It’s easy to forget the amount of work that goes into making our favorite games. We jump in on release date and expect a game that works and is great. But it’s the decisions made by men and women behind the code that shape our enjoyment or disappointment in the days, weeks and months following release.
Respawn Entertainment is taking us behind-the-scenes of Titanfall 2 during the final weeks of development. Producer Drew McCoy talks us through what the development team will talk about leading into the game’s October 28 release date.
Titanfall 1 tested Respawn’s ability to deliver a blockbuster game. Helmed by the makers of Call of Duty 4: Modern Warfare, the team had tremendous hype placed on top of them.
What we some of the lessons learned since the release of the first Titanfall? How were those lessons incorporated into Titanfall 2? What about new features? How are they handling servers now that the game is multiplatform? These are the type of questions we can expect to see the developers delve into in the next videos.
Respawn already touched on several of these questions at E3. For instance, Titanfall 2 won’t be hosted on only Azure servers (Microsoft cloud). The developers are also using Amazon and Google servers. The idea is to give every Titanfall 2 player a smooth online experience no matter where they live. This will be welcome news for a lot of folks who don’t live in the U.S. and U.K.
Respawn is planning a multiplayer technical test to make sure everything server-wise works on day one.
“We need to test that back-end. We kinda changed it up a little bit, just to get more servers,” Respawn’s Vince Zampella said at E3.
McCoy also mentions Networks, and we can see it in the game at the top-right part of the screen. CNET has an article diving into further detail about Networks, but here’s the general gist.
Networks are just another name for a guild or clan. It’s your in-game hub for the people you like to play with. Say you have 12 people in your Network online and ready to play. Matches in Titanfall 2 are capped at up to 8 per team. With Networks, the game will try to find matches for all 12 people to play in. Sure, you might not all be on the same team – but you can still play together.
We’ll have to wait and see how Networks are implemented, but the idea sounds good. I can’t count the number of times I’ve had to tell a buddy we have a full room. Now, it won’t matter if my party is full. It’s a system I wouldn’t mind seeing Battlefield implement. Battlefield already has a server browser to help friends play together, but something like Networks would make it easier.
We’ll see Respawn go into a lot more detail about Networks and much more as we follow along the last little bit of development.
I’m hoping Respawn’s behind-the-scenes are as in-depth as Halo 5’s. If you haven’t watched Halo 5’s The Sprint series, check it out below. At least watch the first video. It’s awesome seeing how Kazuma Jinnouchi creates the chants with 343 employees before heading off to Rudolfinum Concert Hall to get the professionals to do it.