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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 [...]
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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 [...]
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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 [...]
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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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[...] Originally Posted by [R-MOD]Bob_Marley Bah, "CQB" with no MP5, Ingram or Uzi. You know I really do dislike these games with thier bleeding edge wunderwaffe crap at the expense of the classics. Mp5 is in the game already Also the blog about the new map pack and the OH! SO BORING dude that made it: The Battlefield Blog | Bringing Battlefield into Close Quarters [...]
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This LookS gREAT !! Cs player here and “i love the fast game play it is going to offer” Great Work!!
P.S (also, really? COD comparisons? I play MW3 and BF3 and find the experiences completely different.
I Also play both and he is right i would like to think iam a good MW3 player winning Comp’s and taking money home for the win’s ! but i play BF3 and let me tell you i am by no means a good player with hunders of hours of FPS’s under my belt “they are so far apart in gameplay!”
most of you guys complain too much. I am one of the few really looking forward to this DLC and all the others announced. vehicles and long range fire fights are fun but close quarters battles can be just as, if not more, intense. they require a completely different play style. blown holes in walls in a tight space will require the ability to quickly adapt and find new cover while being aware of all your new vulnerable angles. (i could have worded that better, but i think it’s still understandable). I think the maps will provide challenges to players and teams in ways the larger maps can not.
I do agree that frag rounds are a huge problem though and they need to do something to fix them, whether nerf or removal. maybe replace them with beanbag rounds that temporarily stun the player as well as do a minimal amount of damage. that would add another layer of strategy and teamwork if one player is able to slow individual targets that can be picked off by teammates
anyway, props to DICE for trying something new. like i said, I can’t wait for these maps
(also, really? COD comparisons? I play MW3 and BF3 and find the experiences completely different and entertaining in their own ways. none of which have to do with how large or small the maps are)
Thank you, thank you so much for putting into works what is already in my mind, +1000 and an agreement with you. I played Battlefield 2 and on that game was where I learned how to play an FPS on the Computer. I got an Xbox this year and can’t afford a gaming computer and I got BF3 as my first game, and have played 1942, 2142, and the free Battlefields, loved all of them. I picked up MW3 for Xbox and hated it, I dislike Call of Duty except for Zombies. So, I am a Battlefielder, but I am looking forward to this Pack because it adds to the experience of being a Battlefielder, not making it CoD like.
I really like the end of the timelapse video, where there is just one corpse left lying face-down right under the fire sprinkler lol
It seems as though the only guns that are going to be added are COD guns, if you payed attention to the kill feed. @TheTweekMaster that would be nice.
The M4 is a “cod gun” the M16 is a “cod gun” really stupid to call them “cod guns”
Will you have the ability to change between pump and semi-auto on the Spas-12?
It can be seen on the kill feed at 0:54.
Guys dont worry!
Dice said people can now rent their own servers and in in all likelyhood there will be an option to ban the frag rounds! And if we are lucky then most dice servers will have them disabled also!
Funny, that u are talking about using ur sound, the sound is …. in bf3, u can run for like 10 min across a huge map with an E in ur tail, and the only time u hear him is when, u see his knife in ur face, sorry to say it, but BF3 looks great, gameplay is awsome, but very disapointing, when its comes to CQB where u need ur sound
u r right
Can we play any of these coop?
DICE, I like the changes in the patch, but to be honest, many of them (more than 50%) are ‘trivial’, in my opinion.
One of the most requested changes to the game has been ignored, yet again. That change involves a crucial, but very simple update on your part.
Players that want the mini-map to show enemy positions when firing, have the option of playing non-hardcore, but those of us who play HC exclusively DON’T HAVE THAT OPTION.
If the mini-map must be kept in the game for the purpose of 2D spotting…..DO NOT SHOW ENEMY POSITIONS WHEN THEY FIRE IN HARDCORE, silencer or not! ONLY show them on the mini map if they are spotted by a MAV. I would say to just axe the map altogether in hardcore, but I realize it’s necessity to the recon’s 2D spotting ability. Also, by doing this, you’d make the recon’s spotting much more important/exclusive. Right now, that’s not the case, because people are showing up all over the place when they fire anyways.
For those of you who may respond to this by saying “just use the silencer/suppressor to stay hidden”………I shouldn’t have to! I love the sounds of the weapons without suppressors, they have that visceral ‘pop’. I also want the full range and damage of the gun as well and plus, I’m sure your sound designer wouldn’t be that happy if all the gun sounds that you brilliantly sampled for the game…..just went to waste! What is the point in that?
THERE IS STILL A DISADVANTAGE IN USING A NON-SUPPRESSED WEAPON OF COURSE, and that is that my gun is loud and I can be HEARD by nearby enemies. So you see…. there is still a handicap/trade off in not using a suppressor, so this change wouldn’t make them useless or obsolete. You should only be able to be heard, not seen on the mini-map as well.
Please, take a poll amongst hardcore players. I’m sure you’ll find that this opinion is of the majority.
Thanx.
I’ve read most of the comments now, and one thing I would like to see on this dlc would be a “staged” battle…
First you take the ground around the building, when that’s secure your team moves on inside for the battle to wipe out ALL enemy resistance…
Tanks, planes, Helis whatevs outside, when you come inside its over to CQ all the way…
For longer game they could add second or third building…
The building itself being the “flag” each floor the more you owned the flag… I would’t mind a bit of loading between, but if you only wanted to be outside with big maps you could choose that (defending the flag)… And if you preferred CQ, you on go ahead… (Capturing the flag) Could do the same for rush… Mcom at level 15 of 30 so you had to fight your way even if you landed on the roof…