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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
[...] support the game's "Rush" multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: "We understood quickly that Rush, being a large and progressive mode that takes you on a journey [...]
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[...] Battlefield 3?s upcoming DLC, Close Quarters, includes four new maps, several new weapons, and a new game mode: Conquest Domination. Since Close Quarters maps are so small, the Rush mode won’t be supported. Instead, players will get to try out Conquest Domination, which is similar to the “Domination” mode from Unreal Tournament. Conquest Domination is suited for the small, infantry-focused maps of Close Quarters, and will rely on the spawn system from Team Deathmatch. DICE says about the new mode in a new blog post : [...]
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[...] “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,” said lead designer Niklas Fegraeus on the Battlefield Blog. [...]
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[...] seems to know how to work together. Well, when designing the new “Close Quarters” DLC maps, they decided that Rush just wouldn’t work. The developers decided to take a fairly new approach to BF3 and [...]
[...] the newest entry to the Inside DICE series, Lead Designer of Close Quarters Niklas Fegraeus describes that he and game developer Gustav [...]
[...] to know how to work together. Well, when designing the new “Close Quarters” DLC maps, they decided that Rush just wouldn’t work. The developers decided to take a fairly new approach to BF3 and [...]
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[...] designer Niklas Fegraeus announced the news on The Battlefield Blog, stating: “We understood quickly that Rush, being a large and progressive [...]
[...] Source: Battlefield Blog [...]
[...] really looking forward to. I knew this was coming out a few days ago but today I read the blog post on the official Battlefield blog for it and I’m super excited [...]
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[...] revelation comes from the latest Inside DICE post. Lead designer Niklas Fegraeus explained that the traditional Battlefield Rush mode just [...]
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[...] support the game's "Rush" multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: "We understood quickly that Rush, being a large and progressive mode that takes you on a journey [...]
[...] support the game's "Rush" multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: "We understood quickly that Rush, being a large and progressive mode that takes you on a journey [...]
[...] support the game's "Rush" multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: "We understood quickly that Rush, being a large and progressive mode that takes you on a journey [...]
[...] support the game's "Rush" multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: "We understood quickly that Rush, being a large and progressive mode that takes you on a journey [...]
[...] “Rush” multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: “We understood quickly that Rush, being a large and progressive mode that takes you on a [...]
[...] “Rush” multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: “We understood quickly that Rush, being a large and progressive mode that takes you on a [...]
[...] “Rush” multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: “We understood quickly that Rush, being a large and progressive mode that takes you on a [...]
[...] “Rush” multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: “We understood quickly that Rush, being a large and progressive mode that takes you on a [...]
[...] “Rush” multiplayer mode, according to a post by lead designer Niklas Fegraeus on The Battlefield Blog: “We understood quickly that Rush, being a large and progressive mode that takes you on a [...]
[...] revelation comes from the latest Inside DICE post. Lead designer Niklas Fegraeus explained that the traditional Battlefield Rush mode just [...]
[...] [...]
[...] revelation comes from the latest Inside DICE post. Lead designer Niklas Fegraeus explained that the traditional Battlefield Rush mode just [...]
[...] and straight up 1p capture. Did he just say Battlerecorder? Additionally, in the latest issue of Inside DICE, you will notice a poll at the bottom of the page asking this question: What are you most looking [...]
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[...] Battlefield 3′s upcoming DLC, Close Quarters, includes four new maps, several new weapons, and a new game mode: Conquest Domination. Since Close Quarters maps are so small, the Rush mode won’t be supported. Instead, players will get to try out Conquest Domination, which is similar to the “Domination” mode from Unreal Tournament. Conquest Domination is suited for the small, infantry-focused maps of Close Quarters, and will rely on the spawn system from Team Deathmatch. DICE says about the new mode in a new blog post: [...]
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[...] sussed this news out of the latest entry of the Inside DICE developer series in which Close Quarters lead designer Niklas Fegraeus said that: “We also had [...]
[...] sussed this news out of the latest entry of the Inside DICE developer series in which Close Quarters lead designer Niklas Fegraeus said that: “We [...]
[...] sussed this news out of the latest entry of the Inside DICE developer series in which Close Quarters lead designer Niklas Fegraeus said that: “We [...]
[...] in the latest issue of Inside DICE, you will notice a poll at the bottom of the page asking this question: “What are you most [...]
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[...] Matrix scene when Neo and Trinity turn an office building lobby into a pile of smoldering rubble. I sat down and spoke with Jhony Ljungstedt, my art director, and had a discussion about how we could…. ~ Niklas Fegraeus, Lead Designer on Battlefield 3: Close [...]
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[...] “Close Quarters”, lead designer Niklas Fegraeus excitedly said “I wanted to see if we could destroy things in greater detail. I wanted everything [...]
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[...] The latest Inside DICE interviews Niklas Fegraeus, Lead Designer on the upcoming Close Quarters DLC/Expansion for Battlefield 3. Embeded below is a video showing the time lapse destruction that occurs during a play test. To read the full interview, head over to Official Battlefield Blog. [...]
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Hey dumbass, if you are on this website and have, maybe i don’t know. Half a brain. You would see the huge fucking list of updates for vehicles, weapons, gadgets, etc….
So next time before you go out running your mouth, looking to be humiliated. Do what you were taught in your Mentally handicapped class and try to think.
Well, probably you should try to think before you call people “mentally handicapped”. This comment doesn’t make you any better than the people you’re ranting about.
I’m laughing at all the comments hating on Close Quarters. My guess is this DLC is not going to be a hit with the recons LOL! Anyways, definitely looking forward to some intense firefights up close and personal, just the way I like it.
You may as well call this Modern Warfare:Close Quaters. The game has a ton of issues and you release this trash that is not wanted.
The game is full of small linear close quaters maps and NO LARGE OPEN MAPS with flags laid out across the map. There all clustered in the middle of the maps. And only 4 maps per pack wtf is that??
Not touching this or any of your dlc.
Address the issues with the game!
-You didnt fix issues yet
-You promissed full destruction on all previous maps too (didnt occure yet)
-We already have 3close quarter maps, fix those up
-We already have plenty of weeapons… that need fixing, fix them up.
I’m not buying this dlc nor the next one, thank you very much.
Sincerely yours,
A not too satisfied customer that doesn’t care about your advertisements…
H0PE
battlefield 3 sucks.Where is the patch?They didnt even fix when you earn something it appears on the screen like ribbons,ranks, and weapons in b2k.Other battlefield games where so much enjoyable than bf3.Bfbc 2 had epic maps, i hope armored kill will have some too because the original battlefield 3 maps sucks ass and has no meaning
You just have no skill and your probably a 13 year old that likes COD!
sorry, everyone whines that PC a week later or that you are not 64 players on ps3 or xbox you ..
if you really want battlefield with many players you had 2 years ago allowed the game to play with more than 256 players .. in 1 game and even vehicles in it, and parachuting out of planes .. that was really a battlefield feeling. but wherever it was you were the enemy ..
I have enjoyed for 1 year until I played Battlefield 2 and now 3 came .. battlefield because you really can shoot and destroy everything but still looks like MAG ..
it would be nice if sometime in the future battlefield, the battlefield techniques also once so that they can make as MAG had perhaps the game makers once again teamed up to create the ultimate game .. appearance and capabilities of Battlefield, everything can be broken and all boards and the amount of players that you could MAG I think if I lie 256 players ..
each side that you (Americans or Russians) 4 platoons total of 128 man
and you have in each platoon: 4 sqauds of 8 people.
that would be cool
ok but both are coming today right
so is the patch announcement coming with this weeks inside dice
Nope. Those are two separate things.
Spectator mode would be nice. No wait, it would be very necessary. VoIP wouldn’t hurt either. I understand this DLC is for the CS and CoD players, so I suppose it will be okay for them. I’m waiting for more tanks and bigger maps. I’ve given up on tactics though, this is no sequel to BF2.
Yeah, too bad. But why create a game that people can play for 7 years or longer when you can sell a new game every year, right?
It really sucks that DICE has gotten into this kind of philosophy…
“What are you most looking forward to in this expansion pack?”
Spectator mode like Counterstrike!?