Concerning the gameplay of Bad Company, Triedsson has discussed a range of topics including what inspired the development team to create a strong single-player experience, some of the scenarios players will be challenged with, and the fact that environments are now 90% destructible.
PALGN: A major focus during the development of Bad Company was to create a strong single-player experience as well as a fully fledged online multiplayer mode. What inspired you to make this decision and what did it involve for the development team?
Karl Magnus Troedsson: There was basically two reasons why we decided to widen the Battlefield offering with a story driven single-player campaign. Firstly, we as developers were really keen on sinking our teeth into this challenge since it was something never before done by the studio. Secondly, we felt it was important to include this in the package in order to create a truly compelling experience for the console audience, a target group we see as somewhat more inclined to request an offline experience than the PC audience.
PALGN: One of the key factors of the single-player campaign is that players are given specific missions or objectives to complete in each level. What sort of scenarios can we expect to be in the final game?
KT: The single-player campaign in Battlefield: Bad Company is based upon much the same core mechanics as the online component. Meaning it’s based around a sandbox experience where it’s up to the player how to go about and solve the challenges at hand. This means that an objective can be to take out X but how to do this is not specified. If the player wants to sneak up and snipe that is possible. But he’s also free to choose a completely different way of solving the problem, perhaps going full frontal with a heavy tank.
PALGN: Another new feature in Bad Company is that environments are now 90% destructible. How has this affected gameplay and what are some the challenges players will face because of it?
KT: The destructible environments in the game are the key new innovation which definitely will change how you play the game. No longer are all buildings, objects, vegetation or even the ground static, meaning that cover will disappear as well as the entire battlefield will change as the war rages to and fro. This, in addition to the already wide array of choices in the sandbox, will greatly increase the tactical options available to the players.
PALGN: We already know that the game will take place in the fictional Eastern Europe country of Serkozache, but can we expect a wide range of environments in the game?
KT: The story in the game will take the squad on an adventure within a huge war, somewhat like a road movie in fatigues. They start out in Eastern Europe, travel through a war torn Russia and later end up in the Middle East so there is definitely a wide range of environments for the player.
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PALGN would like to thank Karl Magnus Troedsson and EA Games for taking the time to answer these questions.


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