There will be different approaches to key situations players can hang back with a sniper rifle or grab a jeep and charge into the fray. Indeed, in the Fishing in Baku sequence, there were apparently ways to sneak through with little gunfire; the player could also have spent longer in the taxi, bolting around the countryside. The idea is to emulate those spontaneous, player-created moments of tension and narrative we know from online play.
"It won't be an open-world game," clarifies the studio's general manager, Karl Magnus Troedsson, later on. "It's actually a combination. There are epic, dramatic set-pieces where we control the player more but even there, we still want to give you autonomy, so if you're inside something more controlled, you have to decide when to participate. But when you get to other parts of the game, like the big action bubble in the construction site in our demo, that's where the big change is happening. We didn't get as far as we wanted with BF3 - so we thought, 'you know what? When you get into a fight in one of our games, it's got to be much more like it is in multiplayer - you need to have the freedom of movement, the choice of tactics, weapons and vehicles
'"