The Xbox Community Network recently caught up with Tim Browne, who is the senior game designer on Operation Flashpoint: Dragon Rising which is due on store shelves in a matter of days. Check out the interview below, it’s definitely worth a read! Codemasters’ EGO engine has so far only been used for racing games. What were the challenges you’ve faced building an open-world shooter with it? The EGO engine is incredibly versatile. Until now the only games that have been released on it have been racing games, but the engine has been worked on for the entirety of the Operation Flashpoint: Dragon Rising project. This has allowed us to utilize its power fully. The same technology that gives players action-packed fast-paced racing in DiRT2 is being used to give us vast open landscapes, over 30km draw distances and the most realistic first person tactical shooter that has ever been released on a console. What was the toughest part of development? Was there anything that really surprised you? Operation Flashpoint: Dragon Rising was a very ambitious project. Not only did we set out to create the most realistic and authentic tactical shooter for consoles, but we also developed it for the PC. This was often very tough. Where on the PC you have the luxury of a hundred and two keys and a mouse to control the character or vehicle, on the console you’re limited to four face buttons, four shoulder buttons, a D-Pad and two analogue sticks, so there was hours of discussion over how to get the console controls feeling just right. Operation Flashpoint is in a crowded genre, but seems to have a lot going for it that’s really different to the rest of the pack. How hard was it to make the game stand out? Are you worried about alienating the ‘pick up and play’ audience by making the game too realistic? I think one of the key things that makes our game stand out from the rest is that it doesn’t treat the audience like a mindless “must kill and destroy everything” zombie. Operation Flashpoint: Dragon Rising is a thinking man’s shooter, if you will, far more tactical than most other shooters in the market. I don’t think this will alienate people who prefer the pick up and play game; I think our game is ready for them when they want a greater challenge. Speaking of realism, tell us a bit about the ballistic physics. Will we see wall penetration? Are the weapon ranges realistically accurate? What about shrapnel and ricochets? Is there any kind of aim-assist? The ballistics have been realistically modelled where possible. You’ll see bullet drop over distance, bullets will penetrate different surfaces and will lose a certain amount of power when doing so (we don’t just model the penetration). We do have ricochets in the game and we have a sort of aim-assist on the easier game modes. This just slows down the crosshairs when you move over an enemy to allow for a more accurate shot. This is particularly useful when you engage enemies that are over 300 meters away. What about camouflage? Do light levels, bushes and grass, speed of movement and the clothes your wearing make a difference? How easy is it for the AI to spot you? We kept the AI’s perception as authentic and realistic as possible. For instance, if you’re walking along a ridge-line you’re far more likely to get spotted than when walking lower than the ridge-line. Your stance can have a big impact on how likely it is you’ll get spotted. Also, all AI units have a line of sight; they don’t magically know where you are, so one of the key things in the game is that if you manage to conceal yourself after being spotted the enemy will have to hunt you down or go off to get reinforcements. The enormous open-world map sounds incredible! How free will the player be to explore, and is the entire map available straight away? The whole island is available and streams into memory, so it’s not something that “unlocks” as you play. The player is pushed further into it by the progress of the campaign. Your mission objectives will typically not wait for you, much the same as in real life, so the focus will normally be on the mission in hand. Typical missions will see you traversing a large area of the map. We know it takes 9 hours real time to cross Skira on foot, but how long will the campaign take roughly, if we do every mission? Most missions take, on average, around 40 minutes to 1 hour 15 minutes to complete. There is 11 campaign missions in total, and those times don’t take into account the addition secondary objectives or the bonus hidden objectives that the player will be able to complete. Also, we expect players to take much longer when playing on the Hardcore difficulty mode. Tell us a bit about the weather and day/night systems. Why was the rain removed? We heard as well that you’ve got some very impressive fire and dust effects! We have five different weather states which are: Clear, Cloudy, Foggy, Overcast and Stormy. Each of these has a full 24 hour day/night cycle, done in such a way that they blend seamlessly as the game ticks over. We run the time clock at x3 speed, so that in a typical mission with a 1 hour playtime, the player will see 3 hours pass, the idea being they experience more of the stunning lighting. With regard to why the rain was removed, we have very high standards when it comes to visuals and if we have to cut certain features to ensure the wider games’ quality then we are prepared to do it. We spent a fair amount of R&D time on the rain; however, it came down to us not having enough time and resources to do it justice. It also allowed us to pay full attention to the day/night cycle and the five weather states, which means we now have the stunning looking visuals you see in the videos and the game today. We’re having a bit of trouble getting our heads around the game’s open structure. Could you take us through a brief sample mission (or objective if that’s too long), giving a couple of different tactics/solutions? Say for instance there is an enemy emplacement on top of a hill and the objective is to storm the area and defend it. The player has many choices and has to sometimes think several steps ahead. They can attack and assault the emplacement from 360 degrees; they can choose to do a full-frontal assault (though that is likely going to end very quickly for the player); or they could storm up through a nearby forest, using smoke grenades to mask their approach. Another tactic would be to use artillery or air strikes to help them take over the emplacement, but then if they then need to hold this position they may then find themselves in a very tight spot. For example, using an air strike to clear the hill top of enemies will make the taking of the emplacement very easy, however, if while they’re hold that position an enemy tank comes to try and take it back (and the player doesn’t have any anti-tank weaponry at their disposal) they’re going to wish they’d kept that air strike. Players can replay a mission and choose to play it in a completely different way, and this is where Operation Flashpoint: Dragon Rising has far more replay value than some of the other more run-of-the-mill shooters that are in the market. What’s the story with the level editor, how come it won’t be included in the console version? Is it something that could be added through DLC at a later date, and would you consider that? We chose to not create a mission editor for the console version of the game a long time ago. Operation Flashpoint: Dragon Rising is a very ambitious project and creating a mission editor for the consoles would have created many difficulties during the development process. That said, we haven’t ruled out a mission editor for consoles for future projects and we’re aware that its one of the main things console gamers would like to see in a future title. What’s the save system in Operation Flashpoint? Can you save where you want to or is it checkpoints or something else? We use a checkpoint system. The difficulty you choose at the start of the campaign impacts on how frequently you’ll come across checkpoints. What about a demo, is that something we can expect? If so, when? There is currently no demo planned for the console version. And finally, what about the future? Could there be DLC? Will there be DLC? Hypothetically, what kind of content would you be interested in doing – just weapons and missions or potentially a new island with a new campaign? There is DLC planned and it won’t just be additional weapons and missions. We have additional game modes for the multiplayer planned also. I can’t say any more on other DLC plans as they’re not final, but we do want to support the community with lots of new content and we have some very cool ideas of how we’re going to achieve this. Jamal_Hernandez I think this game has lotsssss of potential. I use to play the operation flashpoint for pc and loved it and I have an xbox360 and when I heard operation flashpoint 2 was coming for the 360 I was amped but I quickly found out that there would be only 11 missions and NO level editor. Most of my friends, including myself have refused to purchase OFP: DR because of there’s only 11 missions and NOOOOOO level editor. I think ill save my money and wait for call of duty. SSGWright I bought this game from gamestop and I was impressed with the graphics and the size of the terrain but the game is a bit sluggish. Kind of disappointed there isn’t a mission editor though. NEXT OPERATION FLASHPOINT FOR XBOX: Better and more responsive squad controls and better friendly AI and How about the difficulty a little easier and a little less hardcore and how about a fully functional mission editor. Mission Editor would have made this game alot attractive. 2.5 out of 5 (Could have been a better game) jay__dee i am very dissapointed .. well i think the whole game was great but its just that there is no mission editor for console version which made me quite pissd off … i hope there will be an addon for this game .. like the mission editor// :(:( Gentlemen Dear ‘The Gaming Industry’, Please stop releasing unfinished games. Love, a mildly disappointed men. Roebuc I should have read about the 360 release first. I cannot believe the mission editor was not included. If I knew that, I would have spent less money on the PC version. OFP original is one of my favorite games of all time just b/c of the mission editor. It was a lot of fun creating your own mission and trying to achieve it. 360 community has tons of potential for a tool like this. How awesome would it be to create a mission and either play it with your friends or download a buddies mission. Granted that is a huge undertaking, but I figured since the 360 version cost more it would include more stuff. Dumb logic to use for the gaming industry I know. I hope the devs at codemaster read these reviews and will include it as dlc in the future. I also hope they do not charge the 360 community more money for a feature in the pc version which was included free. http://223rd.com DF 223rd MSG myself, and my team, and the rest of the tactical commuity has been preparing for this game and the abitity of a mission editor for years since the first day we’ve first heard of a second OFP to alow us and others who are very intrested in real world militlistic simulator to explor others like my team and the rest of the tactical commuinty who has ever played or heard of operation flashpoint for the xbox360 and not just for the pc version. A mission editor would have alowed us to create and unlimited amount of situations that such a real world miliary unit would engage themself in. due to the cercomstances i ask in the future flashpoint would have such for the community,and not just the tactical community, are very smartenough to use such as a map editor not alowing such in my own mind is an insult to the community thank you for your time Sincerly DF 223rd MSG 223rd Nothing Given.. Random Is there a mission editor yet?