had a talk with Joris-Jan van’t Land
(Project Lead) and Jay Crowe
(Creative Director) about the delay of the Arma 3 campaign
and what the players can expect of the campaign itself.
Can you give us an overview of the campaign’s story and the player’s role?
Crowe: The player is a regular soldier, a Corporal who’s part of a NATO peacekeeping mission in the Mediterranean. Originally deployed in the wake of the total economic collapse of the Republic of Altis—a nation something like the size of Malta—a situation that flared up into a bloody civil war. It’s been a couple of years of uneasy peace following a cease-fire. This US-led force is now in the process of a staged drawdown, tasked to decommission the bases and coordinate the scrapping of military equipment and vehicles that they can’t afford to ship back home.
This withdrawal takes place in the context of decades of recession in the west and a rise in power and ambition of nations under the banner of CSAT, the Canton-Protocol Strategic Alliance Treaty. Stratis—the island where the player’s unit is based—is a key strategic position between east and west. But, with the US more concerned about its interests and influence in the Pacific and traditional European powers looking inwards at their flatlining economies and mass unemployment, it’s become something of an unaffordable operation.
The vacuum left by withdrawing NATO forces is being rapidly filled by CSAT, creating the conditions for, one might say, a flashpoint. The campaign follows the player from this point and examines his role across three distinct episodes: Survive, Adapt, Win.
How are the campaign episodes connected?
Crowe: Together, they form three parts of a single overarching story. Our “Episodes” are actually something like sets of interconnected missions—each a mini-campaign—related to the others in terms of the progression of a single timeline and in the gradual introduction of responsibility to the player.
van’t Land: The episodic design is not new. It’s not something that we implemented after deciding on these release plans. Though, admittedly, we originally intended to release them together.
Crowe: When we came to redesign the campaign, the game—the sandbox platform—was in a considerable state of flux. The episodic nature of our revised approach was partly geared towards managing that, and partly on trying to investigate some distinct themes.
van’t Land: Arma 3 is now built on a singular vision—combined arms military with an infantry core—but it’s still a very broad topic, so the themes help to focus that a bit more.
Crowe: While each episode looks at a different theme, there’s a consistent thread between them all—yes, in terms of narrative—but, perhaps more importantly, in terms of gameplay. If you look at the Showcases, for example, they generally give the player an objective, a tool or a set of tools, and offer some freedom in terms of how to go about achieving that goal. In the process, one aspect of the game is “showcased.” They work because they’re simple enough for us to test, but open enough to allow players to enjoy completing them without being led by the hand. Our campaign episodes are similar, but—rather than focusing on a single “thing,” like “tanks” or “scuba”—they develop a single theme over the course of a few missions, deploying a range of meaningful and appropriate features that, hopefully, serve to create a consistent, enjoyable experience.
Read the complete interview on pcgamer.com
Arma 3 information topics:
Discuss Arma 3 on our forums
released a new wip update on the Armaholic forums
, this time informing us about the trenches they have been working on which are fully functional and will be added to the new map which is part of the Czechoslovak Army 1938 release
Quote (CSA38)PetrTlach :
So today we began to assemble the map on the hard trenches, we recently presented pictures of trenches, jendalo a test trench that is possible in ArmA II. Trench sitting on the ground and shooting it is good, the enemy forces are now smaller ..out firing machine guns yla fortified line of fortifications and trenches shooting positions leading position in the embedded machine guns.soldiers watching from the trenches quite harshly. He looks just as it is, and so are smaller target for the enemy. The trenches will be part of the map.
You can find more information and leave your feedback in the CSA38 (Czechoslovak Army 1938) wip topic
a new version of his latest cooperative mission for Arma 3.
- Fixed task updates not showing up
- Fixed enemy divers acting weird
- Delayed call support script to not confuse people (and read the tasks!)
- Changed some descriptions
Written on 2013-08-07 by Cuel
informed us Daman3
released his BTR-50 Tank Pack
on the BI forums
Arma 2: Combined Operations is recommended for this release!
Quote daman3 :
There have only been few releases in Arma 2 of an important tank in history, a tank which can be found in nearly every army on the planet, even if it's in the inventory.
Right, it's the BTR-50. But now you can use it to your advantage: Transport troops from all over the map to all over the map, not even water holds you up.
- New Versions (Russian and UN)
- Combined Operations recommended
Korneel van 't Land
informed us about the plans BI has set up with regards to the Arma 3 campaign which will not be included in the official Arma 3 release but will come in 3 different DLC episodes.
Bohemia Interactive have published a new item on the developer’s blog
to explain the motivations behind the decision to delay the campaign in detail. Below we list some interesting facts posted:
- In September, Arma 3 is launching across digital and retail stores worldwide. The exact release date will be announced at the end of this week. Campaign episode release dates will be detailed later.
- In the past, Arma has garnered something of a reputation for instability. We've been single-minded in our pursuit of real improvements in this area.
- Almost two years of work related to the original direction was binned.
- When the game deploys, players will be met with a set of 12 diverse Showcases and 3 Faction Showcases, 10 Challenges, 9 multiplayer scenarios across 4 unique modes
Prague, Czech Republic, Tuesday 6th August 2013
Bohemia Interactive is planning to release Arma 3’s campaign in 3 free episodes after the game’s initial launch. Supplied as free DLC, the first episode, Survive, will be made available within one month, while the following episodes, Adapt and Win, are slated for release in the months thereafter. This means that, with the free campaign arriving later, the game will premiere with the large island terrains of Altis (270 km²) and Stratis (20 km²), 12 singleplayer showcase missions, 3 faction showcases, 9 multiplayer scenarios, a set of 10 firing drill challenges, over 20 vehicles, more than 40 weapons, 5 factions, the powerful scenario editor and modding support.
Following an eventful past year, and a splendid reception of the Arma 3 Alpha and Beta, the studio honestly admits to the difficulties it experienced with its parallel development. While the team was developing the full game, at the same time it was supporting the Alpha and Beta. However, since the game has made tremendous progress as a result, Bohemia Interactive felt confident to maintain its quality-over-quantity mind-set and take some additional time to perfect the campaign. By releasing the expansive platform and adding the free campaign in 3 separate DLC episodes shortly thereafter, players (as well as mod-makers) will be able to get their hands on the full game as soon as possible, and take on the complete military package in Arma 3’s massive sandbox.
Joris-Jan van ‘t Land, Project Lead on Arma 3, elaborates:
“This was not a decision we made lightly. As game creators, we love developing and playing through campaigns so, to those awaiting ours, we say: sorry for the delay. After talking a lot about a focus on quality over the last year, it simply did not feel right to compromise now. Rather than pushing back the entire game, we launch this year with an awesome package – a splendid kick off for the Arma 3 experience.”
Arma 3 is scheduled for release in the third quarter of this year. The specific release date will be announced soon.
Make sure to read the new developer’s blog
Arma 3 information topics:
Discuss Arma 3 on our forums
an update for his first mission. This mission is now completely in English.
- Virtual Ammobox system update v1.7
- Added Fill House script
- Improved AI spawn system
this mission fun mission for Arma 3.
Quote =OSF=eraser1 :
Cave Assault is a fun mission made by =OSF=eraser1. Blufor has 30 minutes to attack a hidden cave held by Opfor. A Blufor unit has to stand in the cap point for 10 seconds (it will be hinted when the unit is in the cap area, and when he has left), and Opfor will be hinted when a Blufor unit has entered the cave area and if/when he stands in the cap point. Both sides have plenty helicopters, armor/transport, boats, SDV's, as well as a vehicle service pad. All vehicles respawn in the game at the starting point. Blufor can teleport to a staging island (with a small transport chopper, boats, and SDV's), and Opfor can teleport directly to the cave. Infantry fatigue is disabled (unlimited sprint, aim unaffected by running).
informed us about the release of a new version for this mission in the BI forums
- Use centerPosition or safePositionAnchor if defined in the world config otherwise default to player start position as center position of the map.
- Use safePositionRadius if defined in the world config. For Unsung Mod map SEA by CSJ ignore since it is defined as 100 (which is not correct).
- If safePositionRadius is not defined then use 6000 as default. Used in random position calculations.
Written on 2013-08-06 by Big
informed us he released an update for his first mission in the BI forums
informed us he released an updated version of his Urban Assault TvT mission
on the BI forums
- Feature: players are now in groups.
- Feature: Team Leader slot is group commander and also uses the Rifleman's loadout config.
- Feature: team killers logged to server file.
- Changed weapon loadouts and fatigues.
- Changed available players slots reduced from 32 to 16 and unit types.
- Fixed a bug that ended the mission if only one player was in the server.
- Fixed client objective action.
- Fixed objective marker for JIP's (important game play)
- Fixed null death messages.
- Implemented anti spawn kill/Team Kill. Note: These are still Beta Scripts.
- Added another spawn point for each faction.
- Added selectable loadouts after death.
- Added base flag markers.
- Added correct tracer colors. Blufor uses red tracers. Guer uses yellow tracers except the Autorifleman which uses green.
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