

Driven by our first goal of wanting to play from another perspective, we quite soon concluded the package would center around some kind of non-combatant role or faction in war zones. Ultimately we dropped most of these concepts for reasons such as simply not having the capacity to deliver complex new features with this project. So how did we arrive to the Laws of War DLC? We did conceptualize around 10 other high-concepts, based on our own internal wishlists and backlogs, Feedback Tracker entries, forums discussions, and a lot of other research. Hopefully this OPREP will help to explain why we believe it contains something meaningful to everyone. Now that we're close to the end of development, we can say that it's a much larger package than we had planned, but also one we're very proud of. And it became possible to get a handful of feature enhancements in as well. Over the course of development, we expanded our plans for playable content the most.

This was a product of the available team members, time, and other resources. The scope was set somewhere between Karts DLC and Helicopters DLC, and we would focus on assets primarily.

The Amsterdam team itself, 8 strong, led development and handled a large part of Design and Art production. Many thanks for their support of the concept and for letting us bring the DLC towards its release. Right off the bat, we'd like to make it very clear that this project would not have been possible without the work from colleagues in Bohemia Interactive studios in the Czech Republic and Thailand, as well as several awesome external contractors.
