Wednesday, October 28, 2009

Operation Flashpoint: Dragon Rising developer interview

Get some behind the scenes intel on Operation Flashpoint: Dragon Rising with Tim Browne, senior game designer of PlayStation 3 war shooter.

What are the basics of Operation Flashpoint: Dragon Rising in terms of plot and gameplay?

The plot is based around China invading a small island that has long been in dispute because it has vast oil reserves below it. Russia - who the island rightfully belongs to - asks for assistance from the United States of America who has a United States Marine Corps (USMC) ship on patrol nearby. The action takes place shortly after the initial Chinese invasion. The gameplay splits between fast-paced gun battles to a much slower tactical strategy planning element.

How does Dragon Rising help introduce itself and the genre to newcomers?

In normal difficulty mode we give the player lots of help. Things such as identified enemy locations, a wound indicator and a system which shows the player the best route to the next objective, the one with the most cover for example. We didn't want to hand-hold the player but we appreciated that a realistic tactical shooter such as Operation Flashpoint: Dragon Rising is a stern wake up call for people who have got used to being a bullet sponge and can magically heal if they hide from combat for a short period of time.

Can you explain some of the multiplayer modes?

Infiltration is a new twist of team based gameplay. We deliberately have the USMC at a disadvantage numbers-wise; they only have ten men against the 22 men that the PLA have to help defend the targets. However, to help the USMC we give them a lot more toys and firepower. The Annihilation multiplayer mode pits two equally matched teams against one another. We set the map areas where there are deliberate choke points, give both teams lots of weapons and vehicles and then let them fight it out.

How much detail and research had to go into the ballistics system for the weapons?

We spent several months in research & development before development even began. While doing this we spent time analysing bullet trajectories - as different bullet calibres and types have different ballistics - and working out how this will affect the game.

Did any of the development team go on short-term military training for research?

We didn't go on training but we did spend time with various experts including past and current servicemen. Also we had input from the USMC and had a very valuable testing day with over 100 Marines at the Miramar air base.

What were the most important things to portray in the game?

Authenticity was our key goal. We could have made a typical run-and-gun shooter but that isn't what the Operation Flashpoint franchise is about. We focused heavily on the realism aspect of what it's like to fight in a war. We didn't want to do any kind of Hollywood style action; instead we zoned in on documentary style footage and used that right from the start.

Were there any limitations you had to impose on Dragon Rising which ended up going against the desire for realism?

By including a Heads Up Display you're automatically removing some of the realism and feel; however these things are needed to make concessions for the fact that the player isn't really there. We have, however, proven that in Hardcore mode we can turn all of the On-Screen Displays off and give you a game that's as close to war as you'll want to get.

What are you proudest of in the game?

Many elements, really. The feel of the weapons, the fantastic audio, not to mention the very unique difficulty modes we went for. I don't think there are many games that can boast that the game you play on Normal setting is the same as the game you play on the hardest - as in damage and AI are the same. We're very proud of these things.

Were there any amusing moments which have happened during the missions you play-tested?

Plenty. I remember one time on one of the latter missions I was the last man standing and trying to defend my fallen teammate. If I could just halt the enemy advances for a short period of time I'd be able to stop him from bleeding to death and have a second gunman.

There was a group of enemies flanking me to my left behind a small barn. I knew where they'd be but I was running low on ammunition. I drew out a frag grenade and I meant to aim for the clearing just past the small barn. I managed to throw my grenade at the small barn rather than past it and all I could do was laugh in a panic as the grenade rolled back to my feet.

What sort of plans do you have in mind regarding downloadable content on PlayStation Network?

We have quite a few plans currently. We're not giving away any details just yet but there will be more information to come very soon...



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