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How Dynamic Battlefields Take Shape in DUST 514


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In traditional or mainstream FPS games, the mission area, i.e. the layout of objectives, structures, and spawn locations, are fairly static, thus making missions predictable after playing them a few times. This is not the case in <a href="http://blog.us.playstation.com/tag/dust-514/">DUST 514</a>. Because of its sandbox nature, we want to give players the freedom to change the battlefield through choices and this is where the “dynamic†part of the battlefields will come from. This means that battlefields in <a href="http://us.playstation.com/games-and-media/games/dust-514-ps3.html">DUST 514</a> could change based on the actions that players make – from innocuous actions such as changing one’s character fitting before a deployment, all the way up to decisions made light years away in a player owned corporate board room.

 

However, giving players a big sandbox to play in does not simply mean throwing a bunch of random choices at them and say, “go.†For players to experience the uniquely emergent gameplay offered by the EVE Online universe, the freedom that these choices offer must be handled in a meaningful manner. To illustrate this, we will be looking at how battlefields in <a href="http://www.ccpgames.com/en/products/dust-514.aspx">DUST 514</a> are made dynamic in two major ways: at the macro and the micro scale.

 

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