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Battlefield 6 Hong Kong Unveiling Interview: We Are Doing Our Best

Not long ago—on August 2nd—I represented 3DMGAME and went to Hong Kong to attend the unveiling ceremony and demo of Battlefield 6. Actually, before this demo, I had already spent dozens of hours in Battlefield Labs, the online beta version, forming an expectation of what the game would roughly look like.

However, this offline demo wasn't just about fighting alongside numerous Bilibili content creators, some professional players, and a sea of media "French fries"—including myself. Most importantly, I had the precious opportunity to have a good chat with the developers of this generation of "Battlefield"—Combat Design Director Jack Carlson, Project Manager Anna Nebel, and Senior Technical Artist Makoto Hanada.

As for the specific experience of Battlefield 6 and whether it can live up to the expectations of series fans, please stay tuned for our follow-up preview report.

At this point in time, let's have a good chat with the developers to see if we can squeeze out some valuable information that can only be confirmed after the game's release.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: I believe many players—especially long-time fans who have been with "Battlefield" for years—will never forget the "spectacle" of Battlefield™ 2042's launch. That disastrous release shattered the confidence of most series fans. So, when you started working on Battlefield 6 as the true sequel to the series, what preparations did you make and what improvements did you implement to help both old and new players regain their confidence in the "Battlefield" IP?

Project Manager Anna Nebel:After Battlefield™ 2042, we conducted considerable summarization, analysis, and induction, prioritizing community feedback. For instance, since series fans are very fond of the terrain destruction system in the "Battlefield" series, we added "Tactical Terrain Destruction" gameplay to Battlefield 6.

Furthermore, we gathered opinions from the broader developer community and integrated systems they liked—many classic series designs—into the new title. For example, you can roll upon landing from a height, or when vehicles are full, players can cling to the back as "human cargo."

We have put a lot of heart and soul into this installment of "Battlefield," and we place great emphasis on player experience. This is absolutely central to our design of Battlefield 6.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: From a developer's perspective, what is the biggest feature of this installment, Battlefield 6?

Project Manager Anna Nebel:Personally, I think it's the "Tactical Destruction" system. Imagine yourself charging as infantry on a battlefield filled with flying artillery fire, with buildings along the road collapsing one after another amidst the bombardment—that thrilling feeling is truly addictive.

Combat Design Director Jack Carlson:Our team—the Combat Design team—has invested a huge amount of time and energy to ensure that the combat experience in this installment surpasses all predecessors in the "Battlefield" series. We really hope that the gunplay in this title will bring excitement and joy to players, creating sufficient positive feedback.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: The "Battlefield" series has always had a tradition of preparing hidden Easter egg weapons for players, such as the Phantom Bow in Battlefield 4 or the Peacemaker Revolver in Battlefield 1. Will there be Easter egg weapons in Battlefield 6?

Project Manager Anna Nebel:Although we maintain a very open attitude towards implementing Easter eggs—and personally, I also enjoy seeing various Easter eggs in games—I'm not sure if I can give a definitive answer to this question right now. We are still in a relatively active development phase, and many things have not yet been finalized.

However, I can assure you that we always put player experience first.

Q: Are there plans for crossover weapons in the future? For example, collaborating with another EA title like Star Wars: Battlefront.

Project Manager Anna Nebel:That sounds like a good idea; we will consider it carefully in the future.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: Why did DICE abandon the previously adhered-to "paid DLC" model starting with Battlefield V, shifting towards content sales models like "Season Passes" or "Battle Passes"? What reasons led to the disappearance of the classic "paid DLC"?

Project Manager Anna Nebel:Actually, we have been thinking about how to balance the operational model during a game's post-launch service cycle for quite some time. We deeply respect the player community and have drawn considerable experience from their feedback.

Therefore, the introduction of the "Battle Pass" stemmed from community demand and our "romantic" decision.

Q: Regarding the Battle Pass, I have one more question about player progression—how does the content in Battlefield 6's Pass differ from previous titles? How do players unlock game content, such as weapons, vehicles, and attachments, differently compared to previous titles?

Project Manager Anna Nebel:Let me first talk about the new changes in weapons and attachments. We have designed a universal point-weight system for the attachment system. The point weight of each attachment changes according to its impact on weapon stats. For example, if you want to change the weapon's default military ammunition to tungsten-core armor-piercing rounds, you need to allocate more point weights for the modification. Since the point weight limit for each weapon is fixed, players can freely modify their weapons, but not without limits.

Combat Design Director Jack Carlson:However, I can assure you that we have never invested such scale of content and effort into weapon and attachment customization before. Moreover, to balance the game experience, we will continue to monitor this system during subsequent operations to ensure players receive the best possible experience.

Q: Is there any other news you can reveal regarding the Battle Pass and periodic content updates for Battlefield 6?

Combat Design Director Jack Carlson:Currently, we are fully committed to preparing various periodic content updates and subsequent resource updates. Today, our focus is more on the launch event—of course, there is still plenty of exciting content waiting for you to discover in the future.

Project Manager Anna Nebel:Our goal has always been to ensure the game's long-term operation and stable development. Therefore, we will continue to bring new modes, new weapons, and new maps. Of course, we will also go all out on combat gameplay.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: From the trailers, we can see many scenes of building and battlefield destruction, especially houses being completely blown up. This reminds me of the extreme visual experience and the change in battlefield strategy and gameplay brought by the collapse of an entire high-rise building at Point C on an East Asian map in Battlefield 4.

So, how is the map destruction in Battlefield 6 different from its predecessors?

Combat Design Director Jack Carlson:The map destruction in Battlefield 6 is excellent—because, compared to previous titles, the terrain destruction mechanics in this generation have been revamped to align more closely with the new concept of "Tactical Destruction." Players can cause deep structural damage to buildings, such as blasting a hole above an opponent's head for a surprise attack, or conversely, breaking through the floor beneath their feet to catch them off guard. Players can even demolish an entire house to blow Everythinggj to smithereens.

Moreover, this destruction exists on both micro and macro levels.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: Battlefield 6 recently launched an extremely large-scale test, arguably the largest in the entire "Battlefield" series' history—and simultaneously, probably the largest number of leaks. With such a massive investment, what effects do you hope to achieve in the new title? Also, what were the positive or negative impacts of the various leaks during this test period on the development process?

Project Manager Anna Nebel:First of all, I want to say that we take all the feedback from this test very seriously. Player feedback is crucial to us—it not only guides our decision-making, reshapes our understanding of the game, influences our overall layout strategy, but ultimately guides how we formulate our game strategy.

Combat Design Director Jack Carlson:Yes, the Battlefield Labs tests have been incredibly helpful for us. When we decided to make this game, we wanted to build it together with the community. We wanted to understand what players like and dislike, and then see how Battlefield 6 performs with a large player base.

Therefore, during development, we reviewed all points that needed attention, studied and evaluated various feedback to ensure that Battlefield 6 can be the best it can be.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: Did you encounter any significant challenges during the game development process?

Senior Technical Artist Makoto Hanada:I work as a Technical Artist, in case you don't know what that role entails—my main job is to help bridge art assets and technical resources reasonably. During development, we encountered many challenges while debugging the shaders for this generation. The biggest challenge was how to blend two completely different types of team members to work together more effectively. We must constantly keep up with the needs of both the technical and art departments to ensure the development schedule stays on track.

You could say that we embarked on this development with unparalleled ambition. We encountered many challenges and overcame them one by one. We coordinated collaboration across multiple studios and project teams, maintained stable development processes across time zones, and collaborated across languages and ethnicities to deliver a more fun and interesting "Battlefield" experience to players.

Combat Design Director Jack Carlson: As a supplement, Mr. Makoto Hanada worked on several creative projects before joining the Battlefield 6 development team. I myself have also been involved in many similar game projects, scripts, music, and other creative endeavors. To be honest, game development is really tough.

Because the elements, staff numbers, and development functions involved in a major production are truly immense.

Turning a game from a concept on paper into something players can actually play is a challenge that many other creative projects can hardly imagine. With so much manpower, resources, and time invested, the rewards should be quite fulfilling.

This should be something for developers to rejoice in and for players to look forward to.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: Has Battlefield 6 made any new changes to help newcomers adapt to the game faster and integrate into the existing community more quickly?

Project Manager Anna Nebel:That's a very good question. In fact, we have indeed noticed that many players who have never played the "Battlefield" series find it quite difficult to get started. Therefore, in Battlefield 6, we have added many "Tips" to help players quickly understand the mechanics of vehicles, battlefields, game modes, etc. Moreover, the "Portal" mode in this installment has undergone significant changes, greatly facilitating community creators in making interesting new modes, maps, or gameplay. We believe that the "Portal" mode can effectively help new players familiarize themselves with Battlefield 6.

Q: Will Battlefield 6 consider adding AI vs. Player (PvE) modes in future matches? Many Chinese players hope that if they join the game at a later stage of its lifecycle, they can avoid being "technologically bullied" by veteran players. They would prefer to quickly familiarize themselves with the game and unlock some progress by playing against AI.

Project Manager Anna Nebel:Our focus in developing Battlefield 6 remains on player-versus-player combat. Only in rare cases where server populations are not full will we consider using AI characters to fill the match.

Combat Design Director Jack Carlson:For newcomers, Battlefield 6 features the "Portal" mode, where players can fully customize many in-game rules, maps, and even gameplay mechanics. New players should be able to use this mode to better integrate into the existing player community.

However, I still want to emphasize that our original intention in designing Battlefield 6 was player-versus-player combat and interaction.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: Apart from cheaters, another major concern for Chinese players is the low efficiency of customer service feedback. Many reports have not been handled properly or efficiently. Will this situation improve in Battlefield 6?

Project Manager Anna Nebel:We will give this question serious consideration once we return to DICE headquarters. However, what I can say now is that we have implemented a very powerful anti-cheat system in Battlefield 6, so everyone can look forward to it.

Q: Will Battlefield 6 receive more Chinese localization updates in the future?

Project Manager Anna Nebel:That's a great question. We value the Chinese player community highly because you are a very important and large player base in our game. We hope more Chinese players will discover the wonders of the "Battlefield" series and experience its fun aspects.

We are also very confident in Battlefield 6—so naturally, we hope more Chinese players will join the "Battlefield" family.

Q: Will there be China-related maps in Battlefield 6 later on?

Project Manager Anna Nebel:I recall that several titles in the "Battlefield" series featured East Asian maps, and we are passionate and excited about creating such maps.

However, at this moment, I cannot disclose more information.

《战地风云6》香港揭幕式访谈:我们在竭尽所能

Q: Lastly, do you have any message for Chinese players?

Project Manager Anna Nebel:Please definitely try our game, try Battlefield 6, which we have poured so much effort into. We have learned many lessons and gained much from past failures. We have made numerous improvements to repay the community's expectations with our utmost enthusiasm.

You must come and play Battlefield 6; this time it will definitely not disappoint your expectations.