Tag Archives: game design

Improve Call of Duty With This One Weird Trick

Call of Duty has quietly changed in a lot of ways since the release of the initial Modern Warfare. Namely, a lot of bad perks have been gutted, repurposed, or cut entirely. Stopping Power is largely gone, Juggernaut is now the much more interesting Ballistics Vest item, Martyrdom, Last Stand, Commando, and 3x Frag Grenades are gone. But one perk remains that holds the game back. Steady Aim.

An innocuous sounding perk, reduced hipfire spread, Steady Aim is a thorn in the side of Call of Duty’s primary gameplay loop. In Call of Duty the primary concerns of the player are shooting and not being shot. To liven up this dynamic, the game has the ability to aim down the sights of your weapon. Doing so greatly improves the accuracy of the weapon, at the cost of a slightly more narrow FOV, and reduced movement – sometimes drastically reduced. It always takes a moment to aim down sights, but the resulting accuracy is vastly superior to what you experience firing from the hip. Continue reading

Am Gun, Will Travel

It can be argued that the experience of a first person shooter is actually the act of being a sentient roaming gun. Though some 2nd Amendment debates would hold this is the case in reality, it could be more reasonably articulated that it is in many ways the case in games. On a technical level, often the player is just a bounding box with a weapon visible, perhaps some hands, and in multiplayer they are displayed as a character to other bounding boxes with a weapon visible. Metaphysically speaking, now that sounds fancy, the primary input with the game world in an FPS is simply shooting (particularly in the Quake franchise which centers its logic systems around damage or proximity) so obviously the gun at hand is a primary source of expression.

This however is greatly impacted by the inventory and spawning system of the game. In the Quake and Unreal franchises you spawn with a certain supply of weapons, and you find others in the environment. The weapons are expressions of discovery, what you have found, they represent exploration and knowledge. These weapons are also usually fairly distinct, sure they can be broken down by simply hitscan or projectiles, but no one is going to argue that Quake Live’s (and thus Quake 3’s) Plasma Gun and Rocket Launcher are particularly similar weapons. The weapons are intentionally as distinct as their location in a level and are designed to occupy a large range of design space within the scope of the mechanics. Continue reading