![]() Those are pretty much 1:1, although the damage vs AI makes them more deadly than in MP. Thankfully the weapon feel in BF5 is a real strength. But singleplayer is usually about a dominant player, since a K:D of 1:1 vs AI just isn’t very fun. The philosophy behind this is key-multiplayer is about fairness and balance. ![]() But in the War Stories there aren’t always friends nearby. In MP this relies on health packs from allies. You’ll notice the health system is different to multiplayer. How much do multiplayer considerations (including environment reuse, weapon 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?Įric: Oh, so very much. ![]() I can’t even tell you whose idea that was, but it was a great moment. ![]() You have to be playing the game to come up with ideas as to what would make it sing.Īnother example would be the DICE animation team having us chase the document satchel in the storm in Nordlys. 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. When it was best, we were collaborating on experiences to blend gameplay and narrative together. 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. ![]()
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