![]() ![]() Alternatively, you might try to avoid their line of sight and stealthily flank them, all the while they’re trying to use their tools like proximity sensors and claymore to prevent that from happening.Īnother example would be a tank fighting infantry. ![]() The sniper, on the other hand, will try their best to hit a moving target, repositioning to get a better angle on you, and then pulling out their secondary weapon for a close-range duel as a last resort. You’ll also have to take into account your capabilities and how they stack up those of the enemy given the space you’re in.įor example, if you have a submachine gun and you’re facing a perched-up sniper, you’re going to want to move from cover to cover to get up close and take them out, baiting out and dodging shots and using tactical tools like smoke grenades and flashbangs. This may take the form of flanking them or finding some angle, which allows you to shoot them before they can shoot you. The second major component is how the game gets players to exploit the specific characteristics of the space to outplay opponents, like cover distribution and sightlines. This is where things like hit registration, gunplay, visual clarity, and audio-visual feedback come into play. Part of this is the reaction time and coordination puzzle of accurately shooting an enemy before they shoot you. To provide some context on the whole tactical puzzle thing, FPS games rely on the moment-to-moment decisionmaking that comes with facing other players in different types of combat arenas. Let’s unpack these objectives one at a time. Any Battlefield map must roughly do two things:Ĭreate a stream of engaging and varied tactical puzzles for players as they move through it.Ĭreate emotional peaks that contribute to the “only in Battlefield” feeling that the series is known for. So, let’s start with how map design has worked in previous Battlefield games. The net result hasn’t been a complete destruction of the series (although BF2042 comes pretty damn close), but rather a slow decline in enjoyment and replayability that has silently occurred in the background.īF2042 just made this issue abundantly clear, just in case you haven’t seen the posts at the top of its subreddit - like this one with 10k+ upvotes titled “The maps in this game suck, man…”. So, this post will go through what exactly makes a Battlefield map work and how the recent Battlefield games have failed to follow that formula. Specifically, I think DICE might have had some trouble retaining map design knowledge as key design people have left over the years. The reason for that is that map design has arguably been on a downward trend for a while now and, unlike some of these other problems, I don’t think it’ll be fixed for the next instalment since there’s a fundamental issue of design understanding at play. Now, there are a lot of things that went horribly wrong from gunplay to UI/UX and sound design, but I wanted to touch on one specific aspect: map design. ![]()
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