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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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[...] 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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[...] 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 [...]
[...] to be played with the Rush gametype, according to a post from lead designer Niklas Fegraeus on The Battlefield Blog: ”We understood quickly that Rush, being a large and progressive mode that takes you on a [...]
[...] 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 [...]
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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 [...]
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even if the modes included on this dlc end up annoying thanks to nooby types, it’ll most likely be fun anyhow. plus we get new weapons!
I am in total agreement with ryugen1337 below. It is an opportunity to access a variety of maps (not just large outdoor ones) to widen our gameplay experience. The big maps are not going anywhere; BF3 will still be BF3, but with the addition of smaller maps. I welcome the opportunity to play on these new indoor maps as they will provide a different gameplay style and will require new strategies.
BF3 is not losing it’s flavour, it is refining it. If money is an issue, or you think BF3 is getting too much like the COD games then don’t buy it. I believe that Dice have a winning formula here and I am in total support of them expanding on it to take out the competition and win a larger audience. I play COD games as well as BF3, so I am far from being bias.
Large maps are what made the Battlefield game, and are essential when you have playable vehicles involved. Although hugely enjoyable, not everybody wants to play with vehicles and large maps all of the time. I certainly find myself playing the Noshahr Canals and Operation Metro maps more often, simply because they provide more instant fast-paced action. Also, there are servers that run these games on a shorter timescale, which is perfect for somebody like me who has a busy work schedule.
Don’t get me wrong; I love playing the big maps in conquest and rush modes when I have the day off or when I have friends over, but having the choice to play a quick game of team deathmatch on a small map when time is an issue is a great asset to the Battlefield game.
In my eyes Close Quarters is a welcome addition to the BF3 game and I will certainly buy it on the day of release. I feel that BF3 has always had so much more to offer than the MW3, and now with the release of Close Quarters it has matched if not surpassed MW3 in terms of instant arcade action!
All Dice need to do now is seriously consider including a split-screen mode by the time they release BF4. This will most certainly attract a wider audience, of whom many enjoy sharing their gameplay experience with family and friends. The reason MW3 had such huge sales was not just down to it’s fancy marketing campaign and media exposure; it was also because MW3 allowed gamers within the same household to share their experience simultaneously.
I own both a PC (Alienware laptop) and PS3 console. I had tons of enjoyment playing MW3 on the PS3 in split-screen mode. Nevertheless, I think BF3 on the PC is the most amazing multiplayer game I’ve played. I only wish game developers would seriously consider providing split-screen modes on the PC. I connect my laptop to my large HDTV all the time and the BF3 display is visually stunning, but it seems such a waste that with the screen size and high resolution available a friend or relative is limited to spectating only, or in the very least sharing a mouse and keyboard between us.
So, if Dice are reading this (and anyone else for that matter) please take into account that gaming is no longer the lonesome activity it once was; with its ever-growing popularity video gaming has developed into a common form of social entertainment for all ages (and genders), and provides a healthier alternative to a drunken night out with the boys, as well as a cheaper alternative to eating out with the girlfriend. Oh, on that note; where is the female character appearance for the BF3 kits? Female soldiers do exist, and so do female gamers! Why not beat COD to it and include a female soldier in the Battlefield game…
I agree with everything except the female appearance kits. Well first of all, BF3 needs face changing kits. I don’t like the BF3 default characters that much. For instance, the american assault trooper. there are black soldiers but not every single assault trooper should be one, I think we should get to choose the race and face of our character. Not full face customization but at least a few different faces and races, And of course uniform customization. But the female appearance pack is a big no no. Yes there are female soldiers but very few, like my point with the black soldiers. Yes there are female gamers too, but very few. You know what will happen if females are an option, there will be female characters everywhere cause lots of men can’t resist playing a female. Think about MMOs, 95% of female characters are just men playing as females. And also, why would you really want to kill a female soldier anyway. Yeah we kill females in MMOs and certain other games but those games are no where near as intense as BF3. a female soldier in the intensity of BF3 would seem out of place, and killing females as instantly and relentlessly as done in BF3 just doesn’t seem right. not to mention they will be everywhere and make the game a lot less satisfying. People are complaining about BF3 turning into CoD but you seem to want to turn it into a korean MMO. That would be against everything BF3 stands for. And why would we need to be a female character anyway, we only would see her hands anyway. Which brings me to my next point. character Appearances in general are mainly for 3rd person games anyway, in BF3 we don’t need our character to look appealing to us because we don’t see it. And the characters we see on the enemy team we just shoot. Its mainly just for target identification. the camo is for tactical use, our character still looks the same but just harder to spot in the right environment with the right camo.
Lmao – i really laugh hard when i see you guys shitting your pants about “ohmigosh its becomin liek cod ololo”.
Seriously those developers are giving us the OPPORTUNITY to play many games with 1 game. It’s not like we’re being forced to play the DLC. Furthermore it’s not the last DLC BF3 has to offer.
And if anybody thinks that RPGs, Claymores and whatnot are teh lame – Get your own server and disable the weapons.
I’m looking forward to all the opportunities (not HAVE TOs) the devs are going to give us, because i think that playing the same three maps all the time is getting quite boring ;).
Frag on.
Re: “Get your own server and disable the weapons.”
I did not realize we can disable any specific weapons?!? Can you enlighten me on how to do that on a Ranked Server…Thanks in advance!
There are scripts you can run on a server to, for example, make a player die out of bad luck when killing another player with a shotgun, m320 or whatever weapon you dont want on your server. I admin a server which is set to TDM where M320, claymore, snipers and shotguns are banned and if you kill anyone with the banned weapons you get killed yourself and get a warning, after 3 warnings you’re kicked from the server. We’ll for sure run a server on close quarters with certain weapon restrictions and I’m sure alot of other servers will too. I think you can setup this via procon or warcon.
I stopped playing COD because I was sick of their shitty maps well at least Karkand is good other than the weapon glitches I seriously doubt I’ll buy this
call of duty HAS NOTHING ON THIS!!!!
So there will be footsteps in bf3?. Also RPGs, 40MM, claymores and other crap will make this game mode that of insta-death most likely. I hope you guys really do not think we love metro just because there are many servers running the map. The only reason people play metro is to unlock weapons/gadgets faster then move on to other maps. Metro, Bazaar and the other paris shit map is crap and in no way honoring the traditions of battlefield. We want big maps, lotsa vehicles, night time maps etc. Not CoD map packs.
Kellis is right, most players go on metro to deploy their ammo and health packs and rack up quick kills fast. But what I think most BF players like is the vehicle play and wide open maps. Just to be fair I think these developers are hardcore gamers and have a viable idea and I am sure it will be mostly bullet firing weapons because they don’t want a hugely destructable world to be torn away instantly with explosives. Maybe next expansion we can have a wide open tank battle map pack!? And speaking of hearing foot steps: I can never tell whether a jet or helicopter is in front of me or straight above me or right behind and above, it sounds the same.
Just want to add that in battlefield 1942 there were some huge maps like the English channel one where you would get in bombers and fighters and fly across. And some desert maps where you would drive for what seemed like miles and miles to get to the next capture point. It has been what? Ten years since then? I would play Bf 1942 on a Pentium II 64 mb video card with 384 mb sdram EMachines pc. And I thought it was the shiznit. Your games now might look a little prettier, but the programming I think is lazy because the old school guys sure wrote code that would make a dinosaur computer rock! You guys are relying too much on the hardware, me thinks. I am playing on an almost 2 thousand dollar system now and there are way too many glitches to justify the expensive hardware and programming excuses. Every time you add a feature to the game you say get the next thing like a six core processor and the nextgen video card. Write better code. And remember we used to play on dial up modems. So now we have over 100 times that speed on high speed internet and it still lags. Not where I thought we would be. As I write this I feel myself feeling angry and cheated. Maybe you should go back to your internet cafe and stick to playing the games instead of programming them. Maybe the frostbyte program can transform itself into frostbyte 3 and program us a perfect game since it seems to be doing all the work anyway.
Kellis i gonna let you know right now that not everyone plays Metro to power level. When I get in a game of Metro, my serious levels start peaking because i know this is where things get intense. I genuinely have fun playing in tight quarter areas. Wide open maps with tanks and helicopters are fun too, but every soldier has their own niche. This new map pack is reaching a hand out to those who love the adrenaline pumping goodness of a blazing cqc. What’s wrong with that? Are you mad that more people are going to enjoy the game? Why can’t DICE try to appeal to everyone? They’ve given you many open maps with tanks and jeeps and good stuff. People exist on the other end of the spectrum too you know.
Don’t say “we” like you’re representing everyone. Your opinion is great, but not everybody shares it.
Whats going to make this dlc a piece of shit: frag rounds,m320s,claymores,and rpgs
Yes they should eliminate them from this game mode.
the thing is this is a good map pack and people need to get it into their heads that its difficult to make a game/DLC and that just because you don’t like the DLC trailer for close quarters doesn’t mean everyone will hate it and you shouldn’t say to people “don’t buy it” like you have played it already…
THIS DLC IS GOING TO BE AMAZING I CAN’T WAIT :)
Call of Duty: Modern Battlefield
lol
This would be great but there will be so much USAS-12 frag noobs! That is going to be so annoying!!!
Could not agree with you more, suppor suplying ammo and an arsehole bang bang bang with his USAS-12, fraggfest.