Star Wars: Battlefront Dev Talks About the Importance of Graphics and Sound on Immersion, Gameplay is the Foundation of Battlefront
Star Wars: Battlefront has been revealed with an incredible trailer that uses in-game assets, and according to the team at DICE as well as to people who have watched actual gameplay the game graphics look identical to those seen in the trailer. Preorders for Star Wars: Battlefront are available for both the Standard and Deluxe versions.
Producer Jesper Nielsen shared a little insight on the game on Reddit. He defines the game as “incredibly fun and immersive,”
Of course it means something. Has it been overused? Surely. Just like innovation, etc. But those words still mean something.
In this case it really refers to the feeling of being present at those famous SW locations. Running around in the Endor forest is just so cool!
He explains though that in the matter of immersion is according to his own personal opinion and as he clarifies he has not played a Star Wars game before where he felt like he was actually there.
No, it’s my personal opinion. I’ve played a lot if not all Star Wars games. I’ve never tried one where I’ve felt like I’m really there.
This is not downplaying any other Star Wars games. There’s tons of great SW games, including the two previous Battlefront games. There were and are still very, very fun.
But I still don’t think this level of feeling truly present in those battles have ever been achieved before. Probably hasn’t been possible before with prior technical limitations.
In Star Wars : Battlefront graphics and sound play a vital role in immersing the player in the Star Wars universe
In another post he explains the importance that both the visuals as well as the sound and music, play in the immersion, and states that the sounds int the game are amazing.
No, it’s not all about the graphics. The visuals are obviously a big part of creating immersion, but so is a lot of other things. Like sound, as you mention. Oh, the sounds and music in this game… it’s amazing! I still think it’s what I love the most about it. Something so magical there.
But yes, content is also important. Will the final list of content please everyone or not? Maybe not, that’s always hard to do, but I think most will be more than satisfied : )
He continues to state why he’s sharing so much about the game, perhaps a little bit more than what he should have.
It’s not my job to sell the game to you. If you want to buy it and play it, great. If you don’t want to, then that’s fine.
Obviously I’m under “NDA”; I obviously can’t talk about anything we haven’t announced yet. I thought that people were already well aware of that?
And yes, fun and immersion is not very tangible and very subjective. But that doesn’t mean it doesn’t matter. Just have a list of bullet points of features doesn’t make a game great either; all those features could suck.
I’m just trying to portray my thoughts and impressions of the game; I am after all playing this several times per week.
I don’t expect you to just take my word and just think “oh ok, game is going to be awesome, no reason to worry now”. I don’t expect it to have that effect. I’m just trying to partake in the conversations, sharing hopefully some insights that you guys find valuable.Advertisement
He believes that once people get to try the game out they will be very pleased.
I completely understand a lot of the reactions – of course it can feel disappointing, frustrating, etc.
However I do think once people try it out, they will enjoy the game for what it is; an absolutely spectacular and fun experience.
Nielsen details why some systems and features don’t get implemented.
You also have to think about everything else in the game it ties into. Other systems, be it stats or something else. In huge game projects, taking on even the smallest new features is rarely a simple or small effort because it often needs to be very interconnected to everything else, and as with most things in game development, it can take a lot of time and iterations to get it “just right”.
He explains that reason for the AT-AT on Endor being on rails is that it is an objective and has to be going on a specific direction.
Just to make a comment on my statement here: – Please don’t speculate about what this means or doesn’t mean. All I can reference right now is the showcased gameplay clip with AT-AT’s on Endor that are on-rails. – Once you try it out and/or see gameplay, you will understand why it’s important they’re on-rails. They’re the objective and they need to be going in certain directions. – I’m sure the people who work on the game design here can/will comment on it down the right, but trust me, they are only doing their best to create what will be the most fun and exciting experience, and these are some very talented, smart people. Be skeptical, sure, but give it the benefit of doubt until you try it out : )
Vehicles will be receiving a lot of focus in Star Wars: Battlefront.
Yeah, I understand what you mean. Don’t think I can say anything other than a) vehicles are receiving a lot of focus and b) this is not a Battlefield port, at all.
Nielsen explains why quality is better than quantity.
I totally get the concern. I really do.
But ok, let’s look at it like this – and please don’t misunderstand my analogy! A game like Counter-Strike has been played for years and years. It’s not a huge arsenal of weapons, there’s only a few game modes (mainly just two being played) and the amount of “popular” maps that are played are few.
In Battlefield, the far majority of people play on a small selection of maps and game modes.
So what’s my point? Well, I’m just saying that when a game is done just right, you don’t necessarily need a lot of content. Does that mean it won’t have a lot of content? No. Obviously it can be hard to predict which maps or modes will be the most popular and played endlessly, so you need variation in what you deliver. And we will have a lot of content, yes.
But the funny thing is still that in a lot of games, it’s actually very little of the content that’s used a whole lot.
Star Wars: Battlefront has gameplay as its foundation, and according to Nielsen the game is fun.
But when did I say gameplay was not important, or not the foundation? It’s absolutely important, and it’s absolutely the foundation. This game is fun.
Star Wars: Battlefront will be released on November 17 2015 for the PlayStation 4, Windows PC and Xbox One. We will bring you any new information as soon as it becomes available. Be sure to check out our previous Star Wars: Battlefront coverage as well as the latest teaser trailer for Star Wars: The Force Awakens, which opens in theaters on December 18.