[MyIS]Spawndemon
04-04-2008, 09:22 AM
The guys over at Rock, Paper, Shotgun (http://www.rockpapershotgun.com/) have recently posted up a new interview with James Salt, Lead Designer of Battlefield Heroes (http://www.battlefield-heroes.com/). Check it out below:
Lazarii: What inspired you to go with such a bizarre, new aesthetic for Battlefield?
James Salt: Ah, the Team Fortress 2 question! When we started with this, which wasn’t too long ago – it was like nine months ago – there was one render of The Heavy [from TF2] that was released. And we were like, “Wow, that’s interesting!” But the reason we chose our art style was, it’s more accessible, it’s a fun place to be. We wanted it to be nice, rather than some sort of horrible future. We wanted this nice art style that was a nice place to go hang out for your lunch break, rather than a depressing future like 2142 kind of was. We wanted somewhere that was nice to go to. The other thing is that we wanted a really low system spec, lower than Battlefield 2. We just want to try and get it out there to as many players as possible, as the internet’s connected to everything. And if we can get it to work on your computer, that’s good for us! So, a low system spec works better with a cartoon style. If you look at the Frostbite engine and the high resolution textures over everything, that doesn’t scale down too great. It doesn’t look good on a low-end machine. But with the kind of colours we have for our art style it looks good on low-end machines. And if we didn’t have that cartoon style, then we had a realistic WW2 game, which I think we’re all tired of now.
To check out the rest of this new interview, be sure to visit here (http://www.rockpapershotgun.com/?p=1446).
Lazarii: What inspired you to go with such a bizarre, new aesthetic for Battlefield?
James Salt: Ah, the Team Fortress 2 question! When we started with this, which wasn’t too long ago – it was like nine months ago – there was one render of The Heavy [from TF2] that was released. And we were like, “Wow, that’s interesting!” But the reason we chose our art style was, it’s more accessible, it’s a fun place to be. We wanted it to be nice, rather than some sort of horrible future. We wanted this nice art style that was a nice place to go hang out for your lunch break, rather than a depressing future like 2142 kind of was. We wanted somewhere that was nice to go to. The other thing is that we wanted a really low system spec, lower than Battlefield 2. We just want to try and get it out there to as many players as possible, as the internet’s connected to everything. And if we can get it to work on your computer, that’s good for us! So, a low system spec works better with a cartoon style. If you look at the Frostbite engine and the high resolution textures over everything, that doesn’t scale down too great. It doesn’t look good on a low-end machine. But with the kind of colours we have for our art style it looks good on low-end machines. And if we didn’t have that cartoon style, then we had a realistic WW2 game, which I think we’re all tired of now.
To check out the rest of this new interview, be sure to visit here (http://www.rockpapershotgun.com/?p=1446).