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  Called Back to Duty: Activision on Iterating on Success
by Simon Parkin [Game Design, Interview]
17 comments Share on Twitter Share on Facebook RSS
 
 
November 10, 2008 Article Start Page 1 of 4 Next
 

How do you follow up one of the most successful video games of this generation -- a mere year later, when it's still selling for full price? Activision senior producer Noah R. Heller is confident that Treyarch's latest iteration of the Infinity Ward-originated Call of Duty series, World at War, is up to the task.

Here, Heller discusses the technical and gameplay innovations that drove the development of the game at the Activision-owned Treyarch, which previously created Call Of Duty 3 and has just completed Spider-Man: Web Of Shadows and Quantum Of Solace, the latter of which also uses Infinity Ward's engine.


In this in-depth Gamasutra interview, Heller talks about working with Infinity Ward's engine technology, the collaboration between the two studios on the series, and the pointed mayhem that may become the hallmark of World at War -- both from an artistic and technical perspective.

You've used the Call Of Duty 4 engine for your game and, owing to that title's popularity, I'm sure you've incorporated many of the mechanics that made it such a huge success. But could you elaborate on those areas where you've struck out on your own in terms of design?

Noah R. Heller: Probably the biggest innovations revolve around the flamethrower. We built a really good fire system from the ground up. It does a lot of interesting things, propagating through the environment based on an actual wind vector.

So if you spray fire at the edge of a field, you can see it spread through the field, travel up a tree, and burn out the sniper perched in its branches. The entire environment is flammable. It's not a destructible game, but enough gets set on fire that we think it makes for really great interactive options.

The other thing we had to work hard on was communicating the Japanese military. Call of Duty has always been a pretty tightly-scripted experience, so we had to go a lot farther than we have done previously to create a Japanese enemy that was realistic.

They're much more aggressive. They have the ability to climb trees, to hide in foliage, to jump out of spiderholes, to ambush you, and to basically wait for their moment to pounce. They also have a disregard for their own well-being, which is a little bit different for Call of Duty.

Then, when it comes to cooperative play, we built the entire game so that the single player missions were also available as cooperative missions. That meant the levels needed to be bigger and feature alternate paths.

But we didn't want to take the soul of the levels away. Call of Duty is about you, with your buddies, trying to just get over that hill, trying to get to that objective. We didn't want something like: "Okay, you stand here and set the detonation charge and you stand over here and blow the charge." We wanted that gameplay to kind of evolve naturally, and that took a lot of environment work and crafting.

Then, on the multiplayer side, we really wanted to include vehicles. Treyarch has a long history of doing vehicles with Call of Duty 3 and United Offensive... We limited ourselves just to tanks because we wanted to get it perfect. [Ed.: United Offensive was developed by Grey Matter Interactive, some members of which were integrated into the Treyarch team following United Offensive's release and the studio's acquisition by Treyarch parent Activision.]

We didn't want to mess around with vehicles that might not work out. We built an armor system for the tank, so the tanks have detachable pieces of armor that you can blow off. And then, once you've detached that piece of armor, you can throw a sticky grenade in there and do extra damage.

Basically, wherever we could find a system where we felt like rewriting it from scratch, we did, in order to improve the engine.

So, on the point about it being quite scripted...

NH: And it's still scripted for this one. We had to build new and more intelligent scripts.

But one of the things that frustrated me with the previous game was the invisible checkpoints with enemies, where they'll just keep respawning until you pass an arbitrary, hidden line. Have you reworked that system?

NH: I can't say that there's no place in the entire game where enemies might be infinite, but believe me, it was a big concern to us. I'm pretty sure we reduced it down to nil in almost any situation. Except one, where from a plot perspective, it was important for enemies to keep pouring out to get the player to move on.

A lot of people are completists, and they want to kill every enemy before moving on, so we wanted to make sure that there was something for those players as well. Basically, we get it; we get that it's bad gameplay when you show how the engine works to people.

So anywhere that occurred, we tried to reduce it or limit it completely. I can't promise you you're not going to see it, but you're not going to see the clown car effect where thousands of enemies just keep streaming out of a house or something.

 
Article Start Page 1 of 4 Next
 
Comments

j kelly
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"I'll say that I think our flamethrower is fucking awesome. You can see the flesh burn. We built this really cool procedural technology where you can watch the uniform burn away and the flesh just char as they struggle. We wanted to be very brutal and very realistic about it."

I can just see Leiberman having a field day with this quote. Hey Call of Duty guy, you just did the industry a great service stating the obvious. Spoken by a man who probably thinks a pixel shader is a cardboard screen placed around your plasma TV to keep it cool. I wish tools like him would keep their traps shut.

agostino priarolo
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sex and love= no.
burning flesh=yes.
yay!

Bob McIntyre
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"Six months' time from now? I think it's going to be two things. From the single player/cooperative side it's going to be the game that took war to a level of realism that was exciting and yet a little bit disturbing. If we get that kind of reaction, I think that's a really good thing."

Six months' time from now, you think YOUR game is going to be viewed as the one that brought realism to a war game? Uh...maybe you're not familiar with the Ghost Recon series. That series has been incredibly realistic since the first one came out in 2001. You missed the boat, buddy.

"I think also it's really going to be showing people the way cooperative play is done. Co-op needs to be about a team working together, not special game modes, not special scripting. It's about a shared experience, and I think we're really going to deliver on that."

Right, because Gears of War doesn't do that already. Resistance (1) certainly didn't do that. MMOs don't do it. And just to bring up Tom Clancy again, even the OLD Rainbow Six games do it. You know what, let's go back even further. We'll ignore DOOM's coop in the early 1990s for the moment, but Hexen did an astonishing good job of cooperative play.

Seriously, CoD guy. How much crap that you didn't invent are you going to take credit for? Your game isn't new and revolutionary and groundbreaking. I'm not saying it sucks, but don't go claiming that your game is the one that brings "realism" to the table when seriously realistic, hardcore, team-based, tactical shooters have been around since 1998.

Maybe I'm being too harsh. Maybe the guy just doesn't hasn't looked on store shelves for tactical shooters recently. And by "recently," I mean "in the last ten years."

Maurício Gomes
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Hey, you forgot Marathon (OLD shooter with some features that CoD invented... )

Simon Cooke
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Note to editor: Grey Matter ARE Treyarch. Treyarch bought them.

Tom Newman
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Some harsh comments... this is obviously someone excited about their new title - what do you want him to say? "This title is two years behind the times", "We bring nothing new to the FPS genre", "We hope it's as good as the last one"...

There are improvements that can be made in co-op play and realism, and I hope this title delivers. Personally I thought this was a great interview and gave some insight as to how 2 seperate developers work on the same title. The press has a general (albiet unfair) bias that Infinity Ward are the top developer and these guys are second string. Hopefully this title will change this attitude.

Rob Hobson
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"I wish tools like him would keep their traps shut."

What... do you resent him being honest? I'm sure it would make for fascinating interviews if everyone kept a weather eye on how their remarks would look on the 10 o'clock news.

j kelly
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Rob,

I resent that the industry can be perceived as juvenile, which is exactly what this "senior" producer is guilty of in this interview. Face facts, the lowest common denominator for flash in the pan games is violence. Sex will never be a factor, because mom and pop turn a blind eye to violence. Head shots are where they draw their parental line in the sand. I, for one, do NOT want Lieberman and the rest of the government using such quotes in some senate committee as a means of censoring my industry.

Regarding COD World at War, they could have taken that franchise in so many directions, but instead they went backwards. Time to pick apart the game...

Tanks. I've played COD4 regularly for a year, the most consecutive kills I racked up were 16, and that was mostly luck. On a good day, I call in a chopper, but mostly I am happy if I get a UAV (3 consecutive kills, for the uninformed). World at War beta? 22 consecutive kills with the tank. Less then 5 games in, 22. They set the game right back to wonky unbalanced COD3 multiplayer of getting pinned behind the house while you get shelled to death. Only now, it's worse, because they have omnipotent dogs.

Don't get me wrong, I love COD3, it used to be my favorite game. COD4 just did multiplayer better. It has the right balance. It doesn't have the Clancy TMI HUD, with drop down menus in the middle of the game, and too realistic bullet mechanics. COD4 is successful for a reason, they properly balanced frustration with fun. World at War missed the mark, and this idiot producer is probably the one to blame, since he's the one with the job title (and yeah, if I resent anything, it's how this 31 year old schmuck became a senior producer).

Are you listening Infinity Ward? Do you want to take COD5 to the next level? Persistent statistics and clan based gameplay, first. Nothing says random more then interchangeable clan names that don't even have a bearing on which team you're on. The winning dominant clan names can be spray painted on the walls instead of random (albiet authentic and atmospheric) graffiti. This gives players not only the initiative to join a clan, but also a purpose beyond prestige icons. For the record, as fun as it is to tally head shots, some of us do have lives, to get a gold AK47 taken away for a lobby icon is really demoralizing.

I would like nothing more then to pick a side, marines or russians, goto multiplayer, see a world map of which clan holds what territories, and see how much I can influence the outcome of a war. This is not far reaching. It's just keeping track of a clan name, kills for the clan in a given map, then applying that number to an overall world map. Isn't that what the icon in prestige mode is all about? Reward for your time and effort?

So Rob, this is why this Heller character rubs me the wrong way. As technically savvy as the flamethrower is, it's a gimmick. It's a gun with a chainsaw. At the end of the day, I would like my kill to death ratio to be some sort of contribution to my teammates win or loss. Statistics plays into all other sorts of successful real life games, and it could play into a fun FPS game without becoming a Second Life, or World of Warcraft, look at me I unlocked the velvet boots of Saddam. Just make my persistence into racking up head shots persistent beyond a stat I can share with my friends.

A flamethrower does not make a game nearly as well as it does a flame war between IW and Treyarch.

Bob McIntyre
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I don't care if you're excited about your new title. Don't claim to be the first one to do something that's been done for years and years and years by several different companies and franchises. I'm not even saying it's a bad game, I'm just saying that this guy is blatantly overselling it and in the process is showing disrespect to those who came before. If I released a game where you play a shadowy assassin working in secret for a government organization and said that I had just invented a new idea, would it matter that I'm just "proud of my new game?" No, people would immediately bring up Metal Gear, Tenchu, and Splinter Cell (just off the top of my head) as having done exactly what I'm doing since about ten years ago. My enthusiasm doesn't excuse me.

Rob Lazenby
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You would think, with all of the f**kups that Treyarch has made over the years (Spiderman 3, Minority Report, Dead Rush (cancelled), etc) that these guys would just appreciate someone handing an engine to them like Infinity Ward did. You would think they would praise the engine and Thank God that they have the opportunity to make royalties off a franchise they didn't even develop.
But no.
Instead they talk crap like this guy Heller does. Agreed that the game may be okay, but the fact is that they're taking credit for things that have already been done.
What's next? Treyarch claims to have invented the internet???

ken sato
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Seniority is just last man standing. I'm serious. AAA development is about being able to meet requirements and not screw up...and screwing up would be to NOT highlight the differences in IP implementation that hurts the title and sales. (Of course with a bit of creative embellishment! i.e "Now with twice the fun and half the not-so-fun!!!")

So my suggestion is to vote with your dollar. Buy or don't buy.
P.S. I've had the luxury of working with a number of publishers and devs and can say that Treyarch is on par with IW in a number of instances...it's just bigger...

nathan vella
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@ Rob - It is worth noting that Dead Rush was, in this gamers' opinion, quite awesome even at alpha. I was lucky enough to have played it before it got canned and enjoyed it a lot. Did we play the same game?

Bob Stevens
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Since this seems to be such a sticking point for people, it's worth pointing out that he didn't claim COD5 invented coop or realism. You're misreading the interview. Criticizing people on what they say is fair game, but criticizing them on things they didn't say is just stupid.

And why are they obligated to thank Infinity Ward in every interview. I'm sure the engine is great, but they've also added on to it. IW will no doubt be able to use Treyarch's improvements as the two studios cooperate back and forth as I understand it. Should IW thank Treyarch for their additions in every COD6 interview?

As for not developing the franchise... IW has done COD, COD2, and COD4, Treyarch has done United Offensive (if you count Grey Matter as Treyarch), Big Red One, COD3, and now World at War. It's unfair and inaccurate to say that Treyarch hasn't "developed the franchise" in important ways, though IW obviously created it.

Criticize people for valid reasons. That's all.

Lo Pan
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I think Infinity Ward and Activision have an uncomfortable alliance. The IW team, from experience, are VERY self assured (you can infer what I mean) and an extremely tough developer to manage. Activision is about process and bottom line (with a good deal of legal maneuvering). An uneasy alliance to say the least.

Mark Harris
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I'm having a hard time finding the spot where he claims to have invented realistic war and co-op in gaming. He's been working on the game for two years and he feels they've brought a realistic and disturbing version of war to their game; and that they've done the co-op play well and done it right.

He may be wrong, in our opinion, but I'd be much more worried if he WASN'T excited about the game.

Regardless, we all get to have our opinions. I don't find anything wrong with the interview.

rick copeland
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In reference to your interview concerning AI: "...They're much more aggressive. They have the ability to climb trees, to hide in foliage, to jump out of spiderholes, to ambush you, and to basically wait for their moment to pounce. They also have a disregard for their own well-being, which is a little bit different for Call of Duty."

Sounds great!

Can you get the AI to behave like "Vietcong's Fist Alpha" AI does...then you will definately have a hit...

otherwise im not interested...not other game has beaten Vietcongs Fist Alpha AI...hands down!!! Those sneaky VC make you jump off your seat while playing. To me, that is entertainment!!!

And guess what...Vietcong FA comes with an editor and and SDK. Does this game come with that?

Rick Copeland (aka Chavez_US - Co-founder www.freewebs.com/VietnamEliteTeamwork/ , pursuing bachelors degree in Game and Simulation Programming - 2nd year)

rick copeland
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I forgot to add, does your game also include female characters? In our group of players, we have two female FPS players. They dont get the opportunity to choose a female skinned player...only male skins...

Female FPS gamers are on the rise...provide characters for them to choose from...


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