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One of my personal favorite things about Call of Duty 4: Modern
Warfare
was that it was concise.
MB: I think we learned on Call
of Duty 2 that we need to be very careful with our
pacing because you can kind of ruin moments by numbing people to them.
One of the big differences for me between 2 and 4 is that with 2, there were still a lot of times where
I could just kind of screw around and where I actually wound up going the wrong
direction in the level and finding the end of the map, and throwing potatoes at
people...
MB: That was fun, wasn't
it? I don't know if we shipped like this, but there was a point where the
potatoes would stick to people.
They didn't usually, but the guy you were supposed to interrogate,
you could get them in his lap.
MB: There was a point there
where -- I forget the guy's name, but the sergeant major type guy who was
training him -- I had potatoes stuck all over him.
In Call
of Duty 4: Modern Warfare, I
didn't really have time to screw around, and I always felt like the thing that
the game wants me to do is compelling enough that I'm going to do it; I'm not
going to go try to get out of the map in order to try and "conquer"
it.
MB: That's always been our
goal. I think that's just a sign of -- I can't take credit for this myself --
the skills of the storytelling and design team just kind of maturing, and the
focus of Call of Duty 4: Modern Warfare
being a more fast-paced, focused game.
We put a lot of effort in subtle ways to
encourage and inspire the player to do what we wanted them to do through
design.
Another thing that helps is the believability of the characters, and
you can sometimes get into that uncanny valley with COD4.
MB: I think the trick to
gradually traversing it is to focus on going as far as you can with the
character model itself. Then look at ways to enhance that model with improving
elements affecting it. Such as the lighting, self-shadowing techniques, and
other ways to improve not just the model itself but how it's viewed naturally
in the world.
With Call
of Duty 4: Modern Warfare specifically, we're fighting in war-torn
environments and the characters are rugged and dirty, so the "put dirt on
it" technique works well.
Putting dirt on things and that sort of stuff, it does work, but
then people do sort of recognize patterns and things like that. So, how can you
kind of get around that? What's your method for non-repeating textures, and
things like that?
MB: Well, first of all, I'll
say one of the hardest things we did in Call of Duty 4:
Modern Warfare was make people stop putting dirt all over
everything. We finally had a lighting engine that was good enough that you didn't
need to do any of that. And we're still pushing on this, put dirt on the right
places, but don't put heavy dirt on everything.
Yeah, that was a huge deal
in Call of Duty 4: Modern Warfare.
And still, to this day, we get art applicants, and I'm like, "No, they're
still doing it the old way. There's dirt on everything all the time." To
get around that, good lighting is key.
In terms of repeating textures,
we repeat textures quite a lot, actually. But you usually want to change them
up, like you have a texture that repeats one and a half times, and no one's
going to see it.
And then you change to something else, and then you change
back again, and it's fine. You have a texture that has some really obvious
repeating elements, and you put a window on top of one of them, and no one
notices the texture repeats.
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