The micro, why it existed, where it soured, how to tame it
Now, the corridor. BF3 opened space for pure infantry. First, with maps that had long sectors and famous chokepoints, then by taking the experiment of fully interior maps in a dedicated expansion. It was a conscious choice: open the door for those who want direct combat without the vehicle choreography. That has an audience and, as an option, is valid.
Where it soured was when part of the community reduced Battlefield to the corridor. Excessive explosives, grenade launcher spam, twelve shotgun rounds with explosive ammo closing stairs, the type of metagame any generic FPS produces when the arena is a tube. And there lies the confusion that ruins the debate, what is micro became “proof” that the whole game changed. It didn’t. DICE itself hit the brakes, trimmed excesses and, more importantly, calibrated the experience. Corridor maps got their place, with their own playlist and clear objective, while the heart of the game, the macro, kept beating on the large maps with vehicles, infantry, aviation and logistics correcting each other.
This is how it should be treated, dessert not the main course. Want corridors? Fine. Want Battlefield to remain Battlefield? It needs the whole hall.
That's exactly what they showed in the BF6 beta. This post captures the soul of Battlefield. They can really keep the "micro" but never forget the "macro"! Sea, sky, and land are constant combat; there's not just land. It's not a generic FPS like the others. All the necessary Battlefield structure was explained; they just won't get it right now if they don't want to.