![]() One of the first things they talked about was the other guys they met, who had been deployed from all over the world. Operators from the Special Forces community for hours and hours and hours, and just listened to them. That has been a big part of Medal of Honor since the first days. We wanted to take what was good from 2010, of course, but mostly we wanted to really root this multiplayer in the close relationship with the former and active military personnel that Danger Close has. KB: We started with a very open, or blank, canvas. ![]() How do you define what it is? I know you're not starting from scratch again, but in a sense. It was also interesting to be able to sit in the office, work together with the single player team to really define what Medal of Honor multiplayer is. I mean, we have a lot of guys who's been there since the first Medal of Honor, 14 years ago. I just looked forward to work with the Medal of Honor team. Kristoffer Bergqvist: I think there was a really interesting challenge. Here he explains how he changed the way the team develops multiplayer games, what defines the feel of a game and how to try to achieve that, and how the team kept out of the geopolitical situation this time around, taking a page from EA Sports' book, not CNN's. He was charged with changing the studio's way of making multiplayer games. ![]() ![]() To find out more about this process, Gamasutra sat down with Kristoffer Bergqvist, a DICE veteran from Sweden who moved to Los Angeles to join Danger Close as its creative director of multiplayer. And we've taken steps this year to really bring those two halves together." The new iteration of the franchise does not take this tack, as mentioned by producer Luke Thai in a recent Gamasutra interview: "In 2010, Medal of Honor was also perceived as two separate games in one box. ![]()
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