2019-04-01 PC Gamer

(sharon) #1

INTERVIEW


Coming away from the well-received vignette structure of
Battlefield 1, what storytelling traits did you want to carry
forward into Battlefield V?
Eric: I think what we found was a way to weave a story
and gameplay in a way to emotionally reach the player. It
might sound obvious, but that was our biggest takeaway.
Battlefield has always had spectacular, high-agency
experiences. But the ‘feels’ were new to the series. That
was what we wanted to build on most.

Battlefield V often uses mechanical progression and
spatial design to directly strengthen the narrative of a
given campaign. What did the partnership between
narrative and gameplay teams look like behind the
scenes? How much did this workflow allow for iteration?
Eric: We break each story into roughly 15-minute sections,
with a story map guiding us to what each is about,
both for narrative and gameplay. When it was best, we
were collaborating on experiences to blend gameplay
and narrative together.

balancing, etc) affect the singleplayer
design of a Battlefield campaign? As
the game’s multiplayer portion
updates over time, are there
dependent factors in the
singleplayer portion that require
adjustment as well?
Eric: Oh, so very much. You’ll notice
the health system is different to
multiplayer. In MP this relies on
health packs from allies. But in the
War Stories there aren’t always
friends nearby. The philosophy
behind this is key – multiplayer is
about fairness and balance. But
singleplayer is usually about a
dominant player, since a K:D of 1:1 vs
AI just isn’t very fun. Thankfully the
weapon feel in BFV is a real strength.
Those are pretty much 1:1, although
the damage vs AI makes them more
deadly than in MP.

Replayability is embedded into the
campaign of Battlefield V, from
standard collectible items to bespoke
challenges that require players to

I


spoke to some of the lead developers of the Battlefield V
campaign about the process of its creation, their goals
with various sections of the anthology, their thoughts on
audience reactions, and the potential future of single-player
campaigns in the Battlefield series. Also – the weird little song in Under
No Flag was improvised?!


Eric Holmes


Steven Hall &


Lars Gustavsson


The process behind BATTLEFIELD V’s campaign. By Xalavier Nelson Jr.


ERIC HOLMES
Design Director,
Battlefield V


Battlefield V’s
campaign leads have
worked on properties
including the
Batman: Arkham
series, Doctor Who,
and Battlefield: Bad
Company,
respectively.


STEVEN HALL
Lead Writer,
Battlefield V


LARS
GUSTAVSSON
Creative Director,
Battlefield V


PROFILES


Usually, there were great ideas
that would appear during
development of those pieces – for
example, the ad-hoc off-key song
with Bridger and Mason toward the
end of Under No Flag. You have to be
playing the game to come up with
ideas as to what would make it sing.
Another example would be the
DICE animation team having us
chase the document satchel in the
storm in Nordlys. I can’t even tell
you whose idea that was, but it was
a great moment.

How much do multiplayer
considerations (including
environment reuse, weapon

BELOW: Warming
yourself in a Nordlys
survival scenario.
Free download pdf