especially true in cities where there
are too many windows to cover.
REAL TALK
In a shooter that pushes authenticity
at its core, at what point does realism
get in the way of making a better
game? It’s a common discussion at
Offworld Industries that continues
today. By and large Squad’s
mechanics skew toward simulation.
Weapons bounce with appropriate
recoil, bullets penetrate walls, and the
backblast of an RPG can kill a
teammate if you’re not careful. But
Squad also makes lots of small
concessions to ‘video-gameyness’ in
favor of usability. Your map, for
instance, has a full view of every
teammate’s location. Healing bullet
wounds is reduced to a medic
holding left click to raise your HP.
For Offworld, ‘realism’ doesn’t just
mean simulating reality in every
aspect. “We’re always more
concerned with player behavior than
technical realism,” Ross told me. “If
we’re trying to drive a realistic
behavior and create an authentic
combat experience, we will do
unrealistic things.” Ross used the
medic role as an example of this.
Even if treating wounds takes a lot
more in real life than just applying a
bandage, the way the class is
balanced pushes me into realistic
scenarios. Simplifying the design
makes the action more fluid while
achieving the role-play and
storytelling that Offworld is going for.
Authenticity doesn’t always lend
itself to balance, though. Every
faction has completely different
weapons that aren’t created equal. On
some maps one team plays the
well-equipped US Army while the
other plays a fictional insurgent
group. As an insurgent medic, my gun
has no sight. I have no chance against
a far-off enemy with an ACOG scope.
Despite the disparity, Offworld
maintains a relative balance by
restricting the faction to maps with
plenty of close combat-friendly areas.
SQUAD GOALS
Squad has been a big success for
Offworld during its life in Early
Access. Over four years, new factions,
weapons, vehicles, maps, and modes
have bolstered the game’s depth.
Today Squad is closer than ever to
Offworld’s original vision for a
standalone Project Reality. As I spoke
with the team in October, they had
just released a big update that adds
helicopters to select maps.
The question of when to end
Squad’s Early Access period is more
spiritual than technical. “We set
ourselves a line of goals back when
we did the Kickstarter campaign that
basically says, ‘This is the product we
want to develop. If we have all of this
in, then we consider it complete’.
That vision still holds up,” Rothermel
says. The last things on that list
include the commander role (a new
class that can order airstrikes and
scout enemy territory with a drone)
and 100-player servers. There’s no
official date, but Rothermel expects
that by the time you’re reading this,
these goals will have been met and
Squad will officially be out.
That doesn’t mean the end of new
Squad content. Rothermel assured
me there’s still an “extensive plan” to
continue development after launch.
Part of that plan is continued support
of the official Squad SDK, which
anyone can download for free. With
the SDK, modders can create new
maps, modes, and even implement AI
(with limitations). As a studio
founded by modders, support for
community content is a focus for the
company going forward. Soon,
Offworld will allow officially licensed
servers to run mods endorsed by the
developer. In an increasingly rare
move for games in 2019, post-launch
support will come with zero
monetary strings attached. Offworld
has no plans to introduce
microtransactions or other paid DLC.
Further under the hood, Offworld
is hard at work rebuilding Squad’s
RIGHT: Maps are
intricate mazes of
hills and roads based
on real geographic
locations.
Squad
FEATURE