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Battlefield Logistics: A Bad Company 2 Interview
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Battlefield Logistics: A Bad Company 2 Interview

March 5, 2010 Article Start Previous Page 2 of 3 Next

You mentioned the notion of the heritage of Battlefield. Obviously it almost single-handedly created a genre. But Bad Company was a different kind of game. When you speak of what Battlefield stands for, what are the particular tenets you mean?

PB: As far as the core tenets of Battlefield... If you see a vehicle that looks like it can work, then you should be able to drive it or fly it or whatever it might be. The infantry experience is another core piece, but a lot of other games have that as well, so we can't really say our shooting experience is unique.

But everyone is aiming toward the same goal; there are just different ways of getting there. The sandbox -- the multi-dimensional gameplay that you get out of infantry and vehicles together with a sandbox environment -- gives you that recipe.

When we added the destruction, which turns the tables as you play, it changes the way that Battlefield plays. That's something new that Battlefield: Bad Company [brought] to the Battlefield recipe. We can probably never go away from that now.

Over time, you accrue more onto that formula, and then you always have it as a minimum baseline.

PB: Yeah. But we still have the same goal: the ultimate battlefield, where anything that you would like to happen could happen. You know, "Hm, I wonder what would happen if I do this?" You don't want the invisible walls all around you all the time. You want to have a dynamic environment.

I think that gets to that traditional aspect of PC games that's now becoming much more widespread.

PB: Yeah. It's that anticipation about what you see. Will it break? Yes. A big gun will make a big hole. That's kind of our focus.

So a couple of months ago, after Infinity Ward dropped dedicated servers, there was this whole meme among game developers to come out and say, "Hey, our game supports dedicated servers! Don't forget!"

PB: Oh, yeah. [laughs]

That kind of points to a larger issue: does it feel that, these days, if you're making a military-themed game, you're living in the shadow of Modern Warfare?

PB: I would say that of course we care about it. It's a great game. No doubt. The thing is, we don't really see ourselves that way... We would never want to make that game. It's not in our DNA to make a game like that.

Particularly when it comes to the single-player, it is almost the opposite of the Battlefield mentality.

PB: Yeah. You know what? It is. We want a game with personality. If you were in the war, how would you behave? If I was in a war, if you were in a war, what would you say? What would you do? You would do unorthodox things because real people do real stuff, and we would never change that. Bad Company is a game with personality. It's not something else.

And if we tried to mimic other games, we would have to cut features away. We have a wider array of things in our games than most other shooters. That's kind of what Battlefield is about. But I don't think [their approach] is all negative. It's a different way of seeing things.

We want with this game to prove that you can do both. You have a guided dramatic experience, but that doesn't mean you have to lock people in. That doesn't mean that you can't give people choices. That doesn't mean that you can't just let people pick. Try to go through that wall instead. Don't use the path that is ahead of you. Try to plan. Try to find another way.

I think, hopefully, consumers will see that I can play this game in the way that it's "supposed" to be played, but I can also play it in a way that it's not supposed to be played, because that's the kind of system Battlefield is. You can play it in your way.

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