Tuesday, October 9, 2012

MP6-3 Modern Warfare



Game Concept:

As opposed to earlier games in the Call of Duty Series, the game features modern equipment and new features, many exclusive to the multiplayer part of the game, such as "killstreaks"; killing a number of enemies without the player dying in between kills allows access to various assets including airstrikes and helicopter support. A character can be positioned in one of three stances: standing, crouching, or prone; each affecting the character's rate of movement, accuracy, and stealth. Using cover helps the player avoid enemy fire or recover health after taking significant damage. As such, there are no armor or health power ups. When the character has taken damage, the edges of the screen glow red and the character's heartbeat increases. If the character stays out of fire, the character can recover. When the character is within the blast radius of a live grenade, a marker indicates the direction of the grenade, helping the player to either flee or toss it back to the enemy.



Research and Development:

Call of Duty 4 was developed by a team of a hundred people, over the course of two years. After Call of Duty 2, the Infinity Ward team decided to move away from the World War II environment of previous games in the series. This resulted in three game concepts: Call of Duty 4: Modern WarfareCall of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3. While developing the story for Call of Duty 4, Infinity Ward chose to avoid referencing current, real-life wars, and keep the series' common theme of two opposing forces of similar strength. To enhance the realistic feel of the game, the development team attended a live-fire exercise at Marine Corps Air Ground Combat Center Twentynine Palms, a training facility in the California desert. This helped the developers to simulate the effects of being near an Abrams tank when it fires. The team also talked with United States Marines who were recently in combat to get a feel for the background, emotions, and attitude of Marines in combat. Veterans were also recruited to supervise motion capture sessions and the artificial design of the game.
The development team designed the online multiplayer component to be balanced and rewarding for new players while still offering something for experienced players. An early idea to implement air support (air strikes and attack helicopters) involved players fighting over special zones to access a trigger for air support against enemies. This idea was discarded because it discouraged the type of deathmatch gameplay they intended. The kill streak reward system was put in its place to encourage the improvement of player skills. Players were allowed to select weapons before matches to get accustomed to weapons more easily and minimize weapon hunting. Maps were designed primarily for deathmatch games—the developers felt such designs suited other types of gameplay as well. Map layouts were designed to minimize locations players could hide from enemy gunfire.



Starting the Design Process:





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