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With Battlefield 3™: Close Quarters, we want to claim new territory and broaden the Battlefield 3 experience. In this episode of “Inside DICE”, Lead Designer Niklas Fegraeus talks about the inspiration for going indoors, and what possibilities and challenges this presented.
Hi everyone. This is Niklas Fegraeus, Lead Designer on Battlefield 3: Close Quarters. Above is an early test video we recorded during a play test to judge the effect of our new destruction. But first things first:
In 2001, while making games for the Sega Dreamcast, I began a career as a clan player in Counter-Strike. This eventually became a semiprofessional part time job, as I got a sponsor, won several LAN tournaments and competed in the Cyber athlete Professional League.
Now, in 2012, my competitive mouse is put on the shelf, but I consider the experiences from those days invaluable to my role as game designer making Battlefield games.
Counter-Strike is a very tactical and precise art of close quarters shooting, so I can comfortably say I know a little about how those tight shooter experiences play, and how they should play.
Battlefield on the other hand, is a huge game in more ways than one. Even we developers sometimes have a hard time realizing its breadth. You can go from clearing a house of enemy soldiers through careful squad tactics to soaring through the sky in a jet fighter, frantically evading enemy anti-air weaponry, all in the same round.
I can still recall the thrill of that scale and freedom I had when I first tried the game. It was the BF1942 demo on Wake Island (before I joined the crew here at DICE) and I was raging over those damn fighter planes that kept dropping bombs on my head! However, rage and confusion turned to evil grin as I found the AA-guns and used them to good effect!
Three years later, I landed my dream job working at DICE on Battlefield 2! Having worked as Animator and Designer on Battlefield 2, it was especially satisfying to be Lead Designer on Battlefield 3: Back to Karkand and bring some of the most classic maps from Battlefield 2 into Battlefield 3.
When I finished up Back to Karkand, I already knew I needed to start on our next themed expansion pack for release in June. This time, I really wanted to expand Battlefield 3 and give players even more experiences to choose from. But I didn’t know how to approach it.
Then I remembered those nights at my sponsor’s Internet café, where I and my clan for hours on end practiced the best way to attack a well-defended room, using only a few grenades and the business end of our rifles.
There is something very unique about an indoor fire fight. You have to cover angles in new ways, use sound to track your enemies, navigate with much more careful precision and most importantly, you’re never safe. Danger is always no more than a few meters away. It’s a scenario that always makes me feel 100% in the fight. There is no dull moment, you’re always on your toes, on the edge.
The closest you come to this type of tight combat scenario in Battlefield 3 is on Operation Métro. We know this is one of our most popular maps, which tells us that our gameplay has what it takes to perform in such unique and frantic conditions.
I had an approach for our new expansion pack. Now, I just needed to refine it. I needed to find those elements that make the adrenaline levels go through the roof and keep you constantly on that edge. I want the player to feel like Hudson in Aliens, as he is watching the motion scanner bleep faster and faster, realizing that the safety he thought he had isn’t there anymore, and that death is already in the room.
I sat down and spoke with Jhony Ljungstedt, my art director, and had a discussion about how we could achieve this. After bouncing random ideas for a while, he told me that even though that explosive scene from “The Matrix” was rather old, seeing Neo and Trinity turn a lobby into rubble in slow motion did leave a huge impression, and hadn’t ever been properly done in a game. We both agreed and Jhony said he really wanted to be able to create that sensation.
“Imagine tearing a place down using only bullets, watching chunks being torn off the walls, littering the floors like a dropped bag of grey marbles” he said.
And that’s when it occurred to me. We have a golden opportunity here. When removing large and process heavy elements like tanks, and scaling down Battlefield to a tighter scale, we are given some extra Frostbite 2 oomph at our disposal. The engine has fantastic destructive capabilities, and with more CPU overhead, we could put it to the ultimate test.
I wanted to see if we could destroy things in greater detail. I wanted everything to get shot to pieces. Really, really small pieces. In short, I wanted destruction to go High Definition.
After a series of prototypes and testing, we had a working model and immediately put it into practice. A grey and boring test level became the scene for a big floating stairway, with supporting pillars surrounded by temporary walls, just so we wouldn’t fall into oblivion.
We had incorporated some early HD Destruction in this test level just for proof of concept. Then, we simply asked the testers: “Shoot at everything”. And they did. The place immediately got torn to pieces, as bullets ripped through the grey prototype materials, spreading chunks of it everywhere, literally creating a carpet of debris on the floor. Walls had big holes where there was once solid wood or plaster. You could create new angles and ways of attack, just by firing your normal gun. This was new to Battlefield, as you would normally need heavier hardware like RPG’s or tanks to blow up walls in the base game.
We immediately knew this was something really cool and would have a significant impact on both how you play and how you experience that play. HD Destruction immediately became a key factor in bringing the intensity of the Battlefield experience into close quarters combat, and looking at it now, in its complete implementation, it feels great to finally be able to show it to everyone.
While HD Destruction has a significant impact on how you experience the second-to-second gameplay, we also had to tackle the challenges of bringing our tried and tested game modes to the smaller scale. We understood quickly that Rush, being a large and progressive mode that takes you on a journey from M-COM to M-COM, simply wouldn’t fit physically. So instead, we turned our attention to Conquest. How could we tailor this essential Battlefield game mode to fit our new type of environment?

Welcome to Ziba Tower. We built it. We can destroy it.
I spoke to my Game Designer Gustav Halling who, like me, has a history of competitive FPS gaming. We remembered Unreal Tournament from way back in 1999. It was the first time the world saw the game mode “Domination”, which is very similar to Conquest. There are some differences though, and the Domination type gameplay usually takes place on smaller maps, much like the ones we were creating.
Inspired by these memories, we used the spawning systems from Battlefield 3 Team Deathmatch and came up with a Conquest mode adapted for smaller spaces. We called it Conquest Domination, and it worked beautifully. In particular, flag defense is suddenly more important, and you get different tactical layers due to the subtle differences the new mode provides. It’s reminiscent of those tactics I practiced to perfection in my e-sports days. Listen for the footsteps, spray the wall, throw your grenade, cover one angle each and constantly communicate. The experience grows with our tried and tested squad play mechanics, and the intensity and pure challenge of trying to dominate these close quarters is something I’m convinced will put even the best squads to the test.
Designing a new experience isn’t easy. Many things were created and tested, many things didn’t fit, and there are millions of fans whose wishes you want to fulfill. Ultimately, it’s about finding a meaningful core idea, and realizing it with relentless attention to detail.
We wanted the thrill of fighting in close quarters. We wanted the adrenaline rush that comes from always being one second from potential death. We wanted the world around you to be both your best friend and mortal enemy, by protecting you in one moment and in the next, completely failing you by opening up new ways for the enemy to attack.
Often when I remove my headphones from a playtests on Close Quarters, I’m shaking like a leaf from all of the adrenaline. So personally, I am very happy and proud of where we are with our next expansion pack. Most of all, I’m happy with how versatile our game is, and how my team has helped broaden it further.
Niklas Fegraeus, Lead Designer Battlefield 3: Close Quarters
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and what game modes will actually be present because the way it sounds its only gonna be domination and tdm which is not good
We’ll have more details on game modes later.
I hear you guys are cutting out the 64 player Conquest. Don’t want a repeat of the Operation Meatgrinder, I suppose?
If you read the article you would see they needed to lower the player count and map size to be able to have the HD destruction. Also, brush up on your reading comprehension cheif.
Its gotta be miles diff to COD to avoid getting any flak. Personally, the destruction looks pretty but isn’t the reason why I play. If say, there were points in the map you could shoot a man sized hole down through the floor/up through the ceiling, or if a team could strategically place c4 below to drop whole room floors down, enemies included, now THAT would be impressive destruction.
Yeah, destruction is not the reason why we are playing BF, we are playing it because of coop \ teamplay \ and talking to strangers (bf2) who is friendly to you because you are same as he under fire.
HD destruction is here only because the map size is so tiny.
Too bad the destruction will be far less in anything bigger than a single room environment.
I don’t want to spam… but god damn… you guys (DICE) making it extremely SAD! I can’t and don’t want to realize that BF is gone you and you choose this direction\way to do bussiness for the future.
shit, I wasn’t expecting it, noway, nohow…
If Close Quarters infantry combat is not your thing, we have announced two more themed expansion packs: http://blogs.battlefield.com/2012/03/new-bf3-expansion-pack-announced/
I know, thnx for link. But I’m not talking about which DLC is for me or not, I’m talking about “there is shouldn’t be DLC like this for Battlefield” DICE spent time for this when we were expecting something huge and like “sure guys, we got it – here is what you want”. And pls.. don’t tell me about metro map statistics.
Agreed.
I became a fan of Battlefield because of Battlefield 1942. And not necessarily for it’s “intense close quarters infantry battles”, but because of the huge sprawling maps, the varied modes of transportation (boats, jeeps, subs, destroyers, battleships, carriers, attack planes, bomb planes), and ofcourse the mixture of having each facet of combat, come to life all at once.
Focusing on ONE or the other, is never a good plan. But neither is making maps that cater to “all types” all at once. One of the greatest maps in Battlefield history, is El Alamein. Consider that for a moment, DICE.
Who says battlefield is focused on one play type ? He’s made it obvious they have room for every type of player in the battlefield franchise, no one game type has more focus than another.
You guys make it seem like they’re tearing away the rest of the game and only giving us the option of CQC. Let’s face it. If BF wants to make a full combat experience, then it has to include CQC. It’s a very important aspect of today’s warfare. Ask SEAL Team 6. After this comes the most wide open map in BF history so stop crying about adding 4 small maps. The beauty of Battlefield is that it is expanding to every combat experience one can wish for. They’re releasing a patch, I’m sick of the “fix the bugs” demands because it’s coming. They’re planning 3 new DLC packs each vastly different than the first and all anyone can say is OMG BF is becoming COD. No, BF is expanding far beyond COD. CQC can be very tactical and as I can attest to many matches in Metro and Damavand CQ, one well organized squad can change the match against a bunch of USAS fraggers. BF is gone? Please. BF has outgrown all the purists that are whining now.
+1
If BF wants to make a full combat experience – then DICE should just make it like it was in bf2 to cut same map for 64\32\16 players, and you know, even on 64 gulf of oman where is place for Close Combats every time when you will clear buildings. It should be part of BF not whole therem – close fights.
WOW.. now this is the first comment I’ve seen that addresses everything I’ve been thinking. Everyone please read it and quit your whinning.
Thank you sir
Well said soldier i agree 100%
Internet gold, I’m very pleased I was here to read this today.
riggins44, sounds like you are mad you can get in a chopper with 2 people fixing it. You have to get in and fight.
No idea what this means. Let me guess. You love the USAS and Op. Metro?
Really wish there was a few additional poll options:
“Not interested. Rather wait for Armored Kill”
“Not interested in more DLC. Fix the bugs first.”
Besides which, the destruction timelapse video says nothing really… In 2001, a little known game called “Red Faction” had equal amounts of destruction, if not greater. Now it’s 2012. Certainly you should be able to destroy entire walls, and collapse entire buildings by now.
In any case, i’ll be passing on any future DLC until DICE sorts out the current issues with the game (infamous February patch comes to mind). Would also love it, if DICE would stop “nickle-and-diming” it’s community. In BFBC2, eventhough they were all rehashed maps, the so-called “VIP Map Packs” were atleast FREE. I hear next Battlefield will likely have a subscription fee attached to it. Count me out.
Fixing bugs vs building new themed expansion packs are not mutually exclusive prospects. Have you read our partial spring change list?
http://battlelog.battlefield.com/bf3/news/view/2832654779195992365/
Read it. Doesn’t mean I agree with all the changes…
Besides which, now you refer to it as “partial spring change list”. Last I checked, we are well past “February”, and February isn’t even a part of spring. I rest my case with: I’m tired of this nickle-and-dime stuff, until things actually get fixed in the base game. Should also consider making these maps available FOR FREE, like the so-called “VIP Mappacks” of BFBC2.
Nothing splits a community better, than to start charging money for accessing maps. If it were something aesthetic like new weapons, I might possibly agree. But said weapons should neither be “better” or “worse” than existing weapons. Just balanced differently. I.e sacrificing accuracy, for increased damage, or sacrificing reload time for reduced recoil. That sort of thing…
This is more than maps. The amount of content is the same as in B2K, i.e. 4 maps, 10 new weapons, 5 new dog tags, new persistence, and more. It’s a proper themed expansion pack. And the change list is not 100% complete. We’ll add more detail to it later. And you not liking us missing February is exactly the reason we are careful when talking about game update dates. :)
+2
So, now it’s our fault that you both missed YOUR February release date AND are stubborn to keep us updated on the update timeline/details??? Are you guys serious? How did you come to be so out of touch with your fanbase?
You guys really need to take a queue from what went down between Zipper/Sony and the SOCOM vet playerbase last year (2011). Zipper condescended to us and dismissed our complaints and suggestions up until things had gone too far (the noticeably low preorder sales figures and bad review talk industry-wide), and even then all they did was invite a few of us community member to come test the new game before anyone else (as if smoking and joking with us for a bit would undo their deeds). Oddly enough, the game flopped (or as EA puts it, “had satisfactory showing”), and the lead designer cut-n-ran immediately after release.
LISTEN TO THE VETS WHO SUPPORTED THIS FRANCHISE SINCE 1942!! Stop walking all over us, please. What did we do to you to deserve this kind of treatment?
General technique what are you blathering on about ? The patch is finished and ready and just awaiting Sony and Microsoft to approve so they can all be patched together. They spent considerable time consulting the community over what needed patching. What concerns are they dismissing exactly ?
You are right, it’s not some HD destruction, it’s just puzzle wall, and parts are going down if you hit them – it’s not true polygonal destruction or something, those “HD destruction” its just dust in eyes.
now maybe I’m missing something, but i do believe the last time I played i found that they had fixed a considerable amount of bugs and lag. my game runs nice and smooth. the only problem i have is with the UMAD-12 and ive learned to deal with it by outsmarting them and giving them a personal demonstration of what the pointy end of my knife is used for.
ok so im not sure the new game mode is going to work with the spawning system because it sucks even in regular conquest. also yall kinda failed with the conquest assault because you cant seperate it from regular conquest (ie. yesterday i was tryin to get my last few kills in the btr90 to unlock the mk3a1 and evey time i would go to gulf of oman it would put me in conquest assault) so we need to be able to chose which one we want to play be it through the quick match options or the server browser options or both
Don’t want to show no respect, but you know, it’s a JOKE!
It’s not CS, and Bf was always unique, now you made it like another fps shooter, like MW, because someone told you “hey – we need to get $ from Activision”?
It’s NOT BF, totaly loosing respect and interest to serie… same about my 6 friends.
if you really think that this looks anything like cod…well i can only congratulate MW on their improvement because last time i checked it looked the same as the one from 2007
Nice to see you are adding the close up gameplay without losing that classic battlefield “wow” factor that COD has still been unable to capture.Good workl
BFC: COD is a terrible idea. Watch everyone dial up the USAS with frag and have the time of your life walking 5 feet and getting blown to bits. Time SHOULD have been spent generating new maps for the people who purchased the game for the BF experience. This is not broadening the experience, it is a cheap money grab to lure COD players. Count me out.
Butthurt TROLLOLLOLLOLOLOLOL