Thu, Sep 01, 2011 | 07:13 BST
Will BF3′s solo-play match its online component for quality? VG247 speaks to the head architect of Battlefield 3′s single-player campaign on its tone, length, commitment to sensitivity and more.
There can be little doubt that Battlefield 3 is the hottest core video game in the world right now, at least in terms of anticipation. After a carefully managed campaign of story trailers, multiplayer reveals and show demos on nuclear PCs, the DICE FPS has been pushed up into the very top tier of big budget action games for 2011, vying for control of the shooter category against Infinity Wardís Modern Warfare 3.
But while itís practically unthinkable that the gameís multiplayer will be anything less than spectacular, given the studioís long history in the field, thereís still a question mark over the single-player component. Graphically, thereís no doubt: to argue that Frostbite 2 looks even a shade less than incredible youíd have to be both mad and blind. But has the studio learned from pacing and immersion errors from the Bad Company campaigns to deliver a game-changing solo experience in BF3?
We asked David Goldfarb, the gameís lead designer, on a visit to DICEís Stockholm offices this week.
VG247: Battlefield single-player is traditionally not the strongest point of the franchise: itís been multiplayer-focused right from the start. How are you coping with the pressure of creating the campaign?
David Goldfarb: I think we have a pretty good history having worked on Bad Company 1 and 2, but we know as a studio weíve only made two single-player shooters and we have God knows how many multiplayer titles. Weíre well aware of what our strengths and weaknesses are. We do a couple of things; firstly, we do rely on multiplayer when it comes to mechanics. Thatís the best way of getting the stupid out is to have a bunch of people play it. Thatís where our core comes from in terms of movement and firing, and all that stuff.
And then because that is what it is, when it comes to making single-player, weíre well aware that weíre well ahead in many ways of multiplayer than we are in single-player, but that doesnít mean weíre any less ambitious in single-player.
Up to this point, Battlefield has been very much a fan-focused franchise. DICE takes a lot of care with listening to its fans. The IP is now being accelerated into this very top tier, this quadruple-A category, and you must be very aware of the type of product you need in terms of single-player to succeed. Even though youíre pulling these elements of multiplayer, how aware are you that you have to lean on that really big, cinematic experience that you havenít provided before?
Even when we did BC2, there were things we didnít do there that we were going to have to do when we did the next one, and not just because we were competing with others, but because we want to get better. There are things that weíve done this time around that are miles ahead of where we were in BC2 when it comes to interactive storytelling, or the integration of cut-scenes and gameplay. In the past weíd split them, and theyíre hard. All that stuff; the way weíre dealing with animation and so on; all these systems which we had compartmentalized are now part of creating this dramatic experience that we know we need to create to satisfy ourselves more than anyone else.
How much of an edge do you think Frostbite 2 gives you in terms of creating this top tier single-player experience?
Quite a bit. I mean, thereís a lot of stuff; thereís workflow and everything, but thereís sound, and animation is a huge part of it, as is lighting. The best thing is when people look at what weíve done and they donít actually know why it feels real. We always get feedback, with people saying, ĎThis feels more real than other stuff, but we donít know why.í Its because all those things are working together in harmony, and I think itís because Frostbiteís a big part of how that feels to people.
What did you learn from the Bad Company games in terms of storytelling? Theyíre quite flippant and jokey, and Battlefield 3 really isnít. Do you see this as a continuation, or is this something new?
Having worked on both and having written for both, I think it was really clear when I started that we were making something completely different. The biggest challenge, actually, was, ĎHowís this going to feel different from those guys, because we donít want to make Bad Company 3 now; we want to make Battlefield 3 now.Ē
We had to reboot everything, and ask what was going to make the franchise different this time. There was also a conscious articulation of the values that it would take to make that break. Itís not that the guys we have now arenít funny sometimes, or that there arenít moments that arenít humourous I guess, but the context is completely different. The stakes are much, much higher. We are trying to be authentic and grounded in a way that we never even came close to before. I think thatís the thing weíre trying to be honest with ourselves about when we make this game: it is going to be, in some cases, scary to people that weíre doing the things weíre doing, but thatís where we are.
I think a lot of your fans are concerned that you might chase the competition and go for this completely ridiculous storyline, with space stations exploding and so on.
We arenít doing that. Itís not about the competition. Youíre always aware of what other people are doing, but I know I feel that when we made this game, thereís a certain point at which it becomes unbelievable. I think itís really important for myself and for others to keep it within that place where it feels current and plausible, and to me thereís a very fine balance. We need to make it feel as though you could read a paper and feel this could have happened. Thatís whatís actually informing the requirements of the story: even if it is ridiculous, would you buy it in a credibility sense? Thatís been a big part of why weíve done stuff. And it has been very different in that way.
Youíre creating a contemporary story in a believable warzone, and you have things in there like earthquakes. These things are very topical, and whatís happening in the Middle East is extremely topical at the moment. How wary are you of crossing that line between wanting to sell a video game and keeping it in good taste?
I would say very. Iíve said this before, I guess, but itís not about religions, or populations of people and itís not about countries. It is fiction, and in that way itís something that, while we acknowledge it as fiction, we have to be very cautious about what it suggests because people will take it in a certain way. Weíre really trying to make it feel real, but at the same time we have an obligation to not demonize people or places, and I think thatís something thatís really important to us.
How do you actually check that? Is this just an internal thing?
Yeah. I mean, thereís definitely stuff in that that we knowís going to make people go, ĎWoah. They did that?í And I think we feel strongly about those moments, because ultimately itís about characters, and itís not about pointing the finger at a group of people. Weíre all pretty sensitive to that stuff.
Talking about the technicalities of the game itself: is it right that the co-op and single-player maps are completely different to the multiplayer maps?
Theyíre completely different, and theyíre all completely different from one another.
Can you explain the reasoning behind that? Why have you kept the two completely separate?
Single-player has its own campaign arc, and multiplayer has its arc, which uses some of the context of the SP but in its own way. MP shares some of the context of SP, but has, in some cases, broken free of that. We do all share the same context, but with MP we look forward into the future, to what might happen, and so we give people a bit more of a fantasy. I guess you could say that MP might be where SP leaves off in some cases. The reasoning is to give people enough latitude as they can have to design the maps.
How long is the campaign, roughly?
I canít actually tell you right now, but I would say itís a pretty decent length. Itís not Skyrim, but itís not three hours, or anything like that. Iím not sure, as weíre still working on the difficulty balancing, and that seems to make the pendulum swing quite a bit.
For the sake of argument, would you say itís a more substantial experience than, say, Modern Warfare 2?
How long was Modern Warfare 2?
I think I finished it in about six hours.
Iíd say it was probably slightly more than that. Based on our play-times itís probably more than that, but itís not twice as long. But, again, weíll see. When you play it on hard difficulty, itíll take a lot more time.
Itís all about making sure the experience is as awesome as possible. Iíd rather have six hours of awesome than 12 hours of ďmehĒ.
Is there going to be much replayability in the single-player? If thereís one thing the Call of Duty campaigns are guilty of is that you play it and thatís it. Do you intend for people to go back?
I think some people will. In terms or persistence, we have no done that for it, but I think we have some pretty cool achievements that people will want to go back and get. Itís not like an RPG in that way, but we have tried to incentivize people to come back and play on different difficulties, and so on.
Where do you think youíre pushing the envelope in terms of interactive storytelling?
Itís interesting. I think itís more about tone than anything else for us. To use the example of Modern Warfare: theyíre doing things their way and theyíre awesome at that, but we wanted to do things our way, and we hope that weíre awesome at that. And that means weíre doing Generation Kill and 24; thatís closer to what weíre doing, I think. They may be weird bedfellows, but we are looking for a broad pacing, from 1-10 as opposed to 10-11. I think thatís a pretty big deal for shooters, to try to do that kind of pacing, to have it be slow for a little while and to make people wait. Thatís much harder than we thought it was.
For example, that sniper section on the roof from the Faultline stuff earlier this year? That shit took forever to get right. Just the first six minutes where you donít fire a shot took a long time to make it be good. People were like, ďThatís awesome. I didnít do anything for six minutes.Ē But do you think you did? I think thatís a big challenge. Itís a challenge for all the disciplines. It sounds weird to say that weíve succeeded in making you appreciate that nothing is happening for six minutes, but itís a big deal.
Obviously, thereís stuff thatís much more about action, but I think itís really a tone thing. That encompasses a lot of stuff.
Are you thinking in terms of story-based DLC? Obviously, DICE is famed for its multiplayer add-ons, but do you have plans for single-player additions with Battlefield 3?
We talked about it. I donít think weíve made any decisions. The issue with single-player DLC is just how much value you get out of the investment from a studio perspective. Itís a huge investment to make single-player content, and then itís gone. We have talked about it, but I donít know. Itís certainly something that, Iím sure, will come up in the future, but we havenít made any kind of decision that way for that reason.
If thereís one thing that gets leveled at story-based campaigns is a question of variation. How mindful were you of that?
Very. When we did BC2, Iíd compare it to Diablo II, where they change your environment every 15 minutes. That was there thing. We did it to excess, almost, in BC2. This time around, one of the things with being more realistic and credible is that we do keep you in a area longer than we did in BC2 because everythingís happening in that area, but the area itself is sub-divided and you get a very different feeling in different space. So yeah, weíre pretty conscious of that. We did everything we could.
Battlefield 3 releases in late October for PC, PS3 and 360.