People are often vague when describing what they like or dislike about assorted phenomena. Often specifics are avoided in favour of a sense of feeling or emotion. Understandably, this can make it difficult to scientifically, or even artistically, pinpoint the criteria for ‘good phenomena’ be it objectively or even just subjectively.
Thank god for the auld cerebrum then, eh folks? Allowing humans to catalogue and analyse data for a solid thirty millennia now at least! So colour me baffled when DICE’s headiest honcho Karl-Magnus Trodesson opens up to Eurogamer that,
"There were some people who were saying, 'why are you building Hardline? You should build Bad Company 3 instead.… But there's one thing that lingers with Bad Company that we've been asking ourselves: what is it that the people really liked about Bad Company?"
"Some people say they found the multiplayer controls faster and more direct… Some people liked the single-player and the characters and the humour. People love different things about it. It's starting to almost get to that place where, if we were to make a sequel to Bad Company, what would than even imply?... It's scary to go back and try to remake an old fan favourite when actually no-one can really put their finger on what it is people love. Bringing back the characters and creating a great single-player out of that, sure, I can understand that.
But some people say this: the Bad Company 2 multiplayer is the best you've ever done. Okay, why is that? It's hard for people to articulate what that is, which is actually hard for us. It would be hard to remake something like that."
I’m not sure why DICE feel it’s only possible for a gamer to love one single easily defined attribute of a title, as opposed to a collection, a cumulative effort. Similarly, I’m confused as to why DICE are reluctant to apply the process of elimination, the basest of all logical analysis, to the Bad Company multiplay and see how it differentiates itself from other Battlefield titles.
But even now, in the throes of denigration and sarcasm, even I am guilty of overcomplicating matters…
Bad Company was funny, not the typical monsoon of gloomy catastrophe and sombre politicking.
Bad Company themselves spoke like actual people, not walking military vocab guidelines.
Bad Company had a speedy accessible multiplayer, not bogged down with micro-customisations and settings.
But then again, what the hell do I know?!