Call of Duty producer talks Ghosts multiplayer development process

4.5
Call of Duty is getting to be a bit of a drag. A yearly release cycle is bound to do that to a franchise. After all, how much innovation can there actually be in a setting where the main focus is on keeping to a tight production schedule?

The pressure’s been on Infinity Ward and Activision to bring innovation to a series that’s been a bit bereft in the creativity department. At the Call of Duty multiplayer event last month, Infinity Ward unveiled a boatload of new stuff: multiplayer modes, perks, and the ability to play multiplayer as a female soldier.

In a short interview with Game Informer, executive producer Mark Rubin explained the team’s process behind crafting new multiplayer modes. “We took the list of game modes and we cut them all way,” he stated. “Every single mode we’ve ever done, let’s take off the game board for me.”

Team members would, rather than simply pitching their new ideas, implement prototypes of their ideas and then have team members play them out. The prototypes would be implemented into previous games’ maps as test maps. Every night, team members would playtest the new multiplayer modes and discuss what features to implement or cut.

“I feel like with Ghosts, we didn’t bloat. We cut a lot. Fans are going to like that. Some people won’t. And we know that,” stated Rubin. “We wanted it to be its own game.”

Refreshingly, Rubin owned up to some of the reasons behind Call of Duty’s multiplayer flaws in the past. “We were a little too serious about multiplayer and we concentrated too much on making sure it was super competitive,” he stated. “Then, for Modern Warfare 3, we introduced this idea of community playlists, community maps, and community modes.” It’s the community modes that inspired Infinity Ward to focus more on fun than seriously, competitive play for its maps.

Ultimately, the difference between Call of Duty: Ghosts and the previous Call of Duty iterations seems to be the team’s change in development philosophy. “Let’s not worry about whether or not this game is fair, competitively,” stated Rubin. “Let’s just make it fun.”

Posted:
Related Forum: Call of Duty Forum

Source: http://www.vg247.com/2013/09/28/call-of-duty-producer-talks-ghosts-multiplayer-development-process/

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ClamorousPosted:

UnionBears No way am I ever going to buy a CoD again, not after the mess that was Black Ops 2


Yeah, I definitely agree. I'm never buying another CoD unless it's something really neat and interesting..

AGRPosted:

No way am I ever going to buy a CoD again, not after the mess that was Black Ops 2

Michael1321Posted:

The only reason i buy COD is because i have played all of them to date.

MSXPosted:

Cannot wait for this game.

TTGRam1nHD2Posted:

my friend went and played this at eurogamer yesterday and he said it flows like MW2 and it feels like they have really tried with this COD and then he said *spolier alert* the vector is one of the guns-it fires like the g36c from MW3 but really powerful. He also said that there is the mtar, and some other guns.

HexagonPosted:

They Can Make It Different But Im Still Not Buying It

EvoVIIIPosted:

I really cannot wait to get this game.

_MarkPosted:

It's cool that they're trying to make the game a little different, but it's still not going to make me want the game more.

Dr-PonyfilePosted:

-CP
UmRyno 1st comment aren't i cool?


I would have to say no.
Activision should make prestiges harder and have more maps, then only release a new game every 2 years.


I agree with this in honest opinion 20 Prestiges on MW3 level 80 for each prestige in one year I found that hard but the 10 Prestiges on BO2 only level 55 I have it done in a month or so. If they released it every two years then I would be happy but a lot of COD players would not.

-CPPosted:

UmRyno 1st comment aren't i cool?


I would have to say no.
Activision should make prestiges harder and have more maps, then only release a new game every 2 years.