Battlefield 2142

  • Platform: PC
  • Published by: EA Games
  • Developed by: Digital Illusions CE
  • Release Date: October 2006
  • Genre: Action
  • Multiplayer: Yes
  • Online: Yes

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Battlefield 2142 Interview

-- September 5, 2006 by: Chris Remo

Developer Digital Illusions CE's Battlefield 2142 is nearing its planned October release, and some players are starting to get a taste for the latest entry in the Battlefield series as the game's limited beta has begun. Recently, EA also held an event at its Redwood Shores headquarters to give various press and community members a chance to check out the game's Titan mode. Since the game mechanics are already fairly well known at this point and there have been numerous previews of Titan mode, I opted to seek out DICE producer Kristoffer Bergqvist to ask some fairly specific questions about the game, many of them suggested by Shackers.

Unfortunately, my voice recorder had other plans, and turned my wave file into a garbled mess. Thanks to the valiant efforts efforts of Shacker alias, to whom I cannot extend enough gratitude, the interview was returned to a semi-comprehensible state and I managed to decipher the following exchange:

Shack: We've seen Titan mode quite a bit. Are there other modes in this game?

Kristoffer Bergqvist: Yes, Conquest is in there as well.

Shack: Are you going for the Battlefield 2 type of Conquest with a large number of points, or is it more of a smaller number as in 1942?

Kristoffer Bergqvist: It will be a smaller number of points than in Battlefield 2, more in between where 1942 and Battlefield 2 were.

Shack: In 1942, there were maps that were more asymmetrical in terms of equipment and vehicles. Is that something you'll have more of in BF2142?

Kristoffer Bergqvist: Some of the maps are definitely asymmetrical, especially the assault maps. We've had asymmetrical maps ever since 1942, but we have to have a balance of symmetrical and asymmetrical maps. They have to be balanced, so we're testing them over and over and over for perfection.

Shack: Undergrowth is frequently used for cover, but the amount of undergrowth is dependent on the user's level of graphical fidelity. Is there any chance of a server-side option to standardize this?

Kristoffer Bergqvist: No, we don't. In BF2, it only renders undergrowth within a certain radius, say fifteen meters, so sometimes you have situations where players thing they are covered but they are not. So instead, we are making it so that undergrowth has less of a covering effect. It is more just for the look of the maps.

Shack: Will there be any other server-side options available?

Kristoffer Bergqvist: Yes, that scripting is still there.

Shack: Will an editor ship with the game?

Kristoffer Bergqvist: An editor will be available on release simultaneously with the game. Whether it will be on the DVD, I don't know.

Shack: Have you ever considered an officially supported out of game server browser?

Kristoffer Bergqvist: Of course we want to make it compatible with all the third party software that is out there, and if there is any other third party software that players want us to support, we will do that, but we do not have any plans to create one ourselves. We are more concerned with making the best game we can.

Shack: How's the buddy list work?

Kristoffer Bergqvist: The most important thing is that you can see if your friends are playing, and where they're playing. That's the main feature.

Shack: Some players noticed that when Battlefield Vietnam was released was that certain features weren't up to date with where Battlefield 1942 was at the time. Should we be worried about BF2142 not being up to speed with the 1.4 patch for BF2?

Kristoffer Bergqvist: I know what you mean. Battlefield Vietnam had a lot more in common with Battlefield 1942 than 2142 has with BF2. In those cases that there are features in the patches for BF2 are relevant to 2142, they are added, but just to clarify, the difference between 2142 and BF2 is huge.

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