GP: Considering this is the first time a Battlefield game has had a proper single-player game; during development what would you say was the focus between multiplayer and single-player? Was there a 50/50 focus here?
Troedsson: Battlefield: Bad Company is the first game in the series to include a true story and character driven single-player campaign. Since this is a first for us here at DICE we’ve of course spent quite some time on this. However, a Battlefield game wouldn’t be a Battlefield game unless the multiplayer was spot on. So we’ve more or less had two large groups of developers working in parallel, one for the offline campaign and one for the online experience. The result is a solid offering with the best of both worlds.
GP: Battlefield games are famous for lots of diverse classes in their multiplayer. Will the player also get to choose a specific class for single-player? How does that work?
Troedsson: You don’t have to choose your class when playing the offline campaign in Battlefield: Bad Company. Rather, you just pick up whatever you need. The kit from any killed enemy can be scavenged and used, and there are tons of collectible weapons and powerful gadgets scattered all around the map (ties into the achievements of course).
GP: Most of the videos have shown the same environments so far. What other kind of environments can we expect to see in the game? Will there be night time levels or different weather effects?
Troedsson: The idea with the single-player campaign was to have the guys in the squad embark on a road trip, an adventure within the war. This crazy ride, dodging the three fighting super powers as well as the lethal mercenary and his minions, will take them on a journey from Eastern Europe, into and through Russia and finally leave them stranded in the Middle East. This means that the settings vary quite a bit and this is further enhanced by the game engine that features dynamic weather which changes the visual during the actual missions.
GP: We’ve heard that up to 90% of the environment may be destructible. What will remain standing?
Troedsson: The destructible environments are the key new innovation in the game outside of the core elements of the multi and single-player experience. It’s not just there for eye candy (even though it looks really savvy) but the idea was more to evolve the way shooters are played second-to-second. Battlefield was made famous by the sandbox experience where vast landscapes, tons of various weaponry and of course fully drivable vehicles being key elements. The basic idea is that the sandbox leaves a lot of creative (and completely non-linear) choices to the player. With the introduction of destruction this freedom has just taken a huge step forward and the tactical options offered are greatly increased.
GP: Why did you decide not to launch with a PC version, when previous Battlefield titles have always been available to PC gamers?
Troedsson: We made the decision to focus on the next-gen console in order to make the most out of the Xbox 360 and PS3 and create a true console version of Battlefield. Since we don’t believe in straight ports we didn’t feel that just pushing the same experience over to PC was the right way to go. So many things need to be honed in order to suit the PC, everything from UI, Persistence and most importantly, the controls need to be specialized. However, Battlefield was invented on PC and players on this platform should not fear, we haven’t forgotten about you.