Star Wars Battlefront (SWBF) is the most angering game that I’ve played in years. Its predecessor is and was one of my favorite games of all time. I played hours of the single player, Galactic Conquest mode. I may have gotten more playtime out of that than almost any other game on the Playstation 2. I did play some of the online modes and it’s actually the reason I purchased the network adapter for my launch-version PS2. The hero battles and fleet battles of Battlefront 2 were my introduction to online gaming.
I loved the online competitive aspect of Battlefront 2. Nothing I say here should be considered a condemnation of those aspects of the new Battlefront. The problem for me lies in that those aspects of the game are not well designed enough to justify the exclusion of a TRUE single player mode. It makes me wonder what they were doing with all of the development time that they had other than making things look and sound pretty (which they very much do). While my largest complaint about the game is about what they did not include, let’s start by taking a look at the game that they did provide.
The overwhelming bulk of the game is an online, team-based, objective-based, multiplayer shooter. The skeleton of the game is great. The main two modes, Walker Assault and Supremacy are very sound. When you look at the game beyond those basic modes and the moment to moment shooting mechanics, the game quickly shows why it is so easy to be disappointed.
As a multiplayer, objective-based team game, one would think that team coordination would be the key to success in the game. In a misguided attempt to combat the often toxic communities that inhabit online games, SWBF only allows voice communication between party members. That means the opportunity to coordinate teamwork is non-existent unless you come to the game with premade group. A coordinated group will almost always steamroll a team of uncoordinated lone wolves. The idea that a team running into a coordinated group (or just a better team) would not have a chance to counter through on-the-fly coordination of its own is an insane design choice to me. Sure, you could form groups for each game, but you would basically have to do it for each game, adding and removing players that leave, join or change teams. That is completely unrealistic.
On top of the fact that they did not put any voice communication in the game, they did not even provide any canned communications such as a “defend here” or “attack here” automated communication or emote. I understand that they made a design choice to try and deal with the often toxic communities that develop around online games, but in doing so they have completely undermined what their game is supposed to be. Instead of letting the players use the opt-out option that was the “mute” function, they have created practically insurmountable barriers to opting into communication. They were not done undermining the game yet though.
If the almost complete lack of in-game communication does not encourage team play, the way that the game tracks and highlights statistic actively encourages deathmatch style play. The first and most prominent state you see after a game is who scored the most kills. Kills are not how you win in most modes of SWBF, so there is no reason it should be highlighted as it is. Attacking and defending objectives should be the primary, if not dominant statistic and basis for individual reward. The only reward for team play in SWBF is winning, and too many people seem to want to play games like these for individual personal statistics and glory more than winning. Players should be penalized for playing objective modes like a deathmatch, and they should be rewarded for playing the game they way it was designed. Don’t like it? Go play deathmatch!
Then, there is the actual team construction. I know that matchmaking is difficult and there are not many games that manage to get it even close to right. In a complicated team game like SWBF, there is no way to call the task easy. I’m not sure how hard they tried. Every game seems to be a romp, especially months after the game’s release. One team typically steamrolls the other team. Then, the sides switch and you do it again in reverse. There is no team rebalancing, so there is usually an exodus from the losing team which just compounds the problem.
DICE has sabotaged multiplayer at almost every turn, which is nearly criminal since there is no legitimate single player mode to speak of.
The PS2 game had an actual single player campaign (which I probably played but do not remember), as well as a “Galactic Conquest” mode, featuring a galaxy map and some basic strategy elements. Players maneuvered their fleets around the galaxy, fighting battles for planets and in space (more on that later) in order to move through the galaxy. Galactic Conquest provided me with countless hours of fun before I ever bought the broadband adapter for my PS2.
| Galactic Conquest Galaxy Map |
A decade later, I cannot retreat from the mess of the online game to play any single player version of the game with any meat. Of course, you might not notice the difference between online and offline play, since the communication level is about the same. Instead, the closest thing they give you is a crappy version of the “Spec Ops” mode from Call of Duty. So, if you want to play the actual game, you have one option: hop online with the voiceless humans who might as well be AI for all it matters. As unfortunate as that is for its own sake, it turns the game into a meat grinder if you, God forbid, you fail to play for a week or two. I do not know anybody who has been able to step away from a multiplayer shooter for any notable period of time and not fall behind the curve. For those of us who are not good at them to begin with, step away for a month and you might as well sell the game for all the fun you will have if you try to go back. (This happening to me with SWBF is actually what prompted me to get angry enough to write this, in fact.)
In fairness, the “falling behind the curve” problem is not unique to SWBF. Most other games in the genre at least TRY to have a legitimate single-player component. It is not even as though DICE had to reinvent the wheel. They had the perfect template for what to do with Battlefront 2. Instead of paying any homage to the heritage of the game and solving one of the genre’s massive problems in the process, they doubled down. They even had a more modern inspiration they could look to in the form of AI soldiers akin to the “creeps” we see in so many MOBA inspired games. In a game like SWBF, creeps could fill out the battlefield and give less skilled or acclimating players a way to be useful. None of that was mutually exclusive to what DICE wanted to do with the multiplayer game. Hopefully DICE can take the hint that the game people have been asking for for 10 years is actually the game they wanted and that the game they gave us is not. I have my doubts, as the game sold through the roof and that would be all EA would really care about. On the other hand, they may recognize that they only get to ride on nostalgia once.
There are a series of other issues that do not warrant detailed analysis, but I cannot ignore:
- The token system for power-ups and vehicles was a mistake. In a game so focused on getting the look, feel and sound of Star Wars right (and doing a FANTASTIC job for the most part), arcade style power ups are utterly immersion breaking.
- The time spent on numerous game modes was completely wasted. The time would have been better spent on more maps and planets for fewer core modes. Those would be far more enjoyable to far more people than several niche modes that few people actually play.
- If they were going to include a bunch of additional modes, the absence of space battles is just dumbfounding. It was abundantly clear to anybody paying any amount of attention that space battles were a big deal to people excited for the game. DICE was clear relatively early that they would not be in the game, but they seemed to think that their ship combat offering would scratch the same itch. They didn’t. The dogfight mode they did make was so shallow that it makes me wonder if it was tacked on after the internet blew up over the lack of space battles.
- The abandonment of a true class system was a mistake. The inclusion of support classes would be another way for those getting back into the game, or not that good at it to begin with, to be useful. Since support mechanics require teamwork, the elimination of classes probably became all but a requirement once DICE decided to basically eliminate voice communication.
I have no idea what goes into making a game. To a certain extent, I do not care. What I care about is the end product. SWBF is a disappointing end product. EA and DICE are two of the most accomplished names in video games. I refuse to believe that they could not have done what was needed to make this game great. Instead, it ended up being a nostalgia driven flash in the pan that’s reflective of both of their greatest recent problems. EA has become infamous for employing the most cynical money-making tactics in games they publish. DICE, repeatedly fails to realize the potential of their games due to an inability to calibrate their ambition and focus. Instead of solving problems and giving players the extras they want, they veer off in directions that either nobody cares about or detract from things that people care about more. DICE may say that their metrics show that they made the right calls about what the included because, for example, relatively few people played the single player stuff. That is because they were steaming piles of crap caught in a dumpster fire, not because we did not want them. It is not clear to me that DICE knows why people like or dislike their games or their competitors games.
No developer is as good at taking fantastic core mechanics and concepts and packaging such trash around them as DICE. In fact, I believe this game would have been universally well received if it had package Walker Assault mode, Supremacy mode, and the ship combat mode and sold the game as a $30 or $40 game. In terms of actually enjoyable content, SWBF does not actually provide much more than Battlefield 1943.
For a game that I wanted for so long and is so good in so many important ways, I am completely shocked how how little I want to play the game now. As it stands, I can only hope that EA and DICE learned something from the mistakes they made in selecting their priorities for SWBF and that the recently announced follow up effort is more well received. If they do not take the lessons, I would rather they simply let the franchise die, because it will not be worthy of the Battlefront name.
