There was a time when if you were discussing the competitive multiplayer shooter scene, you were most probably speaking about Counter-Strike (1.6, naturally), Quake III or even Unreal Tournament. Of those three, only one was based in reality and eventually turned out to be the more popular game in competitive circles by some margin.
Since those days, Call of Duty has earned the role as the defacto competitive shooter thanks to its focus on providing finely honed and designed multiplayer arenas in which to do battle, tuned for competition, but in a recent Game Informer interview Infinity Ward executive producer Mark Rubin says that, while that is still important for Call of Duty: Ghosts, the team is focussing more on providing fun game modes instead of worrying about “whether or not this game is fair, competitively.”
“We were a little too serious about multiplayer and we concentrated too much on making sure it was super competitive,” Rubin said in the interview. “Then, for Modern Warfare 3, we introduced this idea of community playlists, community maps, and community modes.” This new philosophy is best demonstrated with the inclusion of game modes like Cranked and Blitz in Call of Duty: Ghosts, which will see players exploding should they not get enough kills, and teleporting portals, respectively.
If you’re at all interested in the development work that goes into the making of Call of Duty (or any game, for that matter), don’t miss the full video interview where Rubin discusses avoiding feature bloat, cutting out non-essential game modes, how ideas are born and tested, and much more.
Call of Duty: Ghosts is out on November 5th across Xbox 360, PlayStation 3, PC and Wii U, and will be a Xbox One and PS4 launch title in both the US and Europe.
Follow El33tonline’s extensive previous coverage of the game for news on the collector’s edition, interviews, screenshots and videos, which include an in-depth interview with Raven Software creative director Eric Biessman for his take on the changes to Call of Duty multiplayer this year, as well as our impressions of a presentation by Tina Palacios.
Source: Game Informer