic important and also makes it important to say inside the line of battle with your squad. Second they gave the surviving member of a team re-spawn privilege. That gives a good tactical hide out advantage, and makes being the last man standing in a squad more important than a gun blazing idiot. Also giving the sniper a mobile spawn point makes them a mobile infiltrator over a sideline camper. The mechanic is great because he not only has the power to fix heavy vehicles but also the power to destroy the enemies. I wonder if he can also repair damaged structures? I have not tried that yet. Lastly I like the fact that there is no perk system that unbalances the game, or any weapons that feel totally useless. Modifying your weapons feel like they have a purpose now other than just window dressing.



I say if all of the kinks are addressed and removed in the final build, they will not have to worry about gaining share against CoD, the players will be there.

Luis Guimaraes
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Does the shooting feel good?

Is the damage high?

Are pistols useful this time?

Are there infantry only maps and a way to only join them?

Is there spawn camping fixed?

Fred Marcoux
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Does the shooting feel good? Yes, very smooth.

Is the damage high? Yes

Are pistols useful this time? Yes

Are there infantry only maps and a way to only join them? Yes

Is there spawn camping fixed? Seemed good on the beta, but won't know until later

A W
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Pistols work very well in this game. Very useful if you are playing sniper because the scope will give you away even in travel.



Spawn camping is very hard to do. I witnessed one squad try to pull it off, however there are some dynamics that change the point of spawn in a squad.



First off I think squads are 4 man teams (console) so if someone plays sniper infiltrator, they can generate a point to spawn from a different area by use of a radio they carry on their person. Just drop the radio in a location. ( I witness that you can pick the radio back up and carry it to a new location, however in the beta, if you die after dropping a radio you can't pick it back up or create a new point unless you complete the objectives or it is found and destroyed by the opposing team. It may just be a glitch.)



Secondly if a man in a squad is still alive and the team is killed, the dead teammates can re spawn from his location provided he stay alive a good while.


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