Here, Rich Farley, creative director at Danger Close Games, talks about what’s in store for PC gamers and gives his take on the move to modern warfare in this exclusive interview from GDC 2012.
What were your goals heading into this game?
Rich Farley: We were really happy with our transition out of World War II and into the modern arena. We wanted to take our guys out of that microcosm that was just Afghanistan and then take it to where the fight is now. We wanted to focus in more on the Tier 1 Operators and how they work around the world right now dealing with these terror networks.
How did you work with actual soldiers in the development of this sequel?
R.F.: We had a lot of guys from that community on the last game helping us out. When we shipped the game, a lot of guys went, “Wow, these guys at Danger Close really got it right.” They brought more guys that were interested in talking to us and helping us portray their community in the right way, and in a way that more accurately depicts what kind of people they are. It’s really helped us having these guys available, almost daily, to be able to come in and assist with things like mo-cap, equipment, weapons, how they talk to each other, the settings and the storylines.
Can you explain how the multiplayer combat now encompasses more than just U.S. Special Forces?
R.F.: With our multiplayer, we’re honoring the international Tier 1 groups, just as we honored the American ones in the last game. Gamers will be able to play as different groups from around the world. We have 12 units from 10 countries, including the Australia Special Air Service Regiment, the Special Air Service from the U.K., the Polish GROM (Operational Mobile Reaction Group) and the German KSK (Special Forces Command), to name a few. We’re introducing multinational “blue vs. blue” team play, where the world’s best-of-the-best warriors go head-to-head in online competition.
How are you connecting the fiction of this game’s story to the real world?
R.F.: Everything in our game has a dotted line to something that actually happened, or to some story that was told to us by one of our consultants, or a combination of those things. It really lends a feeling of authenticity, and it paints a picture of what the current fight is for these guys right now.
Can you give an example of a “ripped from the headlines” mission that players will encounter?
R.F.: If you read up on that region of the Southern Philippines, Basilan and Sulu Islands, there’s a group called Abu Sayyaf. It’s a bunch of very bad people that over time kidnapped a lot of people, aid workers and such. And in some cases, executed them or captured them for ransom to further whatever their causes are. It’s a very real thing that’s happening down there that people don’t hear a lot about, and Tier 1 guys are there helping the military from that country deal with that threat. That’s what the hostage rescue level in the game was about.
What’s new in the gameplay department for Warfighter?
R.F.: We’re rolling out a few different things. We have a new door breach mechanic whereby players can enter and breach a room, just like Tier 1 guys would. They’re going to approach a door, assess it and see what’s going on with it. Is it locked? Is it not locked? What’s behind that door? They’ll be able to choose their method of entry, whether they want to kick that door down, breach it in some other way with an explosive, or throw a flash bang in or a grenade. It’s really going to change what happens on the other side of the door when they go inside.
How are you utilizing the Frostbite 2 engine to enhance the PC experience?
R.F.: It’s been great working with that tech. Just the visual fidelity of the stuff that we’re doing has increased so much. The lighting is amazing. The ability to have the amount of destruction that we featured in the demo; it’s not that it wasn’t possible before, but it’s made it so much easier. That’s what the techs built around for us to be able to dial in to: this micro-destruction. It’s just a beautiful engine, and the scale that we can represent in that engine is really well-suited to what we’re doing.
In developing the last game, you guys worked the single-player experience in Los Angeles and the multiplayer at EA’s Digital Illusions Creative Entertainment in Sweden. What’s it like having everyone together working together in Los Angeles this time?
R.F.: It’s amazing. You create the game with a really singular vision. It’s easier for us, as developers, to really keep track of it all and make sure it’s all on point in terms of parity on features, and making sure that it feels like one game and not a bunch of disparate parts.