CODumentary (2017) - full transcript
An independent documentary telling a story of how the video game Call Of Duty grew into one of the biggest global entertainment blockbuster franchises of all time. Featuring developers,experts and pro players,the film looks at how a single video game gained millions of fans,broke numerous records and battled through the years to establish itself as one of the greatest video games of all time.
ANY VIEWS OR OPINIONS EXPRESSED IN INTERVIEWS OR COMMENTARY ARE THOSE OF THE INDIVIDUALS SPEAKING AND DO NOT NECESSARILY REPRESENT THE VIEWS OR OPINIONS OF FIZZ PICTURES, IT'S PARENT COMPANY OR ANY OF IT'S AFFILIATES OR EMPLOYEES.
The following motion picture CODumentary is a fully independent documentary production. It has not been funded, authorised, approved or directed by Activision Inc., Activision Publishing Inc. or any of its affiliates, subsidiaries, agents or representatives. All copyright content and trademarks have been recognised.
Activision, Call of Duty, Modern Warfare, Call of Duty Black Ops, Call of Duty MW3 & Call of Duty Ghosts are all officially registered trademarks of Activision Publishing Inc.
Call of Duty MW3 is an officially registered trademark of Activision Publishing Inc. Brothers in Arms is an officially registered trademark of Gearbox Software LLC. Medal of Honor is an officially registered trademark of Electronic Arts Inc. Counter Strike:Global Offensive is an officially registered trademark of Valve Corporation. Titanfall is an officially registered trademark of Respawn Entertainment LLC. All other trademarks and trade names are the properties of their respective owners.
UTAH BEACH, NORMANDY, FRANCE
In the early hours of June 6th 1944
allied paratroopers were dropped behind
enemy lines close to the beaches in
Normandy, France. It would mark the
beginning of D-day and was a major
turning point in world war II. Nearly 60
years later many of the battles and
events which took place that day would
be digitally recreated to form a
historic backdrop of one of the world's
biggest video games.
IN 2002 ELECTRONIC ARTS RELEASED THE AWARD-WINNING GAME MEDAL OF HONOR ALLIED ASSAULT
IN 2002 ELECTRONIC ARTS RELEASED THE AWARD WINNING VIDEO GAME MEDAL OF HONOR ALLIED ASSAULT
DEVELOPED BY 2015 GAMES MANY OF THE TEAM INCLUDING VINCE ZAMPELLA, JASON WEST, TODD ALDERMAN & CHANCE GLASCO LEFT THE COMPANY TO START A NEW STUDIO
INFINITY WARD
Tulsa is a very Midwestern city. It's
about half a million people, very
friendly atmosphere. We were the only
game company, you know, in Tulsa.
After we had started Infinity Ward we
had made Medal of Honor Allied Assault
and we put, you know, a little over
two years into that and we had to start
over from scratch.
During my time at Amblin while the guys
were working at Tulsa I'd spent most of
my time focused on supporting the feature
film and animation divisions. Medal of
Honor was one of the flagship titles for
Dreamworks Interactive and it was pivotal
in getting the whole division up and running.
When I heard that 2015 was
becoming Infinity Ward it was really
exciting. I really loved their work on Medal
of Honor. I saw some early screenshots
of Call of Duty and I was, I was a big fan.
I couldn't wait to see what they would come up
next for Activision.
After we had
started Infinity Ward we knew that our
competition was Medal of Honor. In some
ways like I kind of see Medal of Honor
Allied Assault as almost like a
Call of Duty 0 and we didn't really have
any people telling us
not to do something.
We found a publisher that for
the most part you know recognized us as
talented group of people and said do
your thing and make a good game.
I got my start in Call of
Duty back in 2003 on
the very first Call of Duty, I actually.
This is back when like Game Stops
weren't around. We had Electronics
Boutiques. So I had gone there a couple
days early because they had the game
early and got the game, that's how
big of a fan I was then. I was following
the 2015 guys, the Infinity Ward guys
since Medal of Honor.
So yeah, Call of Duty was like
the best new thing it was the hot new
thing for us. It was amazing. I just
remember like watching all the trailers
and seeing the bullet impact effects
coming off the walls and the shell shock
effects and like the real-time craters
that would form in the ground when
something went off when an explosion
went off. Those for the time in 2003
that was like revolutionary stuff. You
didn't see that in other games. Before
that we were playing like Return to
Castle Wolfenstein or Allied Assault. So
you know just visually the game seemed
so immersive you're aiming down the iron
sights you're bringing up the sights and
that hadn't been done before. Those were
like just for its time so revolutionary
and made myself and all of my
friends think that like this
is going to be the future.
We had to start over from scratch
because we were able to redo everything
that we did poorly you know. If there was
any legacy code that would have created kind of
you know that would have created problems
in the future we could redo that and
basically make a much tighter engine.
You know I started with Call of Duty 2 - and
really got into that game more so than
the first one I played on the PC and
just being able to use the same weapons
and you know see some of the situations
you know it was really actually very
interactive and having the dialog in the
single-player campaign and just knowing
like certain situations that some of
these soldiers had to go through I think,
that's just, it just blew my mind,
you know, and I think that's what draws a
lot of people towards videogames.
There were a bunch of names thrown around. I
remember one of the names we're likely
to pick was actually Tour of Duty and I
think that at some point along
the line I think it might have been
Tod Alderman that came up with Call
of Duty and we seemed to like that a
little bit better and so that's kind of
what we stuck with.
The building that we were
in was ridiculous.
It looked like a science
fiction book or movie or
something. I believe it was like 40 to 50
floors, not sure exactly. It was really
tall. It was in the middle of nowhere. It was
flatland and then these three giant buildings.
We've been making video games
for a long time at Gearbox. One of the
earliest original things that we created
was the series called Brothers in Arms
and at the time you know it was really
interesting because there was another
franchise when we got started there was
another franchise called Medal of Honor
that was also telling stories about
soldiers in world war II and we really
wanted to capture the feeling of what it
would be like. Medal of Honor was a great
game but it was more action-oriented.
We wanted to deliver an authentic
experience. What's interesting is the
Medal of Honor game was so successful
that while we were building our game
other folks started showing up as well.
The Call of Duty
franchise got started that same way
while we were working on our game they
started working on theirs and they
showed up a little bit before us with
the first Call of Duty game which was a
World War II shooter, very much like
Medal of Honor. The Brothers in Arms game
allowed for tactical gameplay in
addition to action skill tests.
The first Call of Duty game was so great I mean I
don't know if anybody thought about
competition I mean we just loved what we
were working on, you know. We just knew
what we built there was just special.
It stood out against other
first-person shooter games. Even you know
in the same genre. So everybody was just
excited about what we're working on and
that's what we concentrated on.
Landing in the fields there was
the cattle there and you know they were
using cattle as cover from
incoming fire and it was like there'd
been shooters before but
they hadn't really tried to draw you
into that universe and the story element
for Call of Duty at the time especially World
War II which I was very interested in
anyway,and that hadn't been done before and I think
that's why it captured my heart.
With the team in place and its first game in
development Infinity Ward decided to
pack their bags and head West.
At the time no one really knew about
Infinity Ward. In fact i didn't know
about Infinity Ward. I was just doing
research and I found that there
was a game developer not too far from
where I lived and they were working on a
World War II game which I'm a huge fan of.
So I just went over and then you know
just wanted to join the team and
that's how I got in there and I had no
idea about their history with previous
titles and stuff like that. But when I
joined the team I remember it was about
20 people,was a fairly small size
and the team was very unique.
I have to say I don't think you can
replicate the original team that
was there anywhere else.
There wre a handful of our developers that were a little
bit into world war II history but I
think I saw as time went on more and
more guys were reading books and watching
all the films and the documentaries, so
even though it was a job it kind of
a little bit of a hobby for a lot of guys.
I'm not a big fan of the weapons
at that time. I was just like a general
artist but since then I have to say, I fell
in love with weapons and I studied
what is the world war II weapon, what is a
modern weapon, how weapons worked,
functionally. It helpeds a lot.
I learned a lot at the time.
As Internet bandwidth improved players began to form their own
teams and compete in
online gaming leagues.
We were playing in at the time with the competitive scene.
So we were competing in ladders and leagues and I
started to take an interest in mapping
and modding. Call of Duty United
Offensive came out, the expansion pack to
Call of Duty 1 and we were downloading
the gtk radiant which was the map editor
and we were going in and just playing
around goofing off and creating maps and
having a good time. We were organizing
and planning what kind
of mod we wanted to make
around United Offensive so that way when
COD2 came out we could get the tools
and we could go to work. So we
made a mod called Unbound Forces and
for us we wanted to bring that into the
modern day so it was set in 2049. We had
the tactical response unit which was
like the protagonist force against
mercenaries against the mercs. It was a
really cool mod for its time. It had a
lot of innovations that ultimately ended
up being in Call of Duty. I'm not saying
that there was influence there but we
were definitely going in the right direction.
When I was younger I used to
compete. I played Doom and I
played it competitively and I even
played it professionally in a few
instances where I played in tournaments
and won money and then by the
time Quake had come out and taken over I
was in the industry as a developer.
It was just getting online and playing
in lobbies you know. I had a really good
internet connection you know, something
that a lot of people were kind of
lacking back then. I mean it's still,
they're still getting better and better
but I think just what kind of happened
was that I was competitive so the
multiplayer was there, the game was
available and it became something that I
could transition from, you know, playing
video games just for like the storylines
and the single-player
campaigns and then all of a sudden you
know you have this multiplayer aspect.
Basically there wasn't even a term
eSports back then, like it started to
loosely to be thrown around because it was
essentially created as a marketing term
to be able to sell the concept of what
these games were as a package
to people like sponsors and
outside people working in the tech
industry or gaming so at the time we
never called it that actually. We used to just
call it whatever the game we were
following was. So initially I followed
Quake, so I never thought of it as eSports.
It was all competitions
for Quake and the impulse was just to
watch the best players play basically. We
just wanted to see the best action and see
the players with the top players battle each other.
I grew up playing of course
video games like Goldeneye 007, of course
a classic and then I discovered Call of
Duty and I was like this is so much fun
and a lot of my friends played so we
would always go online and just play
completely just non-stop.
Infinity Ward had taken the World War II
series to its limits but there was
still major ambition to
move forward once again.
After we finished Call of Duty 2 and it was a good success but you
know by then we had actually worked on
World War II games for longer than
America was involved with World War II
so basically we were just really sick of
World War II and so we're like hey
let's do a modern Call of Duty and so
I think Vince and Jason had a meeting,
with Activision and said hey we're
really pumped about this idea we have
helicopters you know,all this
cool technology and we're like yeah
they're going to love this and like, nope
everyone wants World War II. Look at the
charts you know everyone's buying it and
we hadn't really hit the World War II peak yet.
So we made a prototype that was modern-day without
Activision knowing and showed it to them
they loved it. They're like alright, well
sold, so that's when we made
Call of Duty 4 Modern Warfare.
In modern warfare you play as
multiple characters. British SAS and
Marine Force Recon are the main
characters in the game.
So this is actually the prototype that
we made for Activision to show how cool
Modern Warfare would be, it's the final
version that shipped with the game. So in
Modern Warfare you're going to be going
to the Middle East, you're going to be
going to various regions of Russia.
There's a cargo ship on the high
seas. It's really a huge variety of
gameplay, a huge variety of locations to
keep the player enthralled in the game
and can keep people guessing as
to what's coming next.
Jason West, Vince Zampella, Todd Alderman
those are like the original guys behind
Call of Duty. I met them all before Call
of Duty 4 came out. I'd gone out for that
community press event. They had an agenda.
They needed to sell in all these new
ideas that were coming
with Modern Warfare.
So we knew early on that transitioning
from World War II to Modern Warfare and
meant having much closer collaboration with
the military. So in that regard we set up a
lot of field trips to get in really
close with a lot of guys who are out there doing
their job at that moment.
We spent a couple days out in Twenty Nine
Palms where we just did field exercises
with guys out there. Real Marines doing real
life exercises in a mockup city in
the desert. It was 110 degrees, the guys were
completely exhausted,they had to wear the
armor, the helmets, we ran around.
It was really exhilarating and
tiring and really gave us a new outlook
towards what those guys did especially
for the developers. We pretty much
sit at a desk for most, you know, for
the most part. So going out there and
being with them understanding what they
go through, how they think, how they move,
how they talk, how Marines different
from Army, how Army's different from SAS really
helped inform our storytelling in the game.
The transition to
Call of Duty 4 Modern Warfare really gave
you this refreshing feeling you know as
a Call of Duty fan something that a lot of
people were kind of on the fence about I
think originally when Infinity
Ward announced they're making a Modern
Warfare game and it's something that was
a little bit outside of the box. But you
know as it kind of came closer to launch
day they released a Beta of the game and
I think that was really instrumental and
when people got to play the multiplayer
Beta Call of Duty 4 and talked about it with
their friends. You know I couldn't stop
playing it and it was just so refreshing
to have like the M4 the M16 you know
and you're learning about the guns. You
have the 5.56 round that goes
into it so you're literally learning
about some of the modern warfare aspects
that actually work in the real world.
I feel like it was kind of dumb luck by
Infinity Ward but those two guys that
were a part of it they made the game so
competitive and I didn't think they really
tried to do it. The game was just, it had
the basic settings of it, just appealled to
every player, every game that everybody
played in Call of Duty 4.
Everyone just had an amazing time.
Even if you lost you had fun,
just because the game played so well, it
was so smooth, you know. I think that was
one of the first games that produced
60fps. Everything when
you played it was just smooth and you don't get
that with a lot of games on console.
That's only something that you feel on
PC and that's why I think
it was so successful.
There's always games influencing your
own games. Our levelling system was 60
levels same as World of Warcraft.
The pacing, the amount of time you had to
play to level up was actually also
very similar with WOW because I think
World of Warcraft kind of touched like a
very mainstream base.
So we looked at experience bars, we looked at ways of
having a kind of stand out
attribute and characteristics that
were very personal to the player and so
all these things kind of just made sense
to incorporate into a first-person
shooter. The perks, the experience bars,
ranking up, unlocking weapons.
It just took gaming to a whole new level.
Map design was just, you know, very
very nice to play from a competitive
aspect and you just felt like you were
in a lot of situations that were fair
when you were face to face in a 1 v 1
gunfight. So parts of the map were really
important in level design for
multiplayer games to make sure that one
side of the map isn't more advantageous
than the other, right. You always want to
make sure there's some kind of level of
balance and play and I felt like that
was a level design aspect of Call of Duty 4
that was done well. They did an amazing job with that.
At first I found it really different, it was futuristic
A bit too well done. I started with the Beta
The game was futuristic, it was a perfect game.
I was squatting like a madman, it was crazy!
After success with Modern Warfare,
developers Treyarch were assigned to
produce a new game returning to World War II.
I don't think anybody was
certain that Modern Warfare was going to
be as successful as it was which is why
Treyarch was starting on a World War II
game a year before Modern Warfare came out.
The team had actually switched
away from the COD 3 engine and switched
over to what the COD 4 engine was. It was
also a follow up to Modern Warfare which
was like that was when the franchise
entered like mega franchise status.
It went from maybe 2 million units to 10 million.
World at War was phenomenal. It had such great gameplay.
The weapons you know, just the way the story
is, it's fantastic. They returned to their
roots in the game because you know it was
originally a World War game
and that's where they went back to, that's what the fans wanted.
and World at War pulled in so many people who
hadn't played the Call of Duty multiplayer.
I felt like it was another refresher, you know. You're bringing that
new population that only experienced the
Modern Warfare and Call of Duty games
back to that World War era with those
old players and it just made sense.
So you had players actually play
both games simultaneously. You would take
a party in World at War but go back
and play some Call of Duty 4.
As Infinity Ward prepared to launch
their highly anticipated Modern Warfare
sequel not everyone shared the fans and
developers enthusiasm.
game called Call of Duty Modern Warfare
is to be released. It contains such
scenes of brutality that even the
manufacturers have put in warnings
within the game telling people how they
can skip particular scenes. Given the
recommendations of the Byron Review
specifically paragraphs 32 and 33 what
steps is the government proposing to
take in order to ensure that these
violent games do not fall into the hands
of children and young people. It's not
about censorship it's about protecting
our children.
The clearest recommendation of the Byron review is
that content suitable for adults should
be labeled as such and sold as such.
It should be an offense to sell such
content to children and that's the case
under current law. It will be
the case under the law when it changes
in the digital economy Bill. This game,
the game the honorable gentleman refers
to is a certificate 18 game. It should
not be sold to children and the
government's job is to make
sure that adult content is clearly labelled and is
what adults should be able to get and that
children are not in danger of being
subjected to adult content.
CALL OF DUTY MODERN WARFARE 2 WAS RELEASED IN NOVEMBER 2009 & CONTAINED A "MATURE" & "18+" AGE RATING CERTIFICATE. AGE RATINGS PROVIDE CONCISE & OBJECTIVE INFORMATION ON A VIDEO GAME'S CONTENT. THEY ARE APPLIED & OFFICIALLY RECOGNISED WORLDWIDE.
THE GAME'S ALL-FICTITIOUS STORYLINE CONTAINED AN OPTIONAL MISSION "NO RUSSIAN" IN WHICH THE PLAYER WAS PART OF AN ARMED GROUP POTENTIALLY CAUSING MASS DEVASTATION INSIDE A CROWDED RUSSIAN AIRPORT TERMINAL.
IN NOVEMBER 2009 BRITISH POLITICIAN RT.HON.KEITH VAZ MP RAISED HIS CONCERN OVER THE GAME'S CONTENT TO THE UK GOVERNMENT & OPPOSITION IN THE HOUSES OF PARLIAMENT.
We really want the player to understand
the gravity of the moment and understand
how bad the bad guy was and how this was
a catalyst to World War III. And in
that regard I think we really achieved it.
We gave players opportunities to skip
that at the beginning of the game to
opt out of these things if you don't want
to see this material. But we found that
really worked well and we weren't
doing it for shock value. We're doing to
put the player in a position to where war is
horrible, horrible things happen and this
is a scenario that may or may not
take place in our fiction.
A lot of us here have kids, you know.
Even when we're making a
Call of Duty as cool as
it wasn't something that we could
show our kids obviously for, you know, the
violence level that's in the game.
So what do I think about the campaign to
ban Modern Warfare because of the
violence in it.It's a very important question.
All I can say is that I think
as creators whether it's for video games,
movie, television we have to have a point.
We have to have a message to send.
If we're going to do anything
with sex, violence, racism anything, these
hot button trigger kind of topics it
can't be done
irresponsibly. You have to take
responsibility for what you're going to
show to your viewers because they're
taking it in as a story. They're taking it
as something that they're participating
in and video games it's important that
our kids who are under a certain age
don't get exposed to that.
IN NOVEMBER 2011, FOLLOWING THE RELEASE OF CALL OF DUTY MODERN WARFARE 3, BRITISH POLITICIAN RT. HON. KEITH VAZ AGAIN RAISED A SERIOUS ISSUE ON THE GAMES'S CONTENT IN THE HOUSES OF PARLIAMENT
MR. VAZ CALLED ON THE BRITISH BOARD OF FILM CLASSIFICATION (BBFC) TO TAKE FURTHER PRECAUTIONS WHEN ALLOWING A GAME TO BE SOLD. CALL OF DUTY MODERN WARFARE 3 CONTAINED A "MATURE" & BBFC 18+ AGE RATING CERTIFICATE
THE BBFC WAS SATISFIED THAT CALL OF DUTY MODERN WARFARE 3 CONTAINED NO MATERIAL THAT REQUIRED RESTRICTION BEYOND THE "18" CLASSIFICATION.
THE GUIDELINES AT "18" ACCEPT THE PRINCIPLE, REPEATEDLY ENDORSED BY THE PUBLIC, THAT ADULTS SHOULD BE FREE TO CHOOSE THEIR OWN ENTERTAINMENT IN THE ABSENCE OF LEGAL ISSUES OR MATERIALS WHICH RAISE A RISK OF HARM.
The Modern Warfare series had broken all
previous sales records. Its publisher
decided the time was right to make a
difference outside of the video gaming
community and put something back.
The Call of Duty Endowment was founded in
late 2009 by Bobby Kotick. Bobby really
wanted to find a way to give back to
veterans, you know, as a group that has
certainly inspired many Call of Duty games
and as a group of
people who he just felt were really in
need. So that was the genesis of it and
you know I think the specific focus on
putting vets in jobs was also really
important because it's born out over
time that we've learned, giving
a vet a job when they come back, helping
them find a job is the best way to
help them reintegrate into society.
The Call of Duty endowment is such an
amazing thing and I'm really glad that
Activision had chosen to give back to
those who, you know, give us our freedom.
So we get a lot of fans that are in the
military and to see them play the game
and just to be able to give back to them
is just a blessing.
The notion of volunteering, raising your hand and
saying I'll do anything that's a virtue
in the military. In the civilian world
when you're looking for a job and you go
to an employer and say I'll do anything,
that's actually a hindrance. That's
something that companies don't know how
to react to. So there's things veterans
have to be taught on their way out or
transitioning service members really
have to be taught so they can be
successful in the civilian world when
they get out. They've got all the
fundamentals right. They've got hard work,
they've got great experience of
leadership, they've got discipline they have
creativity, they have adaptability, they
have teamwork. They just need to know how
to talk about that more effectively to
essentially learn how to sell themselves.
There's a Marine, severely wounded Marine
who was speaking at a major investment
bank in New York one day and he was
talking about the value of hiring
veterans. And a banker stood up and said
look it's great what you're doing I
really applaud that but I got to be
honest with you, I'm worried if we hire a vet
is this veteran going to go postal on us?
And New Yorkers being New Yorkers they
tend to speak their minds but the
Marine took it in stride he said okay
fair question let me ask you this - How
many of you here in this New York
Investment Banking office were here on
9/11. About half the room raised their
hands and said yeah we were here. So the
Marine then asked did any of you have any
of you since ever maybe had some fear
about going up a tall building, maybe
lost some sleep, maybe gotten a little
distracted at work at times. A lot of
heads were nodding and said you may have
post-traumatic stress but that doesn't
make you a bad banker, that doesn't mean
you can't be effective in your job if
you have the right help and counseling.
It's just one more issue people have to deal with.
Treyarch were given the task to produce
something in a dark and more sinister era.
A time of covert operations and
classified missions, espionage and the
threat of nuclear war.
So being able to make a whole game like Black Ops
the gloves were off. We were in the Cold
War era and then because it was Black
Ops because it was black operations,
these deniable ops, these deniable
missions we also didn't need to
adhere strictly to historical
authenticity. We could take some creative
liberties with the stories we were
telling because it's like well, you know, how
do you know that this didn't happen
during the Cold War. How do you know this
wasn't one of those classified missions.
There were some other names
Call of Duty Cold War was an obvious
one, Call of Duty Vietnam. Back
when it was much more Vietnam slanted of
a game than bigger black ops and we
were able to work with Activision to
focus test all these different
names and see what resonated best with
people and Black Ops ultimately
was like far and away like the right decision.
By 2010 the Modern Warfare
series had broken new records. Highly
acclaimed by critics and fans, Activision
had made a blockbuster.
And the BAFTA goes to Call of Duty 4 Modern Warfare.
And the BAFTA goes to Call of Duty 4 Modern Warfare.
Wow, well, on behalf of
everybody at Infinity Ward back in Los
Angeles California. Thank you for this award.
It means a lot. Every one of us, we're just
a team of just under 100 people so we
consider ourselves very small and we're
all personally invested in this game.
So this means a lot so thank you very much.
That Steelcase is autographed by Gary
Oldman. We started getting a lot of more
thletes and celebrities that love
Call of Duty who wanted to come see our
studio and I got to meet the entire
Dodgers lineup and I'm a huge Dodgers fan.
And the game award of 2008 goes to
who else but Call of Duty 4 Modern Warfare.
I think Vince and Jason went to their
regular Monday meeting over at
Activision in Santa Monica.
And they didn't come back.
I was in London. I was on a press tour
and I just remember getting done with a
series interviews and just checking my
emails and, it's like, are you kidding
me?, is this actually happening?
Where's Vince and Jason?
Vince Zampella and Jason West were fired by Activision for
insubordination and immediately left
Infinity Ward.
The next day we had security people outside our office.
Wearing regular civilian
clothes with walkie talkies,
they just watched us go into our office. As a
team we just stayed really focused and
you know we empathized with
all of our friends and colleagues who
were over there who were caught up in
the middle of it and you know we wanted
to be supportive of that and empathetic
of that and at the same time like there
was just so much like you had a
tiptoe with, just how high-profile
that legal thing was.
Keeping records and needing
to go to
meetings and tell your side of the story.
It was a tough time for everybody involved.
Everyone loved Vince and
Jason. They were just a huge part of the
success of the game and as soon as they
were fired we were kind of freaking out.
IN 2010 JASON WEST & VINCE ZAMPELLA FILED A LAWSUIT AGAINST ACTIVISION FOR WRONGFUL CONTRACT TERMINATION & ALLEGED AROUND $36 MILLION WAS OWED IN UNPAID ROYALTIES
IN RESPONSE ACTIVISION FILED IT'S OWN COUNTER-COMPLAINT STATING THAT JASON WEST & VINCE ZAMPELLA'S LAWSUIT CLAIMS WERE MERITLESS.
Multibillion-dollar lawsuits followed
and after two years the court battles
were settled.
Vince Zampella and Jason West formed a
new studio - Respawn Entertainment.
Activision brought in new developers,
Sledgehammer games, to continue work
alongside Treyarch and Infinity Ward on
the Call of Duty series.
The business and machinery side of our industry often
would wish us to do what is reliable and
what we've done before and just do it
again and do it a little bit better next
time. But a creative wants to take risks
and try new things and so we see it all
over our industry where sometimes
creative talent doesn't want to just
keep making the same game that the
business machine wants them to make and
sometimes there's a split. We saw with
the creative people that
created Infinity Ward at Activision, left
and started a new studio that made
Titanfall, what a brilliant creative new
angle. We saw that the folks that created
Halo with Microsoft regained their
independence and offered us Destiny.
Call of Duty is such a big game you have
to consider the multiplayer side, the
single-player side, the Spec
Ops side and how the features that
you're creating really integrates with all those.
Specifically with the Call of Duty
formula you got people like Vonderhaar
who have to have to craft these
incredibly complex basically living
organisms at the end of the day when you
look at what a multiplayer game is.
It runs at a higher frame rate and it looks so smooth and plays
so well. This is part of the reason why people love it.
It's not something that's glitchy, it's not something that's buggy.
The goal of the game always in multiplayer
was to keep the speed up so there's
always intense action and something new happening.
The game gets really competitive. Especially
when you start building a massive kill
streak and everyone starts focusing down on you.
And the more kills you get, the more kill streaks you get, the harder
you become to kill, the more everyone tries to focus you down.
Kill streaks function as a reward to the player. So as a player is
doing well they're rewarded with extra
points. As they build up these points
then they get to unleash a kill streak.
What a killstreak is is a special ability,
so it could be a unique weapon, it could
be a defensive ability that enhances the
entire team, it could be an offensive
action that takes out a whole bunch of
enemies. So this is the UI
from this game, the kill streaks are on
the left here.I'll show you
right here, it's a simple little system
that tells you how many kills you need
to get to get the next kill streak each
of those icons with light up. It's
essentially like it keeps you on the
edge of your toes while you're playing
the game because you want to do really
well. It makes you try hard you don't
want to die. You have to get a certain
number of kills in a row without dying
to be able to get a kill streak and then
the more and more kills that you get
without dying the higher level kill
streak you're rewarded.
You got to have high sensitivity to play Call of Duty.
I think, especially because it's getting around the corners with
shot guns and stuff. That's what it's all about.
And especially when you start to form teams around this game and you've all
got microphones and talk to each other, that's where a lot of fun comes from.
Being able to coordinate plans, attack, converging, you know, plotting a bomb this way.
The fact that teamwork comes in is a great point for the Call of Duty franchise.
Good players tend to memorize which killstreaks they have and how many kills
they've made so that as they're playing
in their mind they have a count going of
1, 2, 3, I've got my UAV 4. 5, I can put out
my next one things like that so it
really gets you. It puts the pressure on to not die.
The mappers had a really hard
time.
they're the unsung heroes because you
take it for granted you run around a
level you think about the weapons you
think about the kill streaks you think
about the game-mode and people take the
map for granted. And it really takes
someone with a really innate knowledge
of flow to be able to design a space
that'll work so that everybody can be in
there running around
together have places to hide have lots
of places to shoot other people. And so
there's completely different things
and so when they're always looking for
successful ways to accomplish those.
A lot of times they'll go back to the
favorite Maps the classics Crossfire
things like that that all the fans love.
And try to look at what are the key
points of this map that create this fun.
Every little detail, every
little facet of when you walk through a
multiplayer map is scrutinized to the
umpteenth degree like you can't imagine
how many hours are spent just
pining over every little detail.
Whether a window should be an inch
higher inch lower. Whether a waterfall
should be to the left, to the right. What
that does to the view distance, what
that does to the sight lines of the map,
you know. It's all part of it, all of that
adds up to what is the magical Call of Duty formula.
The eSports players would sit in with our
play test. We would play test all the
time every day more than once a day
often, especially when we are getting
towards the end and be able to get
immediate visceral feedback. So you can
give someone a game and tell them to
write a questionnaire but if you're
watching them play the body language
everything they say while they're
playing things like that. Their
enthusiasm or lack of enthusiasm after
they play all these things give you
amazing amounts of feedback.
Fast action multiplayer mode requires full hand to
eye physical ability but not everybody
has these gifts.
Crouch
Jump
Run
Duck
If I wasn't disabled I would
probably have been a soldier. A lot of people
play multiplayer games, they
play online
but for me campaign
mode is really important you know
I can play video games but
I'm never going to be as good as
able-bodied people.
For me, I love story the
single-player campaign for a Call of Duty
title was always an exciting thing to
work on. We had really big budgets to get
the best writers, the best actors, great
motion capture people. Everything we
needed to do a huge film like summer
blockbuster production.
The campaign mode is
something special because it has a
great storyline to it and when
you're playing in campaign mode you know
just playing it feels like you
completely immersed into it. You're
following the story and
you're completely locked into
that game and for me as a disabled person
you know to be playing a game which you're
totally immersed in feels like i'm out
of my body and into someone else's body
playing a game
which is a kind of out of body
experience.
Okay to play Call of Duty I use a chin joystick
which basically acts like a mouse. If you
move the cursor around and look around
and when I playing Call of Duty it
actually lets me control the camera. So I
can rotate to different angles and aim
when I want to shoot and to
fire I use my button which is next to my
hand. It's just a soft switch. And to
move forward backwards and change
weapons. I use a program called
GlovePie which is a voice
recognition application and the way it
works, you can actually map
keyboard keys to voice commands so
I can say the word forward and the
character would move forward. I can say
left or right and the character would move left or right.
But more importantly it also lets me do
things like change weapons. I say
change and it would switch from a rifle
to a handgun or if I say the word
grenade
it would then throw a grenade.
I work 9 to 5 every day supporting
many users around the UK with IT
problems so I do that full time.
Call of Duty ranks number one. Because I know what
to expect when I buy a Call of Duty game.
I know I'm not going to be disappointed it
it's going to have good animation good
effects. It's going to have a rhythm to it
and the storyline it's always going to
be immerseful and it's going to make
you follow the characters and
it's not going to disappoint.
Getting the story, getting
into the characters. Creating the settings of
what really is going to be happening in
this world and the story of creating. It's always
something that's been really fun for me.
Actors interestingly enough,most of them
are really big fans of Call of Duty so
don't need convincing about coming on board.
It's pretty funny actually what they do
when they're
casting for video games.With video games it's all
top-secret. Everything's top-secret,
for instance when I did Assassins
Creed or Call of Duty I didn't know what
game I was going in for. Call of Duty was
called Eclipse. It wasn't called Call of
Duty Black Ops 2 and the character I was
going in for was not even called Raman.
It was like Hassan or something like that
and I got an audition piece it was like
two pages of script and I must
have had maybe four lines and no clue
what the scene was about other than my
character interacting with this other
character and being a little bit of a badass.
Completely out of context of the story.
So I did that and she gave me a little
direction the casting director I think it
was Ivy, Ivy Isenberg who did that
and I did it again she said great.
Next thing, you know, you get called up
hey you got the job on Eclipse and just
so, you know, it's actually Call of
Duty Black Ops 2 but don't tell anybody.
Every major movie star, all the big
A-list stars are telling their
production companies telling their
managers,look for my video game. I want
to find my video game. Either you create
one for me if you're a big enough A-list
star or wait for the right game to come
along and request that I be in it
because that's going to put me in a
completely different world to a whole
bunch of new people and it's going to
build my fan base and consequently
augment my success and my reach and my
marketability and just give me more of
what it is that makes a successful actor
successful which is clout power.
There are these different certification milestones
you go through with Microsoft and Sony
and you have to make sure that the game
is all ready to be created on disc but
there's ask the actual physical part
sending out to a factory so that that
factory can make the millions of discs
that are needed which is, you know, a
little bit different for a Call of Duty
franchise than some other franchises.
Once we hit the gold version that means
it's like the ready to ship version we
celebrate in-house. So I remember that
we had a champagne party and then we
bring in some guests and it
was fun for the gold version.
And then when you're launching we
celebrate at store in the local so
we went there at night on the guest
list. So many people are lining up we
went there all together, we had some events
with signings of the posters and giving them to fans
and stuff, we celebrate that way.
So Call of Duty always brings a lot of
audiences out of the woodwork and into
these launches that we have at midnight
and we never really anticipated how
much people were looking forward to our games.
We're just making a
game. We all work at a desk just doing
our thing so it's really kind of
exciting and crazy to finally leave that
bubble and see the real world and
everything going on. For a lot of us that
week leading up to a launch meant going
out on press junkets talking to the
press go to different parts of the world
and having launch parties, just
getting everyone to understand the
developers and meet the developers. For
some guys, the coders, the designers and
the unsung heroes that had to stay and
burn the midnight oil they were making
last-minute fixes so that when the game
launched it was stable it was solid it was fun.
The reason why I queued up for six days and five nights outside
Oxford Street was to be first to get
Black Ops 2. I'd been to previous
midnight launches and I decided that I
wanted to be first.
I was currently at University. I kind
of didn't tell my lecturer but I
took a few days off.
I brought roughly about three gallons of
water with me. I had a really big red
rucksack and carried one of those
pop-up tents which unfortunately wasn't
waterproof. I found out one night the
hard way and I had a sleeping bag, my
sister's military sleeping bag which
should have kept me quite warm, which it
did until it rained.
The evenings I must admit were very cold and most evenings I
kind of drifted in and out of sleep so
I'd be awake for two hours and I'd fall
asleep again for another hour and a half
then watch a film in the middle of the
night and it was mostly
just periods of awake time and
sleep just kind of melted into each
other because I'd start sleeping during
the day you know I'd be awake at night
and it was just kind of all patchy really.
There was a lot of mixed reactions for
when I was camping on the street like
I'd say half of the people were almost
thinking of me like I'm crazy
I don't know why you'd want to do that
you're taking time out of your own free
thing to just sit here on the street and
I'd say the other half of people they
were thinking exactly the same thing but
they were saying well done.
Because I was so cold a lot of the time it actually
took a lot of energy to keep my body
warm I was eating junk food but ended up
losing weight at the end of the week
which is crazy. So on the evening of the
launch the atmosphere was really
exciting. I was let in the store first
and they had all these people come in
like taking pictures of me and doing
videos and stuff and I got to stand
right at the front of the crowd when we
watched the show with Mr Pointy head is
wax=s really good.But they didn't tell us
what was actually going to happen
in the store at the point of the midnight release.
So all the lights went out in
the store and they played zombie music
from Black Ops and it was really
awesome like they were really scary they
had actual blood dangling from their
faces and their contact lenses in
you'd completely mistaken them for real zombies.
It was really cool going up on the stage meeting Mr Pointy Head.
I was standing there in front of this sea of people
so I would see all these camera lenses
and all these faces and phones
pointed in my direction
So the producers of Black Ops II were actually there. They were signing game copies and I gave
him my game copy of
Black Ops 2 and he was going to
sign it for me and he kind of looked me
up and down and just went: You're crazy
you know that.
And then he actually signed the game box
and he wrote "you are mental" and his
signature and then just gave it back to
me and he's like thank you so much for
queuing up for this game it really means a lot to us.
I wouldn't take the week back because you know after it's all
over I got a little bit sad.
I'm not going to be waiting in the queue
anymore for the game and once you've got
it it's a little bit kind of like, oh my
the launch is all over but then you got to
play this awesome game so it kind of works out.
Call of Duty really started mostly online
with Modern Warfare One, still probably
the most popular game amongst the pro
players. This was where Call of Duty
Esports really began.
The way I got into it was just by playing a lot and getting
better and just meeting the right people.
If you want to be a recognized pro
player and you want to be
that guy that does it you need to
have three people on your team that you
enjoy playing with.
How these teams normally form is everyone thinks they're the
best when you get in the lobby and you
finish in first place and you're beating
up on some other guys who are a little bit
less skilled you get really confident.
You start by just having
fun and if you enjoy it you play it more.
if you enjoy even more you play some
more and all of a sudden you're playing
with people who are also good and then
all of a sudden you're in a better team
and a better team and a better team.
It's no different from sport. We're not
reinventing the wheel here, simply as a
case of where you put on a pair of
football boots and go and kick a ball
about now you're picking up a gaming pad or
a mouse or a keyboard and just playing.
You want to find that one partner that you
want to work with after that you'll see
a lot of two pairs join up to create a
four man team or after just playing
other opponents you'll recognize the
best player from an opposing team and
try and bring them on to yours.
TO BEGIN WITH, I DIDN'T THINK ABOUT IT
AT ALL, I WAS PLAYING FOR FUN.
AT FIRST, I DID NOT THINK THAT THERE
THERE WAS YOUTUBE WHICH WAS ON A BIG SCALE
SPONSORS WHO ARRIVED, TEAMS WHO
WOULD PAY, ETC., ETC... I SAID TO MYSELF
GO FOR IT, IT'S GOOD, SO I STOPPED
EVERYTHING AND THREW MYSELF INTO IT.
I AM PLEASED TO BE WHERE I AM
IT'S MY PASSION
When you get into a match when you're
playing for a lot of money and you know
there's a lot on the line you can lose
at any time, and that's the issue
with Call of Duty. It's a day-to-day game.
No matter how good a team you are you
there's always the possibility of losing
because every team has a possibility of
coming out and just shocking
the world. No matter how heavily
favorited one team could be another team
could win that's just how Call of Duty
is just because there's such low health
and kills are so easy to get.
You'll see a lot of team changes amongst the top.
There's probably about sixty-four guys
that could win a tournament at any point in time.
Even a lot of these players in their own right are celebrities
themselves. They have hundreds and
thousands of followers on Twitter they
go out and people recognize them in the
airports. So it's really cool to see
everything that they're doing.
I OFTEN GO TO SUBSCRIBER CONVENTIONS
WHERE I CAN MEET MY FANS
THEY ARE HUGE, THEY ARE THERE TO
CHEER US ON IN THE COMPETITIONS
AND ON TWITTER, "GO GUYS!"
THOSE CONVENTIONS WHERE THERE
ARE 200, 300 PEOPLE...
IT IS AMAZING; THERE'S NOTHING ELSE TO SAY
A lot of players will be amazing online
but when they come to a LAN and you
know the atmosphere's here they know they
got to perform there's thousands of
people watching, they kind of crumble.
The coaches now we see are motivational
tools. So if a team loses you know if
they go 2-0 down in the
best-of-five series and you know the
heads go down and they start getting
demotivated the coaches are there to say
guys what are you doing, pick this up
this is our chance we're going to win
this try and rally the troops if you
will and get them motivated for the rest
of the game and see if they can now come
back. Very rare you'll see coaches
actually getting statistical data
of different things in the game
where people are respawning etc.
The coach is a really important part of any
team. If he sees a player that normally
is going to be the lead slayer
struggling before the player even gets
some doubt in his mind the coach should
be there and tell him don't worry you're
going to get the next kill keep focused.
He is the one that keeps everyone on the
same page keeps everyone on track and
really if he's doing his job right the
team is going to stay pumped up they're
going to stay happy they're going to
keep communicating regardless if they're
winning or losing in every single game.
When they do have a coach there's
somebody who has this outside
perspective that's able to see things
that's a little bit different and
they're able to hype up their teams and
really kind of give them
advice on where to go.
Oliver Sellers is a Call of Duty team coach with mainstream sporting
grandfather Ron Atkinson was first team
manager of English soccer giants
Manchester United
As a team manager - I like to be very
involved with the players
from day to day getting what they need
whether it be a simple thing,whether
they've got the right stuff to be able
to practice at the highest level. Whether
that means we get them, anything,
from new gaming monitors the
big thing now is that people didn't realize
three four years ago how important
having a top brand gaming monitor is.
It's like any sports having the
best pair of football boots having the
the best cricket bat.It's about getting anything
and getting your players the best and allow them to
perform.Then
there's no saying what they can do.
My Grandad he is a big part of my life.
I would love to get him to go to an event one day.
I think he'd really be able to see the
comparisons between a major sport and
Esports in as much as they're physically
playing on the field we're playing
on a screen.
He's been a commentator
he'd be able to see what
they're doing for game, what managers are doing for
a game, between games talking to his team
like at half-time,him getting them in dressing
room you can turn the team around.It
would just be great to see him getting
in the environment see what it is.
Counter strike looks similar to Call of
Duty. It remains one of the biggest
titles in professional Esports.
Hello everyone and welcome to the latest stop
on the Dreamhack tour we are here in
London, England.
No applause,disappointed. I thought we were getting a
much bigger shout than that, there we are.
I think the people who put it in place, the
mechanisms that made it big now
couldn't have had a clue how successful
it would be.What basically happened
was for the first year maybe
just over a year and two months or
Counter Strike Global
Offensive was not a big game it wouldn't
even have been in most people's top
three in terms of the biggest Esports
games, the most important ones with good
prize money and a big circuit. So player
salaries were very low and actually with
the usual lifespan of games if you don't
make it in the first year you're basically
dead in the water, it's usually over at that point. So
it should have been over and what actually
happened was Valve had this weird idea
which I still don't understand how it
worked which was to add in the skin
economy to the game and create skins. A
skin is just what the gun looks like.
Having a better skin doesn't make the
gun perform better doesn't make you
perform better. It's just something that
looks cool okay, but then someone had the
genius idea that you could actually
gamble your skins. The thing you gamble
the skins on is in the Pro matches and
then, say they lose, they'll think right
well if I'm going to gamble in a pro
finding a way for people who otherwise
wouldn't normally be inclined to get
really into Esports.
It's almost like a little cookie trail,
I keep following it through and
eventually they're in eSports.
They were just a casual gamer before but
they followed this natural route of,
okay I'm getting skins I've got a good
skin collection,I want better ones and I'm
gambling them and suddenly they're an eSports fan.
I think what Call of Duty brought was more of an arcade feel in
terms of just regular matches and game
play. You know you had hardcore modes
that were more akin to Counter-Strike
but trying to make it more palatable for
the everyday person who is still
interested in World War II shooters and
modern-day shooters so that they can
respond and get back into the action. And in
terms of gunplay and feel there was a
lot of innovation that was done even
though Counter Strike did have kick and
variance with spread but I think Call
of Duty took that to another level
in terms of adding more feel to the
weapons. In Call of Duty you find how you
move in the world feels a lot more
smoother and was definitely a marked
difference that made it a lot easier for
people to jump in.
How can you boil down the
essence of why people want to watch an
eSports game? I actually think what
it comes down to is most of the time
it's just like watching any sport.
It's just a normal thing and you have a
little bit of vested interest and you are like okay, I
hope that player plays well but
because they're the best players every
now and then they will pull off a move
that's so perfect and superlative in
it's quality that you almost couldn't
even visualize it was possible but when
it's happening you just know it's brilliant.
Playing in a tournament and making a
play,just hearing a crowd roar you
know hearing people cheer for you. I mean
that's a feeling that you just
can't beat and really
gives you a sense of worth.
When the big plays happen when a player goes off
and does something crazy
you can then look down at the booths and
see that player reaction live as it
happens. You can see how intense they all
are but most of the focus is going to be
around just listening to the
commentators and hearing what's
going to be going on and really getting
involved in the experience.And you've
got massive speakers so you feel like
you're in the game yourself and it's
just a really awesome experience.
For me it's all about telling a narrative and I
can go from blistering play-by-play and
just going for it and explain the hype
in a moment to checking engagements.
I'm talking about a narrative if it's
slowed down or there's nothing going on.
I need to explain that this is a very
good spawn rotation or they did really well
staying alive here,this is what they're
looking at,this is where they're going.
It's difficult sometimes to comment
caster is perfect no driver is perfect
you're never going to get everything at
one point,but you try to keep up
as much as possible.
So I'm basically looking everywhere. I'm looking at the
mini-map for engagement, I'm looking
at the strategy, the timer to
know how long is left,all the strategies
they can put in,what spawns they
have. All this goes into where I'm
directing and going for it and it may be
I'm hitting on a
player doing well or it may be I'm
talking about an upcoming rotation or
cut they've got in the map,any number of
things or something that could be focussed on.
You have to support this with everything else that any other
traditional mainstream sport has.
There has to be advertising dollars
there has to structure to the leagues and the tournaments.
I'd say the average salary for even a top Pro is probably
like a hundred thousand and that's
probably a good one there's probably
some on fifty thousand.The
people who make the most money in
general, because it's coming top down
from investment. It's like the person
who's at the top level of the tournament
organizer and the person who owns a
team and then the person who,
yeah what else would it be, like an agent
or something and much like most sports
it's only at the end that tends to be
the player who becomes the guy that makes the most.
In 2013 as Esports continued to grow
Activision confirmed its own global
tournament the COD Championships.
Call of Duty Esports had now officially begun
There was the Call of Duty championships
the million dollar tournament put on by
Activision and Treyarch out in Hollywood.
Impact were able to take the tournament
and Bank $400,000 so they won three out
of their first three major tournaments
as a squad together. $550,000 in the
space of a month and a half.
That's just that's just crazy and the only
reason they did that was because they
put so much time into the game.
Team impact were crowned kings of the world
and looked unstoppable. But soon after
their winning streak the global COD
champions were defeated at a major event
in California by an ambitious new outfit -
team Complexity.
Two weeks later on a hot summer's day in London Impact would go
head-to-head with Complexity once again.
Impact were beaten. They were so
devastated the team broke up after this event.
The professional COD scene was now set for a new dynasty.
Complexity were about to achieve a winning streak so
great they would write themselves into
Esports history.
When it comes to a team well-rounded
well prepped having a strength in every
area there is not much that could
contest it. They had everything from an
in-game leader, even two in game leaders
to some of the best players in
the game individually.It
were frightening how good they are.
They were great in every regard
they were very very skilled, they were
highly motivated they had the mental
game better than most.Doesn't
matter how many matches that were taken off
them, they always predicted them to come back and
they just outsmarted everybody, it was
the perfect storm.
We played against them four or five
times everytime we lost,they always
win regardless.They'd
still end up winning and they did pull
through somehow.It was very difficult
playing against them, probably the hardest
team Ive had to play against.
Matt Morello, in game he was the hype man he would
build them up, he would take their
confidence so high, the mental game
was just phenomenal and playing against
that and having Matt standing over them
if you were face to face, it's
something that as a player it was
difficult because you've got this guy who's
not even playing and he's just telling you
you're awful and this guy is amazing.
He was the one that if something went wrong and
you could tell it was a odd shade of
time where the team would maybe have lost
their composure a little in their
heads.
He was there to put that back in place.
But they were always one step
ahead. I remember them being at ESWC and
they were unsure about some of the
tactics they were using and were thinking
about changing the way they were
playing and for me that was unbelievable.
I said "guys you've maybe got two
hours left of playing this ever and you're
sitting there changing up the tactics
you're using going into your next game".
Changing a player's position and a
player's role because you didn't think
it was clicking well enough.
Professional Esports performed at the
very highest level is monopolized by
male players and teams. For women the
scene is very different.
Most of the guys are afraid to be beaten by a girl
because it seems like an
unwritten rule that guys should be good
at gaming or Counter-Strike or anything
but when a girl comes and does it better
than you?
It's hard to make a living out of it for
the girls because there's not enough
support so we can't spend as much time
on gaming as the guys in competitive
terms anyway.
Riot gaming are an all-female Call of Duty team from the UK
who had to face a series of commercial
and gender issues.
We don't not want to team with boys it's more of boys don't
really want to team with girls.
it is a male-dominated game and I've
noticed that through the years.It
started to show and be brought into
companies not wanting to sponsor certain
female teams. We had a big name sponsor
not willing to sponsor us just because
of the whole girl thing and how it's know
portrayed online but our stats and our
marketing was far better than some of
the other teams it sponsored. So
that was kind of a blowback. If
you're getting abuse from a male as a
female it's normally "get back in the
kitchen"
that sort of stuff,and yes it
can get bad and escalate but you just
ignore it. It just sort of gets to a
point where you want to just prove them
all wrong just to show them that we
can exceed the expectations and rise
above everything that they're saying.
After hearing it a few times you learn
to move past it and just get carry on
your life.Just let them do
what they want because it's not really
doing anything to you.
For a woman to enter a male-dominated area
some people are very judgmental.
Other females,maybe their peers that don't play games
might judge them on that.
maybe lean into them for that and
it doesn't
help that the males who also play are giving the girls a lot of flack.
More girls are coming out to play
and there are actually decent females out
there that are playing this game
themselves. It's not as bad as it once was
but it's still there and it still
needs to be addressed I guess.
The console generation is always going to be a
young generation,a bit more immature and
you do see it rub off on social media.
There's no reason they can't play in
these tournaments with men there's no
reason we can't have mixed teams.
I've seen it happen in Counter
Strike before,COD4 on PC there's
no reason they can't be in this industry.
In 2013 for the first time in video
gaming history the worlds two major
console brands would launch their next
generation machines in the same month of
the same year.
After Modern Warfare 3 we were looking at where
did we want to take the Call of Duty
franchise? There are a lot of different
ideas, you know all over the place, like
any game company.People also started to
look at what did Modern Warfare
bring to the franchise,who are the
iconic characters and which
characters that weren't explored and
what does that mean.That inevitably
led to the people who are core to
coming up with a story, to look at, hey
Ghost is a very iconic and interesting character
what is the story of this character? what
could be the story of characters who had
this kind of iconic imagery and let's
build something out of that. So that's
the roots and seeds of where Ghosts came from.
We were always a very efficient team. I think COD 4
was made with like 60 something people
and when I left right at the end of Ghosts
we had 300 people. Of course we had good
relationships with both Sony and
Microsoft but with any next generation it's
always about, hey you know we have bigger
budgets for memory bigger budgets for
effects bigger budgets for poly counts.
There was a lot of extra work
with the next-gen consoles
more high-resolution models textures
so in the end you have to hire
more artists. The biggest challenge
actually was not so much the next-gen it
was being able to support next-gen and
current gen at the exact same time.
So that's where you know the challenge is
because you want to develop a game that
looks amazing on the next-gen platform
but then also runs on the current gen.
Can we construct this in such a way that
it works for both or do we just have two
sets of models right, one for current gen
one for next-gen. So that's kind of where
a lot of the wrangling came in.
Hey,we made this one game
it looks amazing on you know, next-gen
now let's make sure that everything
works on previous gen.
In Los Angeles four years after departing Infinity Ward
Vince Zampella and his Respawn team made their comeback.
When Respawn broke off from Infinity
Ward and started working on Titanfall
it's pretty clear that was the game
they wanted to make Call of Duty into.
And that was the game that ultimately
Call of Duty started to go in that
direction right.That's not a mistake
those guys are smart those guys are
creative geniuses.I wouldn't say that
Titanfall didn't do well I think
Titanfall did better than anybody had
expected. For a new IP for a new
franchise to be able to sell four five
six million units or more I'm sure
by now, that's incredible for a new IP
that's an overwhelming success.
Any time you start a new IP
just like Call of Duty 1. Call of Duty One
was not a huge game it was big but not
really that big. And I think you're
going to see the same thing with Titanfall. You
know Titanfall is a really extremely
polished game, really tight gameplay and
it's just fun to play over and over and
over. Titanfall is a great game, it's
sales don't represent how good of a game
it is. You need a brand and Call of Duty is a
huge brand now. You know it took many
years to get that brand recognition and
Titanfall hasn't have the time to get the brand recognition yet.
Mechanically it is
fantastic and the gameplay is
superb.The issue being, it was
massively hyped. It was massively hyped to be
this great game.I played it
early and I played the demo.I played the
Beta and the point being,the Beta
was basically the full game. I'm
wondering whether or not it was rushed
out at the end. It did feel like it
at points.There didn't seem to be enough
kind of diversity to keep the
player going and it kind of lacked that
moment that Call of Duty has where
you feel like oh "this is a great play
let me tell you about this" there were
not enough of those moments in Titanfall.
You can objectively look at that game as
a developer and you can pick up some stuff
that just wasn't quite right. It
wasn't quite magical but they
were doing something really
revolutionary and really new.For that it
was more than what it received in appreciation.
Hollywood screenwriter William Goldman
once described the non-existent formula
in making a successful movie as nobody
knows nothing. As technology continues to
evolve the same words can be applied to
the future of video gaming.
Throughout the entire human history the form of
entertainment always has been something
where the audience is sitting
sitting on a chair,removed from
the stage and the show is
happening just on the stage and that's been the
case for thousands of years. Even think
about TV, movies, you're still
sitting on your chair and things are
happening away from you, apart from you.
Virtual reality, what makes it special is
that for the first time for the very
first time,you are no longer the
audience, you are right in the
middle of the action, you can look
around if there's an enemy coming behind you.
You can totally look back and
see it coming from behind you
and all these things are
happening around you. It's not happening
within the confined space of this box in
front of your eyes. So that makes the
experience very different.
If I had to predict the future for Call of Duty, I'd see
it becoming more like Counter Strike
where they have a base Call of Duty
game and they just keep building on that
rather than releasing a new one every year. I think they
are going to, at some point
release one game and they are
just going to build on that for three or
four years. They can have
loads of maps. They can keep updating it
and it's just going to be this solid Call
of Duty franchise. The game would just
be Call of Duty and that will be
the shooter that people play.
pushing stuff and they've done a lot of
current stuff and they're pushing into
sort of near future weaponary.
How many more maps
can they make? I don't know.
Everytime I see a DLC pack
there's always an old fan favorite
thrown in.We had Skyrise which
have been released in the past so I
think as long as they've got a good team
yeah they can make as many as they want.
We are always thinking about
virtual reality and how we can make a
game in virtual reality. There's a lot of
limitations on the performance side
because of the way VR works and how much
you have to render with it for each eye and
the fact that we have to tone it down
a little. And the Toon will fit
perfectly with all the things we're
thinking about.Performance, fun factor,
style, doing things in VR that may not
seem so grounded but they're just so fun
because it's VR.
I wish I could tell you what they're going to do. I mean the
developers are really really smart
they've now got a three year development
cycle rather than two years,they've got
longer to develop their game so they've
got more time to be creative and do new
things. So I don't know, maybe they will
move towards the VR experience where
you're literally playing Call of Duty as
if you're in the battlefield.
For me it would be much better, if video game
developers would be more aware about the
needs of disabled people and rather
than making games where they have
disabled people in them, I'd prefer it and
many disabled people would prefer it, that they
would make games that disabled people
could play.They want to be able
to play games they don't want to be
in the games, you know, so that would make a
huge difference. If programmers and
developers will take time to
conside when developing games
for everyone.
Since 2009 Dan Goldenberg and his team
have helped over 22,000 ex-service
military veterans get themselves into
high-quality jobs. The work is ongoing
Call of Duty's future prospects remain
infinite and the official World League
has created a permanent home for its
elite Esports teams. But the game
developers will know that to remain at
the top, innovation and creativity must
always come first, so too, must reaching
out to a highly loyal and passionate
community of fans.
UTAH BEACH, NORMANDY, FRANCE
But as time marches on the world must
never forget Call of Duty's origins and
meanings.Where it all began and what
happened on these beaches in 1944.
The men and women who sacrificed served and
gave their lives in World War Two went
above and beyond the Call of Duty.
They are, and will always be remembered
as The Greatest Generation.
The following motion picture CODumentary is a fully independent documentary production. It has not been funded, authorised, approved or directed by Activision Inc., Activision Publishing Inc. or any of its affiliates, subsidiaries, agents or representatives. All copyright content and trademarks have been recognised.
Activision, Call of Duty, Modern Warfare, Call of Duty Black Ops, Call of Duty MW3 & Call of Duty Ghosts are all officially registered trademarks of Activision Publishing Inc.
Call of Duty MW3 is an officially registered trademark of Activision Publishing Inc. Brothers in Arms is an officially registered trademark of Gearbox Software LLC. Medal of Honor is an officially registered trademark of Electronic Arts Inc. Counter Strike:Global Offensive is an officially registered trademark of Valve Corporation. Titanfall is an officially registered trademark of Respawn Entertainment LLC. All other trademarks and trade names are the properties of their respective owners.
UTAH BEACH, NORMANDY, FRANCE
In the early hours of June 6th 1944
allied paratroopers were dropped behind
enemy lines close to the beaches in
Normandy, France. It would mark the
beginning of D-day and was a major
turning point in world war II. Nearly 60
years later many of the battles and
events which took place that day would
be digitally recreated to form a
historic backdrop of one of the world's
biggest video games.
IN 2002 ELECTRONIC ARTS RELEASED THE AWARD-WINNING GAME MEDAL OF HONOR ALLIED ASSAULT
IN 2002 ELECTRONIC ARTS RELEASED THE AWARD WINNING VIDEO GAME MEDAL OF HONOR ALLIED ASSAULT
DEVELOPED BY 2015 GAMES MANY OF THE TEAM INCLUDING VINCE ZAMPELLA, JASON WEST, TODD ALDERMAN & CHANCE GLASCO LEFT THE COMPANY TO START A NEW STUDIO
INFINITY WARD
Tulsa is a very Midwestern city. It's
about half a million people, very
friendly atmosphere. We were the only
game company, you know, in Tulsa.
After we had started Infinity Ward we
had made Medal of Honor Allied Assault
and we put, you know, a little over
two years into that and we had to start
over from scratch.
During my time at Amblin while the guys
were working at Tulsa I'd spent most of
my time focused on supporting the feature
film and animation divisions. Medal of
Honor was one of the flagship titles for
Dreamworks Interactive and it was pivotal
in getting the whole division up and running.
When I heard that 2015 was
becoming Infinity Ward it was really
exciting. I really loved their work on Medal
of Honor. I saw some early screenshots
of Call of Duty and I was, I was a big fan.
I couldn't wait to see what they would come up
next for Activision.
After we had
started Infinity Ward we knew that our
competition was Medal of Honor. In some
ways like I kind of see Medal of Honor
Allied Assault as almost like a
Call of Duty 0 and we didn't really have
any people telling us
not to do something.
We found a publisher that for
the most part you know recognized us as
talented group of people and said do
your thing and make a good game.
I got my start in Call of
Duty back in 2003 on
the very first Call of Duty, I actually.
This is back when like Game Stops
weren't around. We had Electronics
Boutiques. So I had gone there a couple
days early because they had the game
early and got the game, that's how
big of a fan I was then. I was following
the 2015 guys, the Infinity Ward guys
since Medal of Honor.
So yeah, Call of Duty was like
the best new thing it was the hot new
thing for us. It was amazing. I just
remember like watching all the trailers
and seeing the bullet impact effects
coming off the walls and the shell shock
effects and like the real-time craters
that would form in the ground when
something went off when an explosion
went off. Those for the time in 2003
that was like revolutionary stuff. You
didn't see that in other games. Before
that we were playing like Return to
Castle Wolfenstein or Allied Assault. So
you know just visually the game seemed
so immersive you're aiming down the iron
sights you're bringing up the sights and
that hadn't been done before. Those were
like just for its time so revolutionary
and made myself and all of my
friends think that like this
is going to be the future.
We had to start over from scratch
because we were able to redo everything
that we did poorly you know. If there was
any legacy code that would have created kind of
you know that would have created problems
in the future we could redo that and
basically make a much tighter engine.
You know I started with Call of Duty 2 - and
really got into that game more so than
the first one I played on the PC and
just being able to use the same weapons
and you know see some of the situations
you know it was really actually very
interactive and having the dialog in the
single-player campaign and just knowing
like certain situations that some of
these soldiers had to go through I think,
that's just, it just blew my mind,
you know, and I think that's what draws a
lot of people towards videogames.
There were a bunch of names thrown around. I
remember one of the names we're likely
to pick was actually Tour of Duty and I
think that at some point along
the line I think it might have been
Tod Alderman that came up with Call
of Duty and we seemed to like that a
little bit better and so that's kind of
what we stuck with.
The building that we were
in was ridiculous.
It looked like a science
fiction book or movie or
something. I believe it was like 40 to 50
floors, not sure exactly. It was really
tall. It was in the middle of nowhere. It was
flatland and then these three giant buildings.
We've been making video games
for a long time at Gearbox. One of the
earliest original things that we created
was the series called Brothers in Arms
and at the time you know it was really
interesting because there was another
franchise when we got started there was
another franchise called Medal of Honor
that was also telling stories about
soldiers in world war II and we really
wanted to capture the feeling of what it
would be like. Medal of Honor was a great
game but it was more action-oriented.
We wanted to deliver an authentic
experience. What's interesting is the
Medal of Honor game was so successful
that while we were building our game
other folks started showing up as well.
The Call of Duty
franchise got started that same way
while we were working on our game they
started working on theirs and they
showed up a little bit before us with
the first Call of Duty game which was a
World War II shooter, very much like
Medal of Honor. The Brothers in Arms game
allowed for tactical gameplay in
addition to action skill tests.
The first Call of Duty game was so great I mean I
don't know if anybody thought about
competition I mean we just loved what we
were working on, you know. We just knew
what we built there was just special.
It stood out against other
first-person shooter games. Even you know
in the same genre. So everybody was just
excited about what we're working on and
that's what we concentrated on.
Landing in the fields there was
the cattle there and you know they were
using cattle as cover from
incoming fire and it was like there'd
been shooters before but
they hadn't really tried to draw you
into that universe and the story element
for Call of Duty at the time especially World
War II which I was very interested in
anyway,and that hadn't been done before and I think
that's why it captured my heart.
With the team in place and its first game in
development Infinity Ward decided to
pack their bags and head West.
At the time no one really knew about
Infinity Ward. In fact i didn't know
about Infinity Ward. I was just doing
research and I found that there
was a game developer not too far from
where I lived and they were working on a
World War II game which I'm a huge fan of.
So I just went over and then you know
just wanted to join the team and
that's how I got in there and I had no
idea about their history with previous
titles and stuff like that. But when I
joined the team I remember it was about
20 people,was a fairly small size
and the team was very unique.
I have to say I don't think you can
replicate the original team that
was there anywhere else.
There wre a handful of our developers that were a little
bit into world war II history but I
think I saw as time went on more and
more guys were reading books and watching
all the films and the documentaries, so
even though it was a job it kind of
a little bit of a hobby for a lot of guys.
I'm not a big fan of the weapons
at that time. I was just like a general
artist but since then I have to say, I fell
in love with weapons and I studied
what is the world war II weapon, what is a
modern weapon, how weapons worked,
functionally. It helpeds a lot.
I learned a lot at the time.
As Internet bandwidth improved players began to form their own
teams and compete in
online gaming leagues.
We were playing in at the time with the competitive scene.
So we were competing in ladders and leagues and I
started to take an interest in mapping
and modding. Call of Duty United
Offensive came out, the expansion pack to
Call of Duty 1 and we were downloading
the gtk radiant which was the map editor
and we were going in and just playing
around goofing off and creating maps and
having a good time. We were organizing
and planning what kind
of mod we wanted to make
around United Offensive so that way when
COD2 came out we could get the tools
and we could go to work. So we
made a mod called Unbound Forces and
for us we wanted to bring that into the
modern day so it was set in 2049. We had
the tactical response unit which was
like the protagonist force against
mercenaries against the mercs. It was a
really cool mod for its time. It had a
lot of innovations that ultimately ended
up being in Call of Duty. I'm not saying
that there was influence there but we
were definitely going in the right direction.
When I was younger I used to
compete. I played Doom and I
played it competitively and I even
played it professionally in a few
instances where I played in tournaments
and won money and then by the
time Quake had come out and taken over I
was in the industry as a developer.
It was just getting online and playing
in lobbies you know. I had a really good
internet connection you know, something
that a lot of people were kind of
lacking back then. I mean it's still,
they're still getting better and better
but I think just what kind of happened
was that I was competitive so the
multiplayer was there, the game was
available and it became something that I
could transition from, you know, playing
video games just for like the storylines
and the single-player
campaigns and then all of a sudden you
know you have this multiplayer aspect.
Basically there wasn't even a term
eSports back then, like it started to
loosely to be thrown around because it was
essentially created as a marketing term
to be able to sell the concept of what
these games were as a package
to people like sponsors and
outside people working in the tech
industry or gaming so at the time we
never called it that actually. We used to just
call it whatever the game we were
following was. So initially I followed
Quake, so I never thought of it as eSports.
It was all competitions
for Quake and the impulse was just to
watch the best players play basically. We
just wanted to see the best action and see
the players with the top players battle each other.
I grew up playing of course
video games like Goldeneye 007, of course
a classic and then I discovered Call of
Duty and I was like this is so much fun
and a lot of my friends played so we
would always go online and just play
completely just non-stop.
Infinity Ward had taken the World War II
series to its limits but there was
still major ambition to
move forward once again.
After we finished Call of Duty 2 and it was a good success but you
know by then we had actually worked on
World War II games for longer than
America was involved with World War II
so basically we were just really sick of
World War II and so we're like hey
let's do a modern Call of Duty and so
I think Vince and Jason had a meeting,
with Activision and said hey we're
really pumped about this idea we have
helicopters you know,all this
cool technology and we're like yeah
they're going to love this and like, nope
everyone wants World War II. Look at the
charts you know everyone's buying it and
we hadn't really hit the World War II peak yet.
So we made a prototype that was modern-day without
Activision knowing and showed it to them
they loved it. They're like alright, well
sold, so that's when we made
Call of Duty 4 Modern Warfare.
In modern warfare you play as
multiple characters. British SAS and
Marine Force Recon are the main
characters in the game.
So this is actually the prototype that
we made for Activision to show how cool
Modern Warfare would be, it's the final
version that shipped with the game. So in
Modern Warfare you're going to be going
to the Middle East, you're going to be
going to various regions of Russia.
There's a cargo ship on the high
seas. It's really a huge variety of
gameplay, a huge variety of locations to
keep the player enthralled in the game
and can keep people guessing as
to what's coming next.
Jason West, Vince Zampella, Todd Alderman
those are like the original guys behind
Call of Duty. I met them all before Call
of Duty 4 came out. I'd gone out for that
community press event. They had an agenda.
They needed to sell in all these new
ideas that were coming
with Modern Warfare.
So we knew early on that transitioning
from World War II to Modern Warfare and
meant having much closer collaboration with
the military. So in that regard we set up a
lot of field trips to get in really
close with a lot of guys who are out there doing
their job at that moment.
We spent a couple days out in Twenty Nine
Palms where we just did field exercises
with guys out there. Real Marines doing real
life exercises in a mockup city in
the desert. It was 110 degrees, the guys were
completely exhausted,they had to wear the
armor, the helmets, we ran around.
It was really exhilarating and
tiring and really gave us a new outlook
towards what those guys did especially
for the developers. We pretty much
sit at a desk for most, you know, for
the most part. So going out there and
being with them understanding what they
go through, how they think, how they move,
how they talk, how Marines different
from Army, how Army's different from SAS really
helped inform our storytelling in the game.
The transition to
Call of Duty 4 Modern Warfare really gave
you this refreshing feeling you know as
a Call of Duty fan something that a lot of
people were kind of on the fence about I
think originally when Infinity
Ward announced they're making a Modern
Warfare game and it's something that was
a little bit outside of the box. But you
know as it kind of came closer to launch
day they released a Beta of the game and
I think that was really instrumental and
when people got to play the multiplayer
Beta Call of Duty 4 and talked about it with
their friends. You know I couldn't stop
playing it and it was just so refreshing
to have like the M4 the M16 you know
and you're learning about the guns. You
have the 5.56 round that goes
into it so you're literally learning
about some of the modern warfare aspects
that actually work in the real world.
I feel like it was kind of dumb luck by
Infinity Ward but those two guys that
were a part of it they made the game so
competitive and I didn't think they really
tried to do it. The game was just, it had
the basic settings of it, just appealled to
every player, every game that everybody
played in Call of Duty 4.
Everyone just had an amazing time.
Even if you lost you had fun,
just because the game played so well, it
was so smooth, you know. I think that was
one of the first games that produced
60fps. Everything when
you played it was just smooth and you don't get
that with a lot of games on console.
That's only something that you feel on
PC and that's why I think
it was so successful.
There's always games influencing your
own games. Our levelling system was 60
levels same as World of Warcraft.
The pacing, the amount of time you had to
play to level up was actually also
very similar with WOW because I think
World of Warcraft kind of touched like a
very mainstream base.
So we looked at experience bars, we looked at ways of
having a kind of stand out
attribute and characteristics that
were very personal to the player and so
all these things kind of just made sense
to incorporate into a first-person
shooter. The perks, the experience bars,
ranking up, unlocking weapons.
It just took gaming to a whole new level.
Map design was just, you know, very
very nice to play from a competitive
aspect and you just felt like you were
in a lot of situations that were fair
when you were face to face in a 1 v 1
gunfight. So parts of the map were really
important in level design for
multiplayer games to make sure that one
side of the map isn't more advantageous
than the other, right. You always want to
make sure there's some kind of level of
balance and play and I felt like that
was a level design aspect of Call of Duty 4
that was done well. They did an amazing job with that.
At first I found it really different, it was futuristic
A bit too well done. I started with the Beta
The game was futuristic, it was a perfect game.
I was squatting like a madman, it was crazy!
After success with Modern Warfare,
developers Treyarch were assigned to
produce a new game returning to World War II.
I don't think anybody was
certain that Modern Warfare was going to
be as successful as it was which is why
Treyarch was starting on a World War II
game a year before Modern Warfare came out.
The team had actually switched
away from the COD 3 engine and switched
over to what the COD 4 engine was. It was
also a follow up to Modern Warfare which
was like that was when the franchise
entered like mega franchise status.
It went from maybe 2 million units to 10 million.
World at War was phenomenal. It had such great gameplay.
The weapons you know, just the way the story
is, it's fantastic. They returned to their
roots in the game because you know it was
originally a World War game
and that's where they went back to, that's what the fans wanted.
and World at War pulled in so many people who
hadn't played the Call of Duty multiplayer.
I felt like it was another refresher, you know. You're bringing that
new population that only experienced the
Modern Warfare and Call of Duty games
back to that World War era with those
old players and it just made sense.
So you had players actually play
both games simultaneously. You would take
a party in World at War but go back
and play some Call of Duty 4.
As Infinity Ward prepared to launch
their highly anticipated Modern Warfare
sequel not everyone shared the fans and
developers enthusiasm.
game called Call of Duty Modern Warfare
is to be released. It contains such
scenes of brutality that even the
manufacturers have put in warnings
within the game telling people how they
can skip particular scenes. Given the
recommendations of the Byron Review
specifically paragraphs 32 and 33 what
steps is the government proposing to
take in order to ensure that these
violent games do not fall into the hands
of children and young people. It's not
about censorship it's about protecting
our children.
The clearest recommendation of the Byron review is
that content suitable for adults should
be labeled as such and sold as such.
It should be an offense to sell such
content to children and that's the case
under current law. It will be
the case under the law when it changes
in the digital economy Bill. This game,
the game the honorable gentleman refers
to is a certificate 18 game. It should
not be sold to children and the
government's job is to make
sure that adult content is clearly labelled and is
what adults should be able to get and that
children are not in danger of being
subjected to adult content.
CALL OF DUTY MODERN WARFARE 2 WAS RELEASED IN NOVEMBER 2009 & CONTAINED A "MATURE" & "18+" AGE RATING CERTIFICATE. AGE RATINGS PROVIDE CONCISE & OBJECTIVE INFORMATION ON A VIDEO GAME'S CONTENT. THEY ARE APPLIED & OFFICIALLY RECOGNISED WORLDWIDE.
THE GAME'S ALL-FICTITIOUS STORYLINE CONTAINED AN OPTIONAL MISSION "NO RUSSIAN" IN WHICH THE PLAYER WAS PART OF AN ARMED GROUP POTENTIALLY CAUSING MASS DEVASTATION INSIDE A CROWDED RUSSIAN AIRPORT TERMINAL.
IN NOVEMBER 2009 BRITISH POLITICIAN RT.HON.KEITH VAZ MP RAISED HIS CONCERN OVER THE GAME'S CONTENT TO THE UK GOVERNMENT & OPPOSITION IN THE HOUSES OF PARLIAMENT.
We really want the player to understand
the gravity of the moment and understand
how bad the bad guy was and how this was
a catalyst to World War III. And in
that regard I think we really achieved it.
We gave players opportunities to skip
that at the beginning of the game to
opt out of these things if you don't want
to see this material. But we found that
really worked well and we weren't
doing it for shock value. We're doing to
put the player in a position to where war is
horrible, horrible things happen and this
is a scenario that may or may not
take place in our fiction.
A lot of us here have kids, you know.
Even when we're making a
Call of Duty as cool as
it wasn't something that we could
show our kids obviously for, you know, the
violence level that's in the game.
So what do I think about the campaign to
ban Modern Warfare because of the
violence in it.It's a very important question.
All I can say is that I think
as creators whether it's for video games,
movie, television we have to have a point.
We have to have a message to send.
If we're going to do anything
with sex, violence, racism anything, these
hot button trigger kind of topics it
can't be done
irresponsibly. You have to take
responsibility for what you're going to
show to your viewers because they're
taking it in as a story. They're taking it
as something that they're participating
in and video games it's important that
our kids who are under a certain age
don't get exposed to that.
IN NOVEMBER 2011, FOLLOWING THE RELEASE OF CALL OF DUTY MODERN WARFARE 3, BRITISH POLITICIAN RT. HON. KEITH VAZ AGAIN RAISED A SERIOUS ISSUE ON THE GAMES'S CONTENT IN THE HOUSES OF PARLIAMENT
MR. VAZ CALLED ON THE BRITISH BOARD OF FILM CLASSIFICATION (BBFC) TO TAKE FURTHER PRECAUTIONS WHEN ALLOWING A GAME TO BE SOLD. CALL OF DUTY MODERN WARFARE 3 CONTAINED A "MATURE" & BBFC 18+ AGE RATING CERTIFICATE
THE BBFC WAS SATISFIED THAT CALL OF DUTY MODERN WARFARE 3 CONTAINED NO MATERIAL THAT REQUIRED RESTRICTION BEYOND THE "18" CLASSIFICATION.
THE GUIDELINES AT "18" ACCEPT THE PRINCIPLE, REPEATEDLY ENDORSED BY THE PUBLIC, THAT ADULTS SHOULD BE FREE TO CHOOSE THEIR OWN ENTERTAINMENT IN THE ABSENCE OF LEGAL ISSUES OR MATERIALS WHICH RAISE A RISK OF HARM.
The Modern Warfare series had broken all
previous sales records. Its publisher
decided the time was right to make a
difference outside of the video gaming
community and put something back.
The Call of Duty Endowment was founded in
late 2009 by Bobby Kotick. Bobby really
wanted to find a way to give back to
veterans, you know, as a group that has
certainly inspired many Call of Duty games
and as a group of
people who he just felt were really in
need. So that was the genesis of it and
you know I think the specific focus on
putting vets in jobs was also really
important because it's born out over
time that we've learned, giving
a vet a job when they come back, helping
them find a job is the best way to
help them reintegrate into society.
The Call of Duty endowment is such an
amazing thing and I'm really glad that
Activision had chosen to give back to
those who, you know, give us our freedom.
So we get a lot of fans that are in the
military and to see them play the game
and just to be able to give back to them
is just a blessing.
The notion of volunteering, raising your hand and
saying I'll do anything that's a virtue
in the military. In the civilian world
when you're looking for a job and you go
to an employer and say I'll do anything,
that's actually a hindrance. That's
something that companies don't know how
to react to. So there's things veterans
have to be taught on their way out or
transitioning service members really
have to be taught so they can be
successful in the civilian world when
they get out. They've got all the
fundamentals right. They've got hard work,
they've got great experience of
leadership, they've got discipline they have
creativity, they have adaptability, they
have teamwork. They just need to know how
to talk about that more effectively to
essentially learn how to sell themselves.
There's a Marine, severely wounded Marine
who was speaking at a major investment
bank in New York one day and he was
talking about the value of hiring
veterans. And a banker stood up and said
look it's great what you're doing I
really applaud that but I got to be
honest with you, I'm worried if we hire a vet
is this veteran going to go postal on us?
And New Yorkers being New Yorkers they
tend to speak their minds but the
Marine took it in stride he said okay
fair question let me ask you this - How
many of you here in this New York
Investment Banking office were here on
9/11. About half the room raised their
hands and said yeah we were here. So the
Marine then asked did any of you have any
of you since ever maybe had some fear
about going up a tall building, maybe
lost some sleep, maybe gotten a little
distracted at work at times. A lot of
heads were nodding and said you may have
post-traumatic stress but that doesn't
make you a bad banker, that doesn't mean
you can't be effective in your job if
you have the right help and counseling.
It's just one more issue people have to deal with.
Treyarch were given the task to produce
something in a dark and more sinister era.
A time of covert operations and
classified missions, espionage and the
threat of nuclear war.
So being able to make a whole game like Black Ops
the gloves were off. We were in the Cold
War era and then because it was Black
Ops because it was black operations,
these deniable ops, these deniable
missions we also didn't need to
adhere strictly to historical
authenticity. We could take some creative
liberties with the stories we were
telling because it's like well, you know, how
do you know that this didn't happen
during the Cold War. How do you know this
wasn't one of those classified missions.
There were some other names
Call of Duty Cold War was an obvious
one, Call of Duty Vietnam. Back
when it was much more Vietnam slanted of
a game than bigger black ops and we
were able to work with Activision to
focus test all these different
names and see what resonated best with
people and Black Ops ultimately
was like far and away like the right decision.
By 2010 the Modern Warfare
series had broken new records. Highly
acclaimed by critics and fans, Activision
had made a blockbuster.
And the BAFTA goes to Call of Duty 4 Modern Warfare.
And the BAFTA goes to Call of Duty 4 Modern Warfare.
Wow, well, on behalf of
everybody at Infinity Ward back in Los
Angeles California. Thank you for this award.
It means a lot. Every one of us, we're just
a team of just under 100 people so we
consider ourselves very small and we're
all personally invested in this game.
So this means a lot so thank you very much.
That Steelcase is autographed by Gary
Oldman. We started getting a lot of more
thletes and celebrities that love
Call of Duty who wanted to come see our
studio and I got to meet the entire
Dodgers lineup and I'm a huge Dodgers fan.
And the game award of 2008 goes to
who else but Call of Duty 4 Modern Warfare.
I think Vince and Jason went to their
regular Monday meeting over at
Activision in Santa Monica.
And they didn't come back.
I was in London. I was on a press tour
and I just remember getting done with a
series interviews and just checking my
emails and, it's like, are you kidding
me?, is this actually happening?
Where's Vince and Jason?
Vince Zampella and Jason West were fired by Activision for
insubordination and immediately left
Infinity Ward.
The next day we had security people outside our office.
Wearing regular civilian
clothes with walkie talkies,
they just watched us go into our office. As a
team we just stayed really focused and
you know we empathized with
all of our friends and colleagues who
were over there who were caught up in
the middle of it and you know we wanted
to be supportive of that and empathetic
of that and at the same time like there
was just so much like you had a
tiptoe with, just how high-profile
that legal thing was.
Keeping records and needing
to go to
meetings and tell your side of the story.
It was a tough time for everybody involved.
Everyone loved Vince and
Jason. They were just a huge part of the
success of the game and as soon as they
were fired we were kind of freaking out.
IN 2010 JASON WEST & VINCE ZAMPELLA FILED A LAWSUIT AGAINST ACTIVISION FOR WRONGFUL CONTRACT TERMINATION & ALLEGED AROUND $36 MILLION WAS OWED IN UNPAID ROYALTIES
IN RESPONSE ACTIVISION FILED IT'S OWN COUNTER-COMPLAINT STATING THAT JASON WEST & VINCE ZAMPELLA'S LAWSUIT CLAIMS WERE MERITLESS.
Multibillion-dollar lawsuits followed
and after two years the court battles
were settled.
Vince Zampella and Jason West formed a
new studio - Respawn Entertainment.
Activision brought in new developers,
Sledgehammer games, to continue work
alongside Treyarch and Infinity Ward on
the Call of Duty series.
The business and machinery side of our industry often
would wish us to do what is reliable and
what we've done before and just do it
again and do it a little bit better next
time. But a creative wants to take risks
and try new things and so we see it all
over our industry where sometimes
creative talent doesn't want to just
keep making the same game that the
business machine wants them to make and
sometimes there's a split. We saw with
the creative people that
created Infinity Ward at Activision, left
and started a new studio that made
Titanfall, what a brilliant creative new
angle. We saw that the folks that created
Halo with Microsoft regained their
independence and offered us Destiny.
Call of Duty is such a big game you have
to consider the multiplayer side, the
single-player side, the Spec
Ops side and how the features that
you're creating really integrates with all those.
Specifically with the Call of Duty
formula you got people like Vonderhaar
who have to have to craft these
incredibly complex basically living
organisms at the end of the day when you
look at what a multiplayer game is.
It runs at a higher frame rate and it looks so smooth and plays
so well. This is part of the reason why people love it.
It's not something that's glitchy, it's not something that's buggy.
The goal of the game always in multiplayer
was to keep the speed up so there's
always intense action and something new happening.
The game gets really competitive. Especially
when you start building a massive kill
streak and everyone starts focusing down on you.
And the more kills you get, the more kill streaks you get, the harder
you become to kill, the more everyone tries to focus you down.
Kill streaks function as a reward to the player. So as a player is
doing well they're rewarded with extra
points. As they build up these points
then they get to unleash a kill streak.
What a killstreak is is a special ability,
so it could be a unique weapon, it could
be a defensive ability that enhances the
entire team, it could be an offensive
action that takes out a whole bunch of
enemies. So this is the UI
from this game, the kill streaks are on
the left here.I'll show you
right here, it's a simple little system
that tells you how many kills you need
to get to get the next kill streak each
of those icons with light up. It's
essentially like it keeps you on the
edge of your toes while you're playing
the game because you want to do really
well. It makes you try hard you don't
want to die. You have to get a certain
number of kills in a row without dying
to be able to get a kill streak and then
the more and more kills that you get
without dying the higher level kill
streak you're rewarded.
You got to have high sensitivity to play Call of Duty.
I think, especially because it's getting around the corners with
shot guns and stuff. That's what it's all about.
And especially when you start to form teams around this game and you've all
got microphones and talk to each other, that's where a lot of fun comes from.
Being able to coordinate plans, attack, converging, you know, plotting a bomb this way.
The fact that teamwork comes in is a great point for the Call of Duty franchise.
Good players tend to memorize which killstreaks they have and how many kills
they've made so that as they're playing
in their mind they have a count going of
1, 2, 3, I've got my UAV 4. 5, I can put out
my next one things like that so it
really gets you. It puts the pressure on to not die.
The mappers had a really hard
time.
they're the unsung heroes because you
take it for granted you run around a
level you think about the weapons you
think about the kill streaks you think
about the game-mode and people take the
map for granted. And it really takes
someone with a really innate knowledge
of flow to be able to design a space
that'll work so that everybody can be in
there running around
together have places to hide have lots
of places to shoot other people. And so
there's completely different things
and so when they're always looking for
successful ways to accomplish those.
A lot of times they'll go back to the
favorite Maps the classics Crossfire
things like that that all the fans love.
And try to look at what are the key
points of this map that create this fun.
Every little detail, every
little facet of when you walk through a
multiplayer map is scrutinized to the
umpteenth degree like you can't imagine
how many hours are spent just
pining over every little detail.
Whether a window should be an inch
higher inch lower. Whether a waterfall
should be to the left, to the right. What
that does to the view distance, what
that does to the sight lines of the map,
you know. It's all part of it, all of that
adds up to what is the magical Call of Duty formula.
The eSports players would sit in with our
play test. We would play test all the
time every day more than once a day
often, especially when we are getting
towards the end and be able to get
immediate visceral feedback. So you can
give someone a game and tell them to
write a questionnaire but if you're
watching them play the body language
everything they say while they're
playing things like that. Their
enthusiasm or lack of enthusiasm after
they play all these things give you
amazing amounts of feedback.
Fast action multiplayer mode requires full hand to
eye physical ability but not everybody
has these gifts.
Crouch
Jump
Run
Duck
If I wasn't disabled I would
probably have been a soldier. A lot of people
play multiplayer games, they
play online
but for me campaign
mode is really important you know
I can play video games but
I'm never going to be as good as
able-bodied people.
For me, I love story the
single-player campaign for a Call of Duty
title was always an exciting thing to
work on. We had really big budgets to get
the best writers, the best actors, great
motion capture people. Everything we
needed to do a huge film like summer
blockbuster production.
The campaign mode is
something special because it has a
great storyline to it and when
you're playing in campaign mode you know
just playing it feels like you
completely immersed into it. You're
following the story and
you're completely locked into
that game and for me as a disabled person
you know to be playing a game which you're
totally immersed in feels like i'm out
of my body and into someone else's body
playing a game
which is a kind of out of body
experience.
Okay to play Call of Duty I use a chin joystick
which basically acts like a mouse. If you
move the cursor around and look around
and when I playing Call of Duty it
actually lets me control the camera. So I
can rotate to different angles and aim
when I want to shoot and to
fire I use my button which is next to my
hand. It's just a soft switch. And to
move forward backwards and change
weapons. I use a program called
GlovePie which is a voice
recognition application and the way it
works, you can actually map
keyboard keys to voice commands so
I can say the word forward and the
character would move forward. I can say
left or right and the character would move left or right.
But more importantly it also lets me do
things like change weapons. I say
change and it would switch from a rifle
to a handgun or if I say the word
grenade
it would then throw a grenade.
I work 9 to 5 every day supporting
many users around the UK with IT
problems so I do that full time.
Call of Duty ranks number one. Because I know what
to expect when I buy a Call of Duty game.
I know I'm not going to be disappointed it
it's going to have good animation good
effects. It's going to have a rhythm to it
and the storyline it's always going to
be immerseful and it's going to make
you follow the characters and
it's not going to disappoint.
Getting the story, getting
into the characters. Creating the settings of
what really is going to be happening in
this world and the story of creating. It's always
something that's been really fun for me.
Actors interestingly enough,most of them
are really big fans of Call of Duty so
don't need convincing about coming on board.
It's pretty funny actually what they do
when they're
casting for video games.With video games it's all
top-secret. Everything's top-secret,
for instance when I did Assassins
Creed or Call of Duty I didn't know what
game I was going in for. Call of Duty was
called Eclipse. It wasn't called Call of
Duty Black Ops 2 and the character I was
going in for was not even called Raman.
It was like Hassan or something like that
and I got an audition piece it was like
two pages of script and I must
have had maybe four lines and no clue
what the scene was about other than my
character interacting with this other
character and being a little bit of a badass.
Completely out of context of the story.
So I did that and she gave me a little
direction the casting director I think it
was Ivy, Ivy Isenberg who did that
and I did it again she said great.
Next thing, you know, you get called up
hey you got the job on Eclipse and just
so, you know, it's actually Call of
Duty Black Ops 2 but don't tell anybody.
Every major movie star, all the big
A-list stars are telling their
production companies telling their
managers,look for my video game. I want
to find my video game. Either you create
one for me if you're a big enough A-list
star or wait for the right game to come
along and request that I be in it
because that's going to put me in a
completely different world to a whole
bunch of new people and it's going to
build my fan base and consequently
augment my success and my reach and my
marketability and just give me more of
what it is that makes a successful actor
successful which is clout power.
There are these different certification milestones
you go through with Microsoft and Sony
and you have to make sure that the game
is all ready to be created on disc but
there's ask the actual physical part
sending out to a factory so that that
factory can make the millions of discs
that are needed which is, you know, a
little bit different for a Call of Duty
franchise than some other franchises.
Once we hit the gold version that means
it's like the ready to ship version we
celebrate in-house. So I remember that
we had a champagne party and then we
bring in some guests and it
was fun for the gold version.
And then when you're launching we
celebrate at store in the local so
we went there at night on the guest
list. So many people are lining up we
went there all together, we had some events
with signings of the posters and giving them to fans
and stuff, we celebrate that way.
So Call of Duty always brings a lot of
audiences out of the woodwork and into
these launches that we have at midnight
and we never really anticipated how
much people were looking forward to our games.
We're just making a
game. We all work at a desk just doing
our thing so it's really kind of
exciting and crazy to finally leave that
bubble and see the real world and
everything going on. For a lot of us that
week leading up to a launch meant going
out on press junkets talking to the
press go to different parts of the world
and having launch parties, just
getting everyone to understand the
developers and meet the developers. For
some guys, the coders, the designers and
the unsung heroes that had to stay and
burn the midnight oil they were making
last-minute fixes so that when the game
launched it was stable it was solid it was fun.
The reason why I queued up for six days and five nights outside
Oxford Street was to be first to get
Black Ops 2. I'd been to previous
midnight launches and I decided that I
wanted to be first.
I was currently at University. I kind
of didn't tell my lecturer but I
took a few days off.
I brought roughly about three gallons of
water with me. I had a really big red
rucksack and carried one of those
pop-up tents which unfortunately wasn't
waterproof. I found out one night the
hard way and I had a sleeping bag, my
sister's military sleeping bag which
should have kept me quite warm, which it
did until it rained.
The evenings I must admit were very cold and most evenings I
kind of drifted in and out of sleep so
I'd be awake for two hours and I'd fall
asleep again for another hour and a half
then watch a film in the middle of the
night and it was mostly
just periods of awake time and
sleep just kind of melted into each
other because I'd start sleeping during
the day you know I'd be awake at night
and it was just kind of all patchy really.
There was a lot of mixed reactions for
when I was camping on the street like
I'd say half of the people were almost
thinking of me like I'm crazy
I don't know why you'd want to do that
you're taking time out of your own free
thing to just sit here on the street and
I'd say the other half of people they
were thinking exactly the same thing but
they were saying well done.
Because I was so cold a lot of the time it actually
took a lot of energy to keep my body
warm I was eating junk food but ended up
losing weight at the end of the week
which is crazy. So on the evening of the
launch the atmosphere was really
exciting. I was let in the store first
and they had all these people come in
like taking pictures of me and doing
videos and stuff and I got to stand
right at the front of the crowd when we
watched the show with Mr Pointy head is
wax=s really good.But they didn't tell us
what was actually going to happen
in the store at the point of the midnight release.
So all the lights went out in
the store and they played zombie music
from Black Ops and it was really
awesome like they were really scary they
had actual blood dangling from their
faces and their contact lenses in
you'd completely mistaken them for real zombies.
It was really cool going up on the stage meeting Mr Pointy Head.
I was standing there in front of this sea of people
so I would see all these camera lenses
and all these faces and phones
pointed in my direction
So the producers of Black Ops II were actually there. They were signing game copies and I gave
him my game copy of
Black Ops 2 and he was going to
sign it for me and he kind of looked me
up and down and just went: You're crazy
you know that.
And then he actually signed the game box
and he wrote "you are mental" and his
signature and then just gave it back to
me and he's like thank you so much for
queuing up for this game it really means a lot to us.
I wouldn't take the week back because you know after it's all
over I got a little bit sad.
I'm not going to be waiting in the queue
anymore for the game and once you've got
it it's a little bit kind of like, oh my
the launch is all over but then you got to
play this awesome game so it kind of works out.
Call of Duty really started mostly online
with Modern Warfare One, still probably
the most popular game amongst the pro
players. This was where Call of Duty
Esports really began.
The way I got into it was just by playing a lot and getting
better and just meeting the right people.
If you want to be a recognized pro
player and you want to be
that guy that does it you need to
have three people on your team that you
enjoy playing with.
How these teams normally form is everyone thinks they're the
best when you get in the lobby and you
finish in first place and you're beating
up on some other guys who are a little bit
less skilled you get really confident.
You start by just having
fun and if you enjoy it you play it more.
if you enjoy even more you play some
more and all of a sudden you're playing
with people who are also good and then
all of a sudden you're in a better team
and a better team and a better team.
It's no different from sport. We're not
reinventing the wheel here, simply as a
case of where you put on a pair of
football boots and go and kick a ball
about now you're picking up a gaming pad or
a mouse or a keyboard and just playing.
You want to find that one partner that you
want to work with after that you'll see
a lot of two pairs join up to create a
four man team or after just playing
other opponents you'll recognize the
best player from an opposing team and
try and bring them on to yours.
TO BEGIN WITH, I DIDN'T THINK ABOUT IT
AT ALL, I WAS PLAYING FOR FUN.
AT FIRST, I DID NOT THINK THAT THERE
THERE WAS YOUTUBE WHICH WAS ON A BIG SCALE
SPONSORS WHO ARRIVED, TEAMS WHO
WOULD PAY, ETC., ETC... I SAID TO MYSELF
GO FOR IT, IT'S GOOD, SO I STOPPED
EVERYTHING AND THREW MYSELF INTO IT.
I AM PLEASED TO BE WHERE I AM
IT'S MY PASSION
When you get into a match when you're
playing for a lot of money and you know
there's a lot on the line you can lose
at any time, and that's the issue
with Call of Duty. It's a day-to-day game.
No matter how good a team you are you
there's always the possibility of losing
because every team has a possibility of
coming out and just shocking
the world. No matter how heavily
favorited one team could be another team
could win that's just how Call of Duty
is just because there's such low health
and kills are so easy to get.
You'll see a lot of team changes amongst the top.
There's probably about sixty-four guys
that could win a tournament at any point in time.
Even a lot of these players in their own right are celebrities
themselves. They have hundreds and
thousands of followers on Twitter they
go out and people recognize them in the
airports. So it's really cool to see
everything that they're doing.
I OFTEN GO TO SUBSCRIBER CONVENTIONS
WHERE I CAN MEET MY FANS
THEY ARE HUGE, THEY ARE THERE TO
CHEER US ON IN THE COMPETITIONS
AND ON TWITTER, "GO GUYS!"
THOSE CONVENTIONS WHERE THERE
ARE 200, 300 PEOPLE...
IT IS AMAZING; THERE'S NOTHING ELSE TO SAY
A lot of players will be amazing online
but when they come to a LAN and you
know the atmosphere's here they know they
got to perform there's thousands of
people watching, they kind of crumble.
The coaches now we see are motivational
tools. So if a team loses you know if
they go 2-0 down in the
best-of-five series and you know the
heads go down and they start getting
demotivated the coaches are there to say
guys what are you doing, pick this up
this is our chance we're going to win
this try and rally the troops if you
will and get them motivated for the rest
of the game and see if they can now come
back. Very rare you'll see coaches
actually getting statistical data
of different things in the game
where people are respawning etc.
The coach is a really important part of any
team. If he sees a player that normally
is going to be the lead slayer
struggling before the player even gets
some doubt in his mind the coach should
be there and tell him don't worry you're
going to get the next kill keep focused.
He is the one that keeps everyone on the
same page keeps everyone on track and
really if he's doing his job right the
team is going to stay pumped up they're
going to stay happy they're going to
keep communicating regardless if they're
winning or losing in every single game.
When they do have a coach there's
somebody who has this outside
perspective that's able to see things
that's a little bit different and
they're able to hype up their teams and
really kind of give them
advice on where to go.
Oliver Sellers is a Call of Duty team coach with mainstream sporting
grandfather Ron Atkinson was first team
manager of English soccer giants
Manchester United
As a team manager - I like to be very
involved with the players
from day to day getting what they need
whether it be a simple thing,whether
they've got the right stuff to be able
to practice at the highest level. Whether
that means we get them, anything,
from new gaming monitors the
big thing now is that people didn't realize
three four years ago how important
having a top brand gaming monitor is.
It's like any sports having the
best pair of football boots having the
the best cricket bat.It's about getting anything
and getting your players the best and allow them to
perform.Then
there's no saying what they can do.
My Grandad he is a big part of my life.
I would love to get him to go to an event one day.
I think he'd really be able to see the
comparisons between a major sport and
Esports in as much as they're physically
playing on the field we're playing
on a screen.
He's been a commentator
he'd be able to see what
they're doing for game, what managers are doing for
a game, between games talking to his team
like at half-time,him getting them in dressing
room you can turn the team around.It
would just be great to see him getting
in the environment see what it is.
Counter strike looks similar to Call of
Duty. It remains one of the biggest
titles in professional Esports.
Hello everyone and welcome to the latest stop
on the Dreamhack tour we are here in
London, England.
No applause,disappointed. I thought we were getting a
much bigger shout than that, there we are.
I think the people who put it in place, the
mechanisms that made it big now
couldn't have had a clue how successful
it would be.What basically happened
was for the first year maybe
just over a year and two months or
Counter Strike Global
Offensive was not a big game it wouldn't
even have been in most people's top
three in terms of the biggest Esports
games, the most important ones with good
prize money and a big circuit. So player
salaries were very low and actually with
the usual lifespan of games if you don't
make it in the first year you're basically
dead in the water, it's usually over at that point. So
it should have been over and what actually
happened was Valve had this weird idea
which I still don't understand how it
worked which was to add in the skin
economy to the game and create skins. A
skin is just what the gun looks like.
Having a better skin doesn't make the
gun perform better doesn't make you
perform better. It's just something that
looks cool okay, but then someone had the
genius idea that you could actually
gamble your skins. The thing you gamble
the skins on is in the Pro matches and
then, say they lose, they'll think right
well if I'm going to gamble in a pro
finding a way for people who otherwise
wouldn't normally be inclined to get
really into Esports.
It's almost like a little cookie trail,
I keep following it through and
eventually they're in eSports.
They were just a casual gamer before but
they followed this natural route of,
okay I'm getting skins I've got a good
skin collection,I want better ones and I'm
gambling them and suddenly they're an eSports fan.
I think what Call of Duty brought was more of an arcade feel in
terms of just regular matches and game
play. You know you had hardcore modes
that were more akin to Counter-Strike
but trying to make it more palatable for
the everyday person who is still
interested in World War II shooters and
modern-day shooters so that they can
respond and get back into the action. And in
terms of gunplay and feel there was a
lot of innovation that was done even
though Counter Strike did have kick and
variance with spread but I think Call
of Duty took that to another level
in terms of adding more feel to the
weapons. In Call of Duty you find how you
move in the world feels a lot more
smoother and was definitely a marked
difference that made it a lot easier for
people to jump in.
How can you boil down the
essence of why people want to watch an
eSports game? I actually think what
it comes down to is most of the time
it's just like watching any sport.
It's just a normal thing and you have a
little bit of vested interest and you are like okay, I
hope that player plays well but
because they're the best players every
now and then they will pull off a move
that's so perfect and superlative in
it's quality that you almost couldn't
even visualize it was possible but when
it's happening you just know it's brilliant.
Playing in a tournament and making a
play,just hearing a crowd roar you
know hearing people cheer for you. I mean
that's a feeling that you just
can't beat and really
gives you a sense of worth.
When the big plays happen when a player goes off
and does something crazy
you can then look down at the booths and
see that player reaction live as it
happens. You can see how intense they all
are but most of the focus is going to be
around just listening to the
commentators and hearing what's
going to be going on and really getting
involved in the experience.And you've
got massive speakers so you feel like
you're in the game yourself and it's
just a really awesome experience.
For me it's all about telling a narrative and I
can go from blistering play-by-play and
just going for it and explain the hype
in a moment to checking engagements.
I'm talking about a narrative if it's
slowed down or there's nothing going on.
I need to explain that this is a very
good spawn rotation or they did really well
staying alive here,this is what they're
looking at,this is where they're going.
It's difficult sometimes to comment
caster is perfect no driver is perfect
you're never going to get everything at
one point,but you try to keep up
as much as possible.
So I'm basically looking everywhere. I'm looking at the
mini-map for engagement, I'm looking
at the strategy, the timer to
know how long is left,all the strategies
they can put in,what spawns they
have. All this goes into where I'm
directing and going for it and it may be
I'm hitting on a
player doing well or it may be I'm
talking about an upcoming rotation or
cut they've got in the map,any number of
things or something that could be focussed on.
You have to support this with everything else that any other
traditional mainstream sport has.
There has to be advertising dollars
there has to structure to the leagues and the tournaments.
I'd say the average salary for even a top Pro is probably
like a hundred thousand and that's
probably a good one there's probably
some on fifty thousand.The
people who make the most money in
general, because it's coming top down
from investment. It's like the person
who's at the top level of the tournament
organizer and the person who owns a
team and then the person who,
yeah what else would it be, like an agent
or something and much like most sports
it's only at the end that tends to be
the player who becomes the guy that makes the most.
In 2013 as Esports continued to grow
Activision confirmed its own global
tournament the COD Championships.
Call of Duty Esports had now officially begun
There was the Call of Duty championships
the million dollar tournament put on by
Activision and Treyarch out in Hollywood.
Impact were able to take the tournament
and Bank $400,000 so they won three out
of their first three major tournaments
as a squad together. $550,000 in the
space of a month and a half.
That's just that's just crazy and the only
reason they did that was because they
put so much time into the game.
Team impact were crowned kings of the world
and looked unstoppable. But soon after
their winning streak the global COD
champions were defeated at a major event
in California by an ambitious new outfit -
team Complexity.
Two weeks later on a hot summer's day in London Impact would go
head-to-head with Complexity once again.
Impact were beaten. They were so
devastated the team broke up after this event.
The professional COD scene was now set for a new dynasty.
Complexity were about to achieve a winning streak so
great they would write themselves into
Esports history.
When it comes to a team well-rounded
well prepped having a strength in every
area there is not much that could
contest it. They had everything from an
in-game leader, even two in game leaders
to some of the best players in
the game individually.It
were frightening how good they are.
They were great in every regard
they were very very skilled, they were
highly motivated they had the mental
game better than most.Doesn't
matter how many matches that were taken off
them, they always predicted them to come back and
they just outsmarted everybody, it was
the perfect storm.
We played against them four or five
times everytime we lost,they always
win regardless.They'd
still end up winning and they did pull
through somehow.It was very difficult
playing against them, probably the hardest
team Ive had to play against.
Matt Morello, in game he was the hype man he would
build them up, he would take their
confidence so high, the mental game
was just phenomenal and playing against
that and having Matt standing over them
if you were face to face, it's
something that as a player it was
difficult because you've got this guy who's
not even playing and he's just telling you
you're awful and this guy is amazing.
He was the one that if something went wrong and
you could tell it was a odd shade of
time where the team would maybe have lost
their composure a little in their
heads.
He was there to put that back in place.
But they were always one step
ahead. I remember them being at ESWC and
they were unsure about some of the
tactics they were using and were thinking
about changing the way they were
playing and for me that was unbelievable.
I said "guys you've maybe got two
hours left of playing this ever and you're
sitting there changing up the tactics
you're using going into your next game".
Changing a player's position and a
player's role because you didn't think
it was clicking well enough.
Professional Esports performed at the
very highest level is monopolized by
male players and teams. For women the
scene is very different.
Most of the guys are afraid to be beaten by a girl
because it seems like an
unwritten rule that guys should be good
at gaming or Counter-Strike or anything
but when a girl comes and does it better
than you?
It's hard to make a living out of it for
the girls because there's not enough
support so we can't spend as much time
on gaming as the guys in competitive
terms anyway.
Riot gaming are an all-female Call of Duty team from the UK
who had to face a series of commercial
and gender issues.
We don't not want to team with boys it's more of boys don't
really want to team with girls.
it is a male-dominated game and I've
noticed that through the years.It
started to show and be brought into
companies not wanting to sponsor certain
female teams. We had a big name sponsor
not willing to sponsor us just because
of the whole girl thing and how it's know
portrayed online but our stats and our
marketing was far better than some of
the other teams it sponsored. So
that was kind of a blowback. If
you're getting abuse from a male as a
female it's normally "get back in the
kitchen"
that sort of stuff,and yes it
can get bad and escalate but you just
ignore it. It just sort of gets to a
point where you want to just prove them
all wrong just to show them that we
can exceed the expectations and rise
above everything that they're saying.
After hearing it a few times you learn
to move past it and just get carry on
your life.Just let them do
what they want because it's not really
doing anything to you.
For a woman to enter a male-dominated area
some people are very judgmental.
Other females,maybe their peers that don't play games
might judge them on that.
maybe lean into them for that and
it doesn't
help that the males who also play are giving the girls a lot of flack.
More girls are coming out to play
and there are actually decent females out
there that are playing this game
themselves. It's not as bad as it once was
but it's still there and it still
needs to be addressed I guess.
The console generation is always going to be a
young generation,a bit more immature and
you do see it rub off on social media.
There's no reason they can't play in
these tournaments with men there's no
reason we can't have mixed teams.
I've seen it happen in Counter
Strike before,COD4 on PC there's
no reason they can't be in this industry.
In 2013 for the first time in video
gaming history the worlds two major
console brands would launch their next
generation machines in the same month of
the same year.
After Modern Warfare 3 we were looking at where
did we want to take the Call of Duty
franchise? There are a lot of different
ideas, you know all over the place, like
any game company.People also started to
look at what did Modern Warfare
bring to the franchise,who are the
iconic characters and which
characters that weren't explored and
what does that mean.That inevitably
led to the people who are core to
coming up with a story, to look at, hey
Ghost is a very iconic and interesting character
what is the story of this character? what
could be the story of characters who had
this kind of iconic imagery and let's
build something out of that. So that's
the roots and seeds of where Ghosts came from.
We were always a very efficient team. I think COD 4
was made with like 60 something people
and when I left right at the end of Ghosts
we had 300 people. Of course we had good
relationships with both Sony and
Microsoft but with any next generation it's
always about, hey you know we have bigger
budgets for memory bigger budgets for
effects bigger budgets for poly counts.
There was a lot of extra work
with the next-gen consoles
more high-resolution models textures
so in the end you have to hire
more artists. The biggest challenge
actually was not so much the next-gen it
was being able to support next-gen and
current gen at the exact same time.
So that's where you know the challenge is
because you want to develop a game that
looks amazing on the next-gen platform
but then also runs on the current gen.
Can we construct this in such a way that
it works for both or do we just have two
sets of models right, one for current gen
one for next-gen. So that's kind of where
a lot of the wrangling came in.
Hey,we made this one game
it looks amazing on you know, next-gen
now let's make sure that everything
works on previous gen.
In Los Angeles four years after departing Infinity Ward
Vince Zampella and his Respawn team made their comeback.
When Respawn broke off from Infinity
Ward and started working on Titanfall
it's pretty clear that was the game
they wanted to make Call of Duty into.
And that was the game that ultimately
Call of Duty started to go in that
direction right.That's not a mistake
those guys are smart those guys are
creative geniuses.I wouldn't say that
Titanfall didn't do well I think
Titanfall did better than anybody had
expected. For a new IP for a new
franchise to be able to sell four five
six million units or more I'm sure
by now, that's incredible for a new IP
that's an overwhelming success.
Any time you start a new IP
just like Call of Duty 1. Call of Duty One
was not a huge game it was big but not
really that big. And I think you're
going to see the same thing with Titanfall. You
know Titanfall is a really extremely
polished game, really tight gameplay and
it's just fun to play over and over and
over. Titanfall is a great game, it's
sales don't represent how good of a game
it is. You need a brand and Call of Duty is a
huge brand now. You know it took many
years to get that brand recognition and
Titanfall hasn't have the time to get the brand recognition yet.
Mechanically it is
fantastic and the gameplay is
superb.The issue being, it was
massively hyped. It was massively hyped to be
this great game.I played it
early and I played the demo.I played the
Beta and the point being,the Beta
was basically the full game. I'm
wondering whether or not it was rushed
out at the end. It did feel like it
at points.There didn't seem to be enough
kind of diversity to keep the
player going and it kind of lacked that
moment that Call of Duty has where
you feel like oh "this is a great play
let me tell you about this" there were
not enough of those moments in Titanfall.
You can objectively look at that game as
a developer and you can pick up some stuff
that just wasn't quite right. It
wasn't quite magical but they
were doing something really
revolutionary and really new.For that it
was more than what it received in appreciation.
Hollywood screenwriter William Goldman
once described the non-existent formula
in making a successful movie as nobody
knows nothing. As technology continues to
evolve the same words can be applied to
the future of video gaming.
Throughout the entire human history the form of
entertainment always has been something
where the audience is sitting
sitting on a chair,removed from
the stage and the show is
happening just on the stage and that's been the
case for thousands of years. Even think
about TV, movies, you're still
sitting on your chair and things are
happening away from you, apart from you.
Virtual reality, what makes it special is
that for the first time for the very
first time,you are no longer the
audience, you are right in the
middle of the action, you can look
around if there's an enemy coming behind you.
You can totally look back and
see it coming from behind you
and all these things are
happening around you. It's not happening
within the confined space of this box in
front of your eyes. So that makes the
experience very different.
If I had to predict the future for Call of Duty, I'd see
it becoming more like Counter Strike
where they have a base Call of Duty
game and they just keep building on that
rather than releasing a new one every year. I think they
are going to, at some point
release one game and they are
just going to build on that for three or
four years. They can have
loads of maps. They can keep updating it
and it's just going to be this solid Call
of Duty franchise. The game would just
be Call of Duty and that will be
the shooter that people play.
pushing stuff and they've done a lot of
current stuff and they're pushing into
sort of near future weaponary.
How many more maps
can they make? I don't know.
Everytime I see a DLC pack
there's always an old fan favorite
thrown in.We had Skyrise which
have been released in the past so I
think as long as they've got a good team
yeah they can make as many as they want.
We are always thinking about
virtual reality and how we can make a
game in virtual reality. There's a lot of
limitations on the performance side
because of the way VR works and how much
you have to render with it for each eye and
the fact that we have to tone it down
a little. And the Toon will fit
perfectly with all the things we're
thinking about.Performance, fun factor,
style, doing things in VR that may not
seem so grounded but they're just so fun
because it's VR.
I wish I could tell you what they're going to do. I mean the
developers are really really smart
they've now got a three year development
cycle rather than two years,they've got
longer to develop their game so they've
got more time to be creative and do new
things. So I don't know, maybe they will
move towards the VR experience where
you're literally playing Call of Duty as
if you're in the battlefield.
For me it would be much better, if video game
developers would be more aware about the
needs of disabled people and rather
than making games where they have
disabled people in them, I'd prefer it and
many disabled people would prefer it, that they
would make games that disabled people
could play.They want to be able
to play games they don't want to be
in the games, you know, so that would make a
huge difference. If programmers and
developers will take time to
conside when developing games
for everyone.
Since 2009 Dan Goldenberg and his team
have helped over 22,000 ex-service
military veterans get themselves into
high-quality jobs. The work is ongoing
Call of Duty's future prospects remain
infinite and the official World League
has created a permanent home for its
elite Esports teams. But the game
developers will know that to remain at
the top, innovation and creativity must
always come first, so too, must reaching
out to a highly loyal and passionate
community of fans.
UTAH BEACH, NORMANDY, FRANCE
But as time marches on the world must
never forget Call of Duty's origins and
meanings.Where it all began and what
happened on these beaches in 1944.
The men and women who sacrificed served and
gave their lives in World War Two went
above and beyond the Call of Duty.
They are, and will always be remembered
as The Greatest Generation.