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Old 28-04-2008, 10:37 AM   #1 (permalink)
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Default An Interview with the Developers

Alright, while this is slightly old news for some of you, I see that plenty of requests in the OFP2 Wishlist are mentioned in the interview already, so I figured I'd repost it here, and give you something to discuss.

This was printed in the PC Gamer a couple of months ago, but I still think it's a highly interesting read, if you haven't before!



Andy Wafer: Brand Manager
Michael Field: Lead Artist
Clive Lindop: Senior Designer

PC Gamer: Okay - Flashpoint is one of those games that was enormously loved by its gamers, and sort of totemic. In your view, what's the key part of the Flashpoint experience which you want to keep for Flashpoint 2? What are you building and elaborating on, basically.

Andy: For me the key aspect has got to be realism, that’s the challenge, everything else stems from that. What is it really like to be a soldier in a real war, not an action hero in a Hollywood movie as we see in so many games?

Mike: I think the original Flashpoint did a lot of things right from a gameplay and simulation angle and all of that is preserved , but I never felt like, WOW, that was intense, I never felt mentally suppressed by the combat, or overwhelmed by the scale of conflict. The visual and audio aspects have to work in combination to create that kind of excitement, otherwise there’s always a bit of detachment. Some games have come close and we intend to get much closer, closer to that fully visceral and personal experience. It’s in the quieter moments too, the long travels between objective points, the atmospherics and lighting are critical, the transport sequences have to feel just as real as the combat. So much of the terrain is purely natural so there’s a lot of focus on making that visually satisfying too. The visual and technical targets for OFP2 are incredibly ambitious, I don’t want to give too much away at this point, but when I saw our internal Neon engine evolve into what we saw visually with DIRT, it became apparent just how much we could accomplish, it’s a very exciting time for us.

PC Gamer: Take the vehicle physics a modelling complexity of DIRT and apply to that level of simulation to our military hardware including the full damage model system. Each vehicle component can be damaged through multiple states and it will affect the relevant system dynamics, handicapping and ultimately devastating the vehicle. When you combine accurate armour penetration values for example you can see how the layers of simulation add up to a very complex model. The same applies across all of our art, from the environment to the characters.


Clive: I think both Andy and Mike have hit the core of what we wish to achieve. Around that core of realism and audio/visual combat experience though is the game world. A key aspect of the original, that we’re keeping and expanding upon, is the open environment. This allows players to choose their own tactics and ways of fighting; do I flank, do I assault directly, do I call in support? Ultimately the player is never funnelled into any one approach but free to fight their way.

PC Gamer: Conversely, what sort of things do you think were in Flashpoint which aren’t central, which you’ll be abandoning as useless and moving away from?

Andy: I don’t think we’re necessarily abandoning anything; it’s more a case on enhancing the bits that were perhaps a little clunky last time around. It was really important for us that we retained all the elements that made the game unique. Operation Flashpoint 2 is the biggest project we’ve ever undertaken, one of the reasons it’s taken as long as it has is we had to make sure we retained and built upon what was already there. Over the years we kept talking about this game, where we wanted to take it, and the things we wanted to do, it’s only really been in the last couple of years that we were confident of meeting that bar, in terms of the technology and the scope we wanted to include.

Clive: With the original it’s much more about what it didn’t do, there was scope for much more detail, much more visual complexity, effects and ballistics. We’re at a stage now with PC technology and specs, that we can really expand the game to be a much more intense and immersive experience with a much higher fidelity of simulation. For me especially, it’s the opportunity to take the AI to a new level. It uses real world military tactics, as you fight it adapts and reacts to your actions and strategy. In the case of Infantry for example, using squad tactics sourced from the military such as flanking, assault and ambush manoeuvres to overwhelm and defeat you. Thankfully that same AI is also at your disposal. We’ll reveal more over time, but suffice to say we’re developing a tactical AI which is a major leap forward and will drive much more dynamic combat. Players should watch out and not underestimate it!

Mike: I don’t think the original had real sense of itself as far as style and presentation and for us that’s very important. There are lot’s of things from the original I’ll be happy to leave behind, visually speaking but really it’s a generational thing rather than a specific criticism, we’re capable of doing so much more with the art technology and we’ve had phenomenal amount of support to push the art side of development.

PC Gamer: Could you talk about the setting? Last time it was Cold War, which is still an under-used setting. Where is it set? What sort of era?

Andy: First of all, we felt Flashpoint has to be about a large scale conflict against a significant enemy. Last time round it was clash of the super powers, east meets west, two technically matched and vast fighting forces. Whilst we wanted to retain that, we also wanted to do something fresh. The game is set in the present, we spent a lot of time listening to community, and found that everyone really wanted to get to play with the latest toys.

Clive: The idea was to take Flashpoint to a real and contemporary setting, into a conflict which could actually happen. We spent a long time researching various areas of conflict and international tension before settling on the Sakhalin Scenario.

Mike: The setting we’ve chosen has been a good challenge too, it’s a very diverse, a very rough place, but also very beautiful. Our in-house terrain tools are very flexible and we’ve been able to recreate the location from real world data and then shape it to our specific needs. It’s got a character of its own. Not somewhere I’d want to live, but a great place for a war. We had a location photographer who described the Island as full of Russian hillbillies and cold-war holdouts, scary!

PC Gamer: The press release mentions a "multitude of military disciplines". What do you mean by this? Actual character roles (ala Team Fortress or
something) or just different things you do in the game (ala original Flashpoint).

Clive: Actually both are utilised in the game, modern warfare is about combined arms, tanks supporting infantry, attack helicopters supporting armour. Within the infantry itself, there are specialist, whether that’s snipers, forward observers, machine gunners or rifleman. The player gets to be anyone of these specialists and beyond that play any part of the modern arsenal, from air support to special forces. How you use these specialists, either directly or by commanding them will be a key element of your success.

PC Gamer: You're developing it for the PC and the next-gen consoles. How does this influence your thoughts and approach to the game?

Andy: Supporting the PC community and fans is key for us, we want to make the game those guys have been waiting for, not PC console port with Operation Flashpoint slapped on the front.

Clive: I agree very strongly with Andy on this, we appreciate the communities concern over console Vs PC versions. We have worked particularly hard in this area, our approach has been about producing a full and detailed PC title, for consoles we have been focused upon exactly the same delivery. There is a common conception that consoles require simplification of games, for us that simply is not the best approach, instead we have focused upon giving the console players better ‘tools’ such as interfaces and command systems to fundamentally play the same game.

Mike: Visually all systems are very capable, but the PC spec is our primary target. It’s there that we can really stretch ourselves. The PC is our benchmark and we go from there. All visual features are considered critical so it’s just a matter of scaling to make things fit, the fidelity will be intact. Obviously the PC has a more complex user interface but we have adopted a more intuitive primary command system that will benefit all versions.

Multiplayer - perhaps essential for a next-gen title - is also mentioned. Care to elaborate on your plans? The Co-op in the original, of course, was enormously ahead of the current wave of co-op play. What you have in mind this time?

Clive: We are keenly aware that in the original there was potential for much greater multiplayer capability. Now that technology has moved forward and bandwidth is better, we’re creating some interesting and unique game modes. We’ve full Co-Op for the main campaign, but also some extensive team based combat, something which didn’t really work in the original. Without giving too much away for the moment, we’re also making steps towards bringing a much greater scale of action to multiplayer as well.
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Old 28-04-2008, 10:37 AM   #2 (permalink)
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PC Gamer: Are the team intimidated at dealing with a game like Flashpoint? It's not your average soldier game, in terms of its fanbase. Where most have been watered down over the years (Rogue Spear, etc), Flashpoint is crazy authentic for people who like knowing the names of calibre. What sort of reaction do you expect from the community?

Andy: I worked on the original, and am all too aware of the expectations for this game. That’s why we’re taking our time to make sure we get those details right.

Clive: I was a fan of the original, as many of us were, in fact I ran a fan site called urban66 that covered Soviet weapons and tactics in great detail. We ARE those guys who love the names of calibres and extensive details like it. In that sense we aren’t intimidated because our own expectations are just as high.

PC Gamer: In fact many people on the team have come to Codemasters to specifically make this game, I think this will show in the final game, a sense of passion and dedication to make the Flashpoint we all wanted to play.


Mike: It’s actually refreshing to know what that fan base wants, it takes a lot of pressure off in some ways and maintains clear expectations. I’d love to be able to tell you more specifically about our weapons and vehicles for instance, the true fans will eat that up. The assets themselves are built to the highest of next generation specifications to be absolutely authentic. Every effort has been made in researching the smallest of details and the implementation preserves the requirement of full simulation, this isn’t Hollywood war. I’ve heard a rumour about a 5000 polygon hand grenade, I’ll leave it at that. With Flashpoint we have the opportunity to take a unique and brilliant concept and evolve it, bring it truer to life and closer to the frontline. It’s as much war as you can fit on your screen. End quote, ha ha.
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Old 28-04-2008, 11:08 AM   #3 (permalink)
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I don't think I got to read that one. Thanks for posting it, man.

Despite wanting so many different things from OFP2, I love any details about enhancing AI. It's nice to know this is one of the important issues.
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Old 28-04-2008, 12:18 PM   #4 (permalink)
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Quote:
>> It’s in the quieter moments too, the long travels between objective points, the atmospherics and lighting are critical, the transport sequences have to feel just as real as the combat.

>> I don’t think we’re necessarily abandoning anything; it’s more a case on enhancing the bits that were perhaps a little clunky last time around.

>> Supporting the PC community and fans is key for us, we want to make the game those guys have been waiting for, not PC console port with Operation Flashpoint slapped on the front.
Thanks. I liked that.
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Old 28-04-2008, 01:20 PM   #5 (permalink)
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Don`t think I have read this before, I don`t remember.

Alot of good information on what they prioritize (spelling), the most important in my opinion :

- Pc is the main platform so no port
- Improved AI
- Ability to play the main campaign in CO-OP mode

Great news.
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Old 28-04-2008, 06:22 PM   #6 (permalink)
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An amazing read thanks for posting and a few hints at a console version can tell there :P, well I hope they do, do it.
Obviously the PC has a more complex user interface but we have adopted a more intuitive primary command system that will benefit all versions.
"versions" thanks mike .
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Old 29-04-2008, 11:02 PM   #7 (permalink)
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That's good news for console and PC fans.

I think a few of you have misunderstood. Console will have a much more advanced interface because of the lack of controls on a console control (hand control). To perform actions on a PC, you have over 100 keys plus combinations and then the action menus.

Keeping up with the PC version of the game requires the menus and interfaces to perform the non immediately essential actions.

It is smart thinking. I've never seen this interview before either so I'm over the moon.

Co-Op and AI news
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Old 30-04-2008, 11:28 AM   #8 (permalink)
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yeah this was a breath of fresh air, Since Im a PvP kinda guy I loved the last part talking about a Larger scale for team based play, I am praying that means 100 players a team. Then we'll get some REAL FIRE FIGHTS!!!
But I haven't read this either and thank you for posting it.

I hope more info starts popping up about community modding and such.
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Old 02-05-2008, 11:09 PM   #9 (permalink)
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Great interview thanks for posting. I'm glad to see no "streamlining" mentioned
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Old 17-05-2008, 05:12 AM   #10 (permalink)
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Yes, thanks for posting the article. Codemasters appears to be in good hands with those two guys.

I only hope that they're not falling into the same trap of trying to do too much with this sim. Graphics are important, no doubt about it. But playability is even more important.

I could launch the shuttle and make a moon landing with this computer. But it won't play a certain "military" sim worth a damn.

A very loyal group of OFP players are waiting.

Good luck Codemasters! I'm getting excited.
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