In a Reddit IAMA, Tim “stormonster” Kjell, a 26 year old Swedish Game Designer that worked on games like Battlefield, Mirror’s Edge, Frostbite, Medal of Honor and more, answered a lot of questions surrounding the games he’s been involved with. In addition, Tim talked a bit about EA’s influence on DICE, the launch issues that Battlefield 4 faced, and offered an explanation as to why we have not received any mod tools for all Frostbite-powered games.
Regarding EA’s influence on DICE, Tim claimed that EA did not shorten their games’ development time. However, the publisher did force a number of things on the team, especially when it came to additional content that was never part of DICE’s original plan.
“Well, there is always pressure from publishers, as well as internally in the studio to publish things. But as far as I remember, the actual development time on the project never got shortened in any way. I think with better planning and better demands to keep things simple, the quality of the game would have been much higher.” said Tim and continued:
“I would say that they [EA] have less influence on the creative side of things than people seem to think. For the years I was on the core gameplay team of Battlefield I didn’t once make a creative decision based on executives or marketing. However, indirectly management can of course restrict the creative side of things quite a bit if they were to for example cut down budgets or shorten the production time of a project. There have however been a couple of times where marketing have made decisions and promises to the community, without speaking to us in development first – such as the ACB-90 addition to BF3 Premium for example. I actually didn’t know that I was creating that until a community member told me he was hyped for it and sent me a link to our YouTube announcement. We didn’t actually have memory allocated for such an addition (and neither did we have a name for the weapon approved by legal, so I made up the name on my own using initials and the birth year of someone close to me) – so I ended up having to quickly find resources and solutions to get it in the game, because the last thing I wanted was to let you guys down on another promise.”
Regarding Battlefield 4’s troubled launch, Tim claimed that while he was not present during that period, it was almost impossible to manage and balance the additional things that DICE had implemented in it.
“My personal theory is that with new games the thinking seems to be “it needs more” and that eventually becomes impossible to manage and balance. Things will always go wrong along the way, and I think the development team did a really good job with the time that they had and I know I was very harsh during the first couple of weeks, but they cleaned it up quite well with patches. I think for the future the focus shouldn’t be on just adding more stuff, but to rethink some things to make every choice important and interesting. Like for example – does BF really need as many guns and attachments and gadgets as it has now, or can we cut that down and make everything feel even more unique and of higher quality?”
When asked about the testing procedures, Tim said that there were at least 70 people testing Battlefield 4 alongside a big QA team that was testing various parts of the game for its last 4-5 months.
“We started testing as soon as we had a build running (usually this was gray cubes everywhere just to get it running) and then we just never stopped testing. Every day we had playtests with usually somewhere around 70-80 people (at least!) joining servers and playing. Then on top of that we had a big QA team with experts in different areas working on finding the really nasty stuff every hour of every day and working pretty much around the clock for the last 4 – 5 months of the productions.”
Tim also shared his thoughts about the absence of modding tools for both BF3 and BF4. As Tim said, DICE may be unable to create a standalone editor that can be used outside its offices.
“I really enjoyed working on the Frostbite engine, both when I was on the Frostbite team and helped design the workflows and when I later was on the development teams and got to use the tools. I remember there being a lot of discussions regarding releasing it publicly, but the systems were so intricate and intertwined they simply became almost the “home tree” in Avatar. Everything was connected everywhere, which made it an immensely powerful engine and was really great to work with in-house, but it just wouldn’t work outside of the office. Trying to detach things from each other to create a standalone version would, at least in my head, be too complicated to be done in a viable way. But let’s hope some of the brilliant minds on the current team can figure out a way to solve this and get a version out for the community!”
When a fan asked later on whether DICE made a mistake creating such a complex engine that was pretty but not fully functional and without modding and customisation support, Tim added:
“That’s right, it goes one way but not necessarily the other way 🙂 I do think that the focus has shifted and I think it needs to take a little bit of a step back to calm down and settle in a position where it doesn’t grow out of proportion and collapse on itself, so to speak. Let’s try to go back to the roots of how we started and work on that as a foundation instead of going wild throwing money around as if it were growing on trees. Well, this was actually an interesting twist on the standard mod-tools-question 🙂 I think it’s hard to say which route that was the best to go, but I know for a fact that a lot of the features in the engine now wouldn’t be possible if it had to be supporting modding as well. I would love it if the brilliant minds on the Frostbite team were to find a way to extract and create a standalone version of the editor for the community to use to create their own maps, modes, etc – even if it was a “FrostLite” or something along those lines 🙂 Modding was one of the things that made BF1942 and BF2 so amazingly great to play and I hope from the bottom of my heart that there is a way to bring this back.”

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Mod tools will never happen, EA wants people to keep buying DLC and sequels.
But Bethesda has mod tools for their games and they still manage to sell DLCs. You just need to make bigger and better DLCs that improve/add additional mechanics to the game and also add more content for modders to work with.
Being wrong about it never stopped EA from doing anything.
But at the end of the day they want to make loads of cash and don’t give a sh*t about their fans. Well, people hate them but they still make tons of cash, so their way of doing things seems to be working for them and their goals.
Bethesda can get away with it because their games are years apart. EA releases new iterations every year.
then EA is looking at it all wrong, would i buy a mod that joe blogs made lets say £1.99 hell yes i would, i lost my life of PC BF2..many years good fun, some great maps where made..EA could have a list of best Modders like top ten awards scheme.with a small gift to best mods etc..i beta tested BF Heroes from the 1st day it was made to over a year later for release it was fun watching it get better, made me think about the modders from bf2 days QaBoss was the beta tester at the time, if you where going to ask
Horrible argument… and people still keep it using it? sigh…
There is no relation between having mod tools and declined DLC sales.
– Not everyone would get into using mods simply because they can.
– No matter how hard you try, you wouldn’t be able to replicate the DLC content via user created mods and persuade the community to play the user created copied DLC content instead of the official DLC content.
– Modding prolongs the life of games quite extensive.
– Mods and DLC can live hand in hand. Crysis, Far Cry, The Elder Scrolls, Fallout, ARMA, … All those franchises have mod tools and keep making DLC.
I think its just a silly argument people keep bringing up. And everyone copy pastes it and votes it up everywhere…
Not every single thing can be blamed on EA EA EA EEAAAAAAAAAAAAA.
The Frostbite team now has to provide support to so many EA studios because a lot of the upcoming games use Frostbite.
Making the engine accessible probably takes a lot of time and they aren’t willing to spend time on it. Remember they also would have to bring out patches, they would have to monitor community forums for feedback, etc.
That’s a more logical reason I think: simply no time.
Yes, on the whole DLC will be higher quality since it’s made by professionals and has an actual budget. But look at something like Project Reality for Battlefield 2. I bet more people play that than the official expansions, and most games these days don’t come with tools that would allow a mod of that scale to be created.
Also in the case of BF3 and BF4 EA can be blamed. Remember back in 2011 when they said mod tools wouldn’t be released because the Frostbite engine was “too complex”. So either we take their word for it (which I don’t, dedicated modders are not to be underestimated), or they were just using that as an excuse and didn’t want to give the real reason.
So EA has little to do with the mess? How awkward…
Mod tools is what keep games from getting old. Mod tools is what keep selling games YEARS after they are even out or relevent anymore. I guess EA will never learn that lesson.
Exactly! People still play and mod Morrowind, which was released in 2002!
Attempted to play sh**ty bf4 last night and the fps is all over the place. Even tried dropping everything to low with no AA and it still was going up and down. Such a poorly optimised game
This sounded interesting, but after he was asked about BF4 the boolsheet came out. Actually, that’s even funnier. It looks like he didn’t even noticed how he confirmed their incompetence.
Now we know what kind of QA experts working in DICE.
Finally something good Ultra 4x MSAA 60+ here i come !
My GTX 680 Monster it’s ready!