

Scott Probst: I think when it comes to multiplayer the focus is absolutely on fun. Has the hard-boiled, black humour approach influenced the multiplayer? I ask because Hotwire is amazing fun but it’s nonsense, isn’t it? There's no justification for it in the fiction. I had the opportunity to play the single-player component a few months ago. The important part is that we’re going to be paying attention, and we want to speak to each and every one of those people in order to solve it. At the end of the day there’s going to be millions of people playing the game and I’m sure people will find things that we haven’t found yet. If we were to say “this thing is bulletproof, it’s ready to go,” that’s the wrong approach to take. By acknowledging that we can pay attention to the issues that are being found and go after them, as well as interact with the people who are experiencing them so we can listen and understand their problems, and ultimately fix them. I think the important part of it is to be aware that everything isn’t bulletproof. I don’t think I’d call anything bulletproof, because there are always exploits and things that can be found and ways things can be broken. Scott Probst: I think it’s a big challenge.
Battlefield hardline fix load times software#
So if there’s anything that comes up that’s like “oh, that’s not good” we’ll find a way to fix it.īoth your publisher and Visceral have learnt from Battlefield 4’s dilemmas, but do you think it’s even possible to release a bulletproof software product in 2015? In the event that we do, I think that we’ll find time to address whatever we do find.

I also hope that we don’t find anything that’s fatal like that. Scott Probst: I don’t think there’s a world that exists where the game gets delayed. In the event that you do notice a fatal flaw during the beta, what happens then? Will the game be delayed? take all that into account and fold it into the game before it releases. Then I also think it’s about looking at the data that comes out of the beta and seeing whether there are any last minute tweaks we can make based on the experiences people are having, like if someone finds a weapon that’s OP, or if there’s some player progression adjustment we want to make. From an engineering perspective, making sure everything is functional and that the whole backend works on all the different platforms is one, and making sure people are able to get into the game and that it’s a stable and fun experience.įrom a design perspective a lot of it is about validating the design that the guys have gone and built, and making sure that the game modes, the player progression, the weapons and the gadgets are a fun and balanced experience. Scott Probst: There’s a few different thoughts behind it. What’s the thinking behind having a beta so close to launch? As an infantry player you can say “that guy is going around that turn, I’m pretty sure he’s going to be making this next turn, so now I can cut through this space and be there to meet him.” We also slightly increased the player speed too, which helps a little bit because you can now compete a little bit more. So the trick was looping vehicle flow and then having interconnected infantry passes that allowed you to circumvent that, or shortcut your way past.
Battlefield hardline fix load times full#
So the trick was to design maps that have long enough open spaces where you can really feel the speed of vehicles, where you can open up and go full speed, and have opportunities where two cars can be next to each other, rubbing paint, or three guys hanging out of windows shooting each other. Given that you’ve got infantry in the same playing field as hotted-up cars and helicopters, how does that balance out in the way the maps are put together?Įvan Champlin: It was definitely a challenge because we have vehicles that are three or four times faster than all the ground vehicles in Battlefield. Over the years a lot of FPSs have slowed down, especially those with military settings. You said before that speed is one of the core pillars of Hardline. I don’t think it was about limitations, it was more about discipline.

There were a lot of discussions where we had a plate of spaghetti worth of ideas and we had to say, “Okay, what are the coolest things and what really stands out and let’s go after those things”. It was more a question of what’s the time we have and what are the cool things that are going to boil to the top to make the best game possible. When we started talking about cops and criminals in the Battlefield world we thought we could go anywhere. I almost think we had more opportunities than we could imagine. Scott Probst: I wouldn’t see anything as a roadblock.
