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Submitted by Gwynne Dixon on February 24 2011 - 17:49

TVG speaks with Codemasters' Tim Browne about the incoming thrid instalment to the Operation Flashpoint series...

In October 2009, Codemasters successfully reclaimed its Operation Flashpoint series after eight years without a sequel. The release of Operation Flashpoint: Dragon Rising retained the hardcore, military-sim styled gameplay of the original title and once again illustrated just how ludicrously unrealistic games like Call of Duty really are. Now, the Operation Flashpoint dev team is focusing on refinement, accessibility, and polish in this latest instalment, Red River. Tim Browne, Codemasters' Principal Game Designer on the project, spoke with us about this and other improvements to the series at a recent press event in London.

Operation Flashpoint, as a series, is well renowned for its difficulty and realism, but could this be seen as a barrier to most gamers in contrast to all the run-and-gun, blockbuster FPS titles out there?

So, one of the core things about Flashpoint is that everyone thinks about the fact that one bullet can kill and it's a very hard game, and we didn't want to change Red River too much from Dragon Rising in that respect, so a single bullet can still kill you. What we did look at was the accessibility of the game, so for people who had difficulty with it, we've made it easier for them. Certainly, with Dragon Rising, the tutorials were more of a page of text and it taught you but, if you skipped it then that was it. This time around we've been very serious about tutorials - a lot more thought has been put into them, they guide the player a lot more, we use help text as well so rather than just a hand coming up to say, 'you can interact with this', now it will say, 'press this button to do this'. Little reminders come up, like when you're running low on ammunition, 'press X to reload' and that kind of thing.

Obviously this is on the easiest difficulty level and we heavily focussed on player choice, so we're well aware that some people would be disgusted that we're telling them how to do stuff because they're the hardcore or FPS games are very much ingrained in them. We allow you to play on the easiest level but we also allow you to turn all of the HUD off and turn all the help/tutorials off. The whole point is player choice and a customisable HUD. Obviously you can play on hardcore if you want - it's entirely up to the player if they're into the hard game, hardcore is still there and it's still just as hard as it was in Dragon Rising because, although some people found it too hard, some people also loved it and we even had some people saying, 'Can you make it harder?' And we've been careful about how we've balanced the game but I think what you'll see in Red River is a lot more of a polished, solid game - it's a lot more accessible to a new user.

How far do you think Dragon Rising went beyond the series' niche appeal and how much are you looking to expand that with Red River?

Something that we've always said with red River is that it's a tactical shooter. It's not a tunnel shooter; it's not particularly arcadey compared to other tunnel shooters on the market that are coming out and have been out recently. We wanted to make more of a thinking man's game. A lot of people now have got a little tired of certain games where you don't really have to do anything to complete the first mission. We've seen the reaction and we know that what we're doing is something for people who want more of a challenge. This is why we wanted to make the game more accessible, to allow people who are maybe used to the really arcadey shooters - because our game is harder - to allow them easy access to the game to get used to it, but also to offer a challenge.

If you go run-and-gun style into our game, you're probably not going to get far. What we've found with people playing the demo that you will have a go with, is that often the first thing they'll do is treat it like some of the arcadey shooters. All it takes is to be shot a couple of times and be dead or take a wound and go, 'Christ! I'm bleeding already; I need to run away'. You can't just be shot and carry on shooting - you'll get shot, you'll have to react, and you can't just fire back because in real life, the first thing you'll think isn't 'I'm going to shoot back', it's, 'What's going on?' So it's a bit of a wake-up call but, that said, with the niche that we're carving out Dragon Rising was the early carving as it were, and now we're making a more refined element with it.

I think that on a sliding scale you've got military sims on one end and you've got arcade shooters on the other end and we were, with Dragon Rising, closer to the military sim than the arcade. We're now around the same area that we were but we're also carving out a bigger chunk, so we're allowing it to be more accessible for the people who are more used to arcade shooters but there are certain things we will not change. A single bullet can still kill you; it can still be quite unforgiving, but we want to let the player know what they've done wrong and teach them how they can do it right.

The story appears to touch on more real-world events and conflicts this time around, whereas with the previous game it was set on a fictitious island with a kind of distant reference to global oil disputes...

We looked at potential hot-spots. A lot of people say that if China and America go to war then it will be World War III and that kind of thing. Personally, we as gamers were a bit tired of the usual, 'Oh, we're fighting the Russians again' - that sort of thing - and we thought it would be quite fun to have the United States teaming up with the Russians because it's implied in Dragon Rising and who's the superpower to fight against? The PLA - it would be quite cool to fight against the Chinese.

But yeah, you're right: it was set on a fictitious island. This time around, we've seriously looked at what could happen in Afghanistan and our game is again set slightly ahead into the future - 2013 in Tajikistan - and there is actual fighting going on there now, which there wasn't when we came up with the story but things are progressing, slightly scarily so... That said, we wanted to create something that was a believable future conflict but we didn't want to just base it in Afghanistan fighting against the Taliban or an unnamed enemy. This is why, in this game, we thought it would be good to have insurgent involvement but also have the PLA that you fight against later on. I won't spoil too much of the story but it's now three factions fighting.

The trailer you showed was eerie actually, where it had a map of the Middle-East and the populace of various nations rising up against their rulers. I mean that's timing, right? Given the events of the last few weeks...

Well that video, believe it or not, was written well over six months ago; it was produced  4-5 months ago and it was actually made externally by a company. It is slightly scary - the recent events; what's going on (although obviously not about Tajikistan) - and this is why we've been careful about where we base it and what we base it on. But also, as you've seen in that video (and this is not what we're predicting) we were looking for a potential event that would trigger massive involvement and why the PLA would be fighting the insurgents and, as you saw, the attack at the Olympics which is next year...

Let's hope that doesn't come true... [The video illustrated two Chinese athletes being shot on the running track of next year's Olympics]

Well absolutely. I wouldn't be happy with that; obviously you can't stop that. Again, it's one of those things where we've tried to have a fairly authentic feeling to the storyline but obviously set in the future and let's just hope it doesn't come true.

I was just playing Homefront, and it's a very different game obviously, but I was looking at the introductory video thinking, 'Well, some of this stuff is kind of already happening!' There's a sort of suspended disbelief to it.

But you've got this more real-world setting that plays off current conflicts to a degree. This is something that Medal of Honor got into trouble for last year (obviously this was more of a multiplayer thing with people fighting as the Taliban) but are you worried that Red River could attract similar controversy?

I don't believe so. I don't think similar parallels can be drawn really. The player doesn't get to play as the insurgents or the Chinese; they're fighting against both of them. The game is co-op, it isn't player-versus-player (PVP); this was a deliberate decision. We've heavily focussed on the co-op gameplay this time around and I don't think close enough parallels can be drawn so I really don't think it will be an issue to be honest.

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By: Anonymous

Added:Thu 26th May 2011 14:22, Post No: 13

The idea of forcing the player to go online to be able to save the game sucks. I wonder whose idea it was. Really hate to say this but Flashpoint series keep disappointing:(


User avatar
By: Anonymous

Added:Sat 14th May 2011 22:16, Post No: 12

big let down too linear, AI dumb both enemy and squad they lack some real basic tactics and skills. Too much time sitting in the back of transport listening to some [#@!?] spout pointless crap. Only vehicle you can use is a  the humvee.No player v's player online. No more a military sim than Mario Kart is a F1 sim.
P.S why can't we have the British army used for a change rather than the bloody yanks all the time


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By: Anonymous

Added:Mon 11th Apr 2011 17:27, Post No: 11

a sick game for sick young people in a sick world 


By: freeradical

Added:Thu 07th Apr 2011 10:47, Post No: 10

@Post 9: I like your ideas, particularly the one about replacing squad-mates with 'green' recruits if they die during battle.

In Red River though, your squad will respawn at set points if they die during a level. Effectively then, you will start every level with all four squaddies regardless of what happens in the previous level.

That doesn't stop you from having to press on through levels with only a single squad-mate because the other two have died though - you are still attached to the squad and very aware that your decisions and orders affect them directly.

What Codemasters has done with Operation Flashpoint as a mass market game is fairly brave already. Perhaps if fans get behind these features then we can see the sort of idealised concepts you mentioned in future titles...


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By: Anonymous

Added:Thu 07th Apr 2011 05:00, Post No: 9

So the game is very emotional and deep due to the connection with the squad, correct?  What exactly happens if you finish your mission full of regret that your 3 squad mates perished in combat?  I'm just curious, because every other game I have played in the last 10 years will have you starting the next mission with the same squad, ressurrected.  Is this game different somehow?  

 

I highly doubt that Codies would go to all the trouble of recording hundreds of lines of dialog for each of the 4 main, named characters, only to allow you to let them die in the first mission and play the rest of the game alone.  Not to mention the balancing issues of having to play the entire campaign alone if your mates are killed in the first 5 minutes.  If they ARE indeed resurrected after each mission, then how the hell does that give you a sense of attachment, emotion, and loss?  

 

Don't get me wrong, I would LOVE it if either a) your squad mates are replaced by new, green recruits (with less skills) after they perish, or b) you must push on alone.  THIS would give some real sense of consequence and loss, since you would genuinely miss their banter and skills on the battlefield.  This is something that would actually make the game possibly live up to its Flashpoint name in the same vein as the old Ghost Recon games.  However, after playing dragon rising and reading about "perks" and the like from Red River, my hopes as a mil-sim fan are extremely low.  Only a demo would possibly convince me to throw money at another OP:FP game.


By: freeradical

Added:Thu 07th Apr 2011 01:44, Post No: 8

Nice point Garratt. Brothers In Arms was pretty big on sqaud commands too - perhaps a pattern is emmerging here...


By: Garratt Marius

Added:Wed 06th Apr 2011 16:14, Post No: 7

The games "Brothers in Arms: Earned in Blood" and "Conflict: Vietnam" not only give names and distinct facial features to squadmates, but they have actual personalities. Their deaths evoke quite a bit of emotion. In fact, nothing has even brought me closer to crying than the end of the game "Brothers in Arms: Earned in Blood."


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By: Anonymous

Added:Mon 21st Mar 2011 22:16, Post No: 6

Last chance hotel? Shouldn't that be saloon?


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By: Anonymous

Added:Mon 21st Mar 2011 21:05, Post No: 5

it must be totally free roam this time without restrictions like in dragon rising. if its not code masters will lose alot of support. last chance hotel im afraid.


By: freeradical

Added:Sat 26th Feb 2011 01:31, Post No: 4

Thanks Andrew.

So, I've gone hands-on with the Fireteam Engagements co-op mode for Red River, and there are a lot of options to customise classes in that (including the ability to select your primary weapon I believe, although I admittedly stuck with the defaults). I'm writing a preview of it all at the moment which is due to go live on TVG early next week...


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