![]() ![]() ![]() This is where things like hit registration, gunplay, visual clarity, and audio-visual feedback come into play. Part of this is the reaction time and coordination puzzle of spotting and shooting an enemy first or getting a headshot. To provide some context on the whole tactical puzzle thing, much of the value of an FPS game comes from the moment-to-moment decisionmaking involved in facing other players in different types of combat arenas. Let’s unpack these objectives one at a time. Generate emotional peaks that create the “only in Battlefield” feeling. ![]() Any Battlefield map must roughly do two things:Ĭreate a stream of engaging and varied tactical puzzles for players as they move across it. So, let’s start with how map design has worked in previous Battlefield games. The net result hasn’t been a complete destruction of the series (although BF2042 comes pretty damn close), but rather a slow decline in enjoyment and replayability that I think existed in the back of many players’ minds for a while.īF2042 just made this issue abundantly clear, just in case you haven’t seen the posts at the top of its subreddit - like this one with 10k+ upvotes titled “The maps in this game suck, man…”. So, this post will go through what exactly makes a Battlefield map work and how the recent Battlefield games have failed to follow that formula. Specifically, I think DICE might have had some trouble retaining map design knowledge as key design people have left over the years. The reason for that is that map design has arguably been on a downward trend for a while now and, unlike some of these other problems, I don’t think it’ll be fixed for the next instalment since there’s a fundamental issue of design understanding at play. Now, there are a lot of things that went horribly wrong from gunplay to UI/UX and sound design, but I wanted to touch on one specific aspect: map design. ![]()
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