Table of Contents Table of Contents
Previous Page  22 / 58 Next Page
Information
Show Menu
Previous Page 22 / 58 Next Page
Page Background

22

FEATURE

GAMES

Whether it is the heavy throb of an M60, the roar of an exploding Stinger, or the rapid

crack of a an AK47, the weapon audio in the Battlefield franchise has always eclipsed

its competitors.

Battlefield Hardline

heads to the JB shelves this month, and we spoke

with lead multiplayer designer Thad Sasser about capturing the bang.

How many guns will feature in

Battlefield

Hardline

?

Battlefield Hardline

has over 50 firearms

featured at release. This includes a number

of awesome new additions that match the

cops and robbers flavor of

Hardline

.

What's the selection criteria in terms

of weapons for a game like

Battlefield

Hardline

? How do you determine what

guns will be used in the game?

That’s a good question! One thing we look at

is – does this weapon fit the setting? Things like

super-rare and hard-to-come-by fully automatic

Chinese weapons are not likely to be used by

US police forces, for example. Another factor

is the job of the weapon – we don’t want a lot

of weapons that all do the same thing. We also

consider appearance: does this weapon look

exactly like the other weapons we have in the

game? If so, its value is somewhat lower; most

players don’t want 20 variants of the AR-15 in

the game, even if it’s realistic. A final factor is

the fan popularity of weapons – if the players

love weapon X, Y, or Z, and it fits the other

criteria, it becomes much more important to put

in the game.

What considerations are taken in terms of

weapon balance? Do you use a specific

formula?

We start with a general philosophy that

guides us in our decision making – it’s

important to have constraints that players

can understand. For example, this class

of weapons is the best at THIS specific

job, that class of weapons does a different

job, etc. This is easy to understand when

you compare extreme roles like sniper vs.

shotgun, for example – but it’s more granular,

and you get into weapon roles like SMG vs.

carbine, where the differences are smaller but

still noticeable.

A good way to start thinking about initial

balance is that there is an “archetype” for each

weapon class. We develop that archetype first,

and then all weapons of that class diverge

from that baseline. This allows us to tune more

quickly and easily than having everything all

Lethal

weapons

visit

www.stack.net.nz

MARCH 2015

JB Hi-Fi

www.jbhifi.co.nz