"There's a greater simplification of the player's understanding of the environment, so that the environment becomes more predictable and becomes less about just drawing lines across the map from any point to any point where it just becomes a mess. Defined paths become the norm: the left, the middle, the right," Fukuda responded when asked how the approach to map design changed in Titanfall 2. So we started thinking more in terms of simplifying the concept and using what the designers call a "window pane" effect, where we think in terms of lanes. But now we have a 3D "swiss cheese" effect. "One of the big efforts there was trying to think of the degree of verticality, the sort of "swiss cheese" effect. This was a purposeful change in order to make the game easier to navigate. It appears to be an attempt to mimic the likes of Battlefield and Call of Duty. Then also thinking more in terms of having players more proactive decisions, so instead of reacting to everything, they're thinking more like, "This match and this mode, this map, etc." They go, what things in the loadout menu will best help me fulfill that purpose," he said.įurthermore, another complaint was how Titanfall 2's maps felt versus the original. You can't shoot out of the air so easily.
"We started by addressing the fact that you move so fast. For Fukuda, the way forward is to simply reduce the pace of play.