Contents
Called Back to Duty: Activision on Iterating on Success
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Called Back to Duty: Activision on Iterating on Success
by Simon Parkin
17 comments
Share RSS
 
 
November 10, 2008 Article Start Previous Page 3 of 4 Next
 

Yeah, that makes sense. How's your flamethrower compare to the one in Far Cry 2?

NH: 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.

Advertisement

On the other hand, we gave the flamethrower an unlimited supply of ammo, because we thought it is a silly game mechanic to have you wandering around in a level, and you are picking up propane tanks or gasoline tanks and putting them on your back.

You know what, you've got a flamethrower. This is the flamethrower level. We're going to balance it appropriately for the flamethrower, because we're going to assume the player has it throughout the whole level. That lets us make better game design. The player can forgive us for unlimited ammo, because the alternate would be just as silly.

Flamethrowers are definitely in this season.

NH: There's a lot of flamethrowers out there. I will say that we spent a lot of time talking to the First Division Marines and the guys that actually use the flamethrower. I can't speak to flamethrowers in other games that aren't based on reality, but our flamethrower is.

How does the process of sharing tools and technology work between you guys and Infinity Ward? Are you in close contact with one another?

NH: From an engineering standpoint, we share our source code for the engine. They get source drops from us as we got closer to beta. As they were finishing up Modern Warfare, we got source drops from them. But that's where it ends. It's very important that both companies are insular when it comes to design.

Why is that important?

NH: Because it lets both companies have their own creative force. Honestly, it's not like if they see something in the game that they want to give comment on, that they don't have copies to review or anything like that. But it's very important that our design team is able to create their own vision, and that their design team is able to create their own vision.

Do you swap builds during the process and review each other's work?

NH: Well, at this point, because we're pretty much gold at this point, it's more us giving builds to them. Earlier in the process they were giving builds of Modern Warfare to us.

The engine is an Activision platform, something that we can all use. From a design perspective we don't want to step on each other's creativity, and the Treyarch team has its own insular design force.

Obviously there's got to be some level of competition between the two studios. How does that work? In the past your games have been unfavorably compared to their games, something you're sick of hearing I'm sure. Do you find that a motivator?

NH: It's tough, but at the end of the day we're all Activision. A great Call of Duty game just opens up opportunities to do other great things with Call of Duty.

That's nice, but you want to beat them this round, yeah?

(laughter)

NH: I'll say this: it's awesome that we're able to trade and we're able to do a Call of Duty game this year. They were able to do one last year, because on Call of Duty 3 it was nine months in the pipeline to get that game done and no team should ever have to work like that.

If this is the system that's set up so that we both get two years to make the projects, it's a really healthy system. And frankly, it's more gratifying to compete internally than it is against any other company, because at the end of the day we both win if we make a great product.

 
Article Start Previous Page 3 of 4 Next
 
Comments

j kelly
profile image
"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
profile image
sex and love= no.
burning flesh=yes.
yay!

Bob McIntyre
profile image
"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."

Hélder Gomes Filho
profile image
Hey, you forgot Marathon (OLD shooter with some features that CoD invented... )

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

Tom Newman
profile image
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
profile image
"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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
@ 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
profile image
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.

Rebecca Fernandes
profile image
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
profile image
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
profile image
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
profile image
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...


none
 
Comment:
 


Submit Comment