Written by andy on Wednesday, June 14th, 2006 in Gaming.
CVG had a little sit down with senior producer Marcus Nilsson for an insight into the future of Battlefield warfare!
Traditionally, the Battlefield series has used historical or near-future settings. What prompted the decision to go so far ahead in the future?
Marcus Nilsson: We’ve been thinking about this for years. For something like Battlefield, it’s easy for us to go into the future because for the first time ever, we make things up and we can make things that fit perfectly into the world of Battlefield. It’s all about the toys and the equipment, the vehicles and how you use them. And if you can start designing how they work, then you can build upon them. We’re now reaching a level where we make it more interesting to play the game.
So rather than building it around a pre-set scenario, the gameplay comes first? You’re not restricted, like in Vietnam, to crawling through jungles?
Marcus Nilsson: Exactly. The way you start out when you make a game like Vietnam is you go reference hunting; you Google up ‘Tiger Tank’ or whatever. This time, you need to have a very clear vision of where you want to go.
Is it harder to invent stuff from scratch?
Marcus Nilsson: It’s far more creative, far more inspiring to do it. At the same time it’s more pressure, because you need to make things look good and interesting, because you don’t have a template to follow. It’s important to have a strong vision from an art standpoint and from a game design standpoint to be able to do a game like this.
Is the Ice Age scenario a reference to global warming or just something that fitted in with the game’s style?
Marcus Nilsson: We wanted to find an interesting scenario where we knew people would be pushed together towards the area we wanted. It’s quite a convenient thing happening to the world. At the same time, it raises the point of global warming. More