![]() When you pick a location, the representation is important. How do you balance creating a battlefield that tells those real stories, with something that’s enjoyable for players? I don’t think anyone will make an Italian front WWI shooter anytime soon. They see levels and environments they’ve never seen before, and will likely never see again. Others may try to pick the ‘coolest’ battles, but we can go deeper into the detail and tell a more complex story. Nobody is going to recreate the Battle of Sabatino. If WWI is a theme, you can try to do too much, so we try to zoom into very specific battles. If you try to make a game about the whole war, you have to cherrypick. There’s many more battles and weapons to add to tell the whole story as much as possible. ![]() Have you become a bit of a historian in the process? So finding people with specific knowledge who are passionate about that subject is important. It’s not something that’s in books, per se. It’s not like you can go to a history professor and ask about Austro-Hungarian uniforms in 1915. ![]() They know lots about very, very specific things about the uniform – where every button goes on the uniform, for example. For weapons, there’s lots of YouTube channels that detail and explain where every screw goes, why and how it works.įor the uniforms, we talked to war reenactors. We have written material, and there’s lots of online material. When it came to the weapons, uniforms and the style of fighting, what were some of the ways you achieved that in the game? You can even recognise the shape of the hills in the game. The proportions of the landmarks are what they are in real life. They recognise the train station and the streets, because you’re recreating something from real life. And in the game, people recognise these places. When you visit, you really get the sense of scale and the important elements when you’re physically there. Not every single place, but you have to get the idea of the environment you’re representing. Were you going to these places to scout them out in the development process? All battlefields have their unique angles to approaching the same subject. There was vast expanses of forest, but it still had trench warfare. In the Eastern front, there was more room to manoeuvre. There were waves of humans fighting over the same plot of land and not advancing much. One would attack, then a similar counter attack. The Western Front was a meat grinder, back and forth. That’s not representative of the fighting and combat as a whole. That’s where most of the fighting took place for hundreds and thousands of soldiers, rather than a mountain peak where maybe a few hundred of dozens of people fought. That’s where we choose to put our initial focus. It’s very cool to make all these Alpine levels, but in the end, most of the soldiers fought near the sea. You can cherry pick what you want, but we try to build levels in where the fighting actually took place. One of our core pillars is to be as representative as possible of what happens. How do you begin to build a war zone? What are the components of that? It doesn’t jam all the time, which may have happened, but it wouldn’t be fun. Same goes for how you you operate your rifle. The respawn times are really fast in our game, and that’s unrealistic but it doesn’t mess with the authenticity of the of the situation you’re fighting it. There’s authenticity – are you in the right battle, with the right weapon and the right uniform? You can play with both parameters. There’s physical realism – how fast you aim your rifle, or walk around the terrain. It’s a subjective term, but you can break it down into into several subcomponents. Realism, though, means something different to every person you ask. ![]() That automatically steered the game into the realistic angle. When we started, the fanbase and the community expected something realistic. That’s an extreme example, but you get the idea. If you make a realistic level, you don’t have jetpacks in them. Did you always want it to have the level of realism that it did? Or did that develop over time through your experiences? We wanted build a game around World War I, rather than take a shooter and pour World War I sauce over it. We took something unique and made it into a game. It was always World War II and Normandy, never the trenches of Verdun. Was there something you felt was missing from typical war shooters, particularly those set in World War I and II?īattlefield 1 came out in 2016, but when we were making our game before that, nobody had made a World War I shooter.
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