It’s easy to miss or forget details during interviews. Figured I’d write them down as I listen to them.
- Engineer is split among Tanker and Pilot kits. Rationale: tank/plane itself is the “primary” weapon of the role
- Air ship (behemoth) supports losing team. Can surf on them as they fall
- Weather changes, which changes dynamics
- Games moved towards playing against UI. BF1 aims to move away from this (eg. no lock-ons)
- Mustard gas can be used with grenades, planes, and tanks
- Gas mask: can’t aim down sights, all players have it, can use bayonet charge with it
- Campaign: Play as multiple characters. Stories take place during WW1 era, not any specific year
- Flame throwers will be in the game
- Six armies/factions in multiplayer. Canadians don’t show up at the moment
- Aim to keep the game alive with future content
- Horses present in single player and multiplayer
- Open beta coming later this summer
- Dice wanted to make a new game that challenged the studio itself, as well as players. WW1 fit this
- Battlefield: Pinball was an idea thrown around long ago
- More variety in weapons
- Fun first, authenticity second. Liberties taken to keep the gameplay enjoyable
- Randomness in multiplayer was tested in the past, didn’t work (question was in regards to equipment failure). Randomness is present, but less so in multiplayer
- Air ships were a must early on in development
- Campaign won’t follow war in sequential stories
- WW1 setting is a passion project. Suitable for the core pillars of Battlefield
- Campaign focuses on personal stories
- Entertainment product, but authentic where possible
- Aim to keep the same pacing as BF4, even with biplanes
- New experiences / game modes influenced by WW1
- Aim to depict smaller stories of WW1
- More immersive through small details
- Classes are more “pure”, benefits are more clear. More depth and teamplay
- Emphasis on teamplay actions. More score from squad actions
- Emphasis on traversal (eg. run through doors)
- Goal was to create the most dynamic Battlefield ever. WW1 not a limiting factor
- Internally reached the point where there was too much destruction. Aim is to allow for as much destruction as possible without ruining balance
- Aim is to make all weather states impact gameplay in some way. Eg. Fog may affect a snipers playstyle, rain muffles footsteps
- Hints at extreme weather. Different maps have different weather states
- Behemoths are catered towards large scale battles. Other maps may use armored trains, and battleships instead of the air ship.
- Bring more “Battlefield” into the campaign. More vehicle usage, more gadget usage, more of a sandbox.
- Incentivize players to play together, but not forcing them to (via score)
- Persistent squads. Create a squad prior to play, and squad leader chooses mode.
- BF1 aims to pull classes apart, and decrease some of the overlap. Make them more distinct with their strengths and weaknesses. BF4 blurred the lines between classes, and BF1 aims to go in the exact opposite direction