Bunting: "We can't go into too many
details...but I can tell you a little bit more about the (MP)
development effort we've been going through. On this project, we have
had about twice the team size on multiplayer than we normally have had
on any previous multiplayer project.
Twice the development effort.
We started
production at the beginning of the project, which is really a first for
our team. Traditionally, we wait 'til we see how single player gets
mapped out and start working off some of the single player baselines.
But, on this project, we started (MP) from day one.
I think you'll see that in the MP game. The result is really phenomenal.
You know, Vonderhaar and I...this is the best thing that we have ever worked on. We're really super proud of it.
Bunting then went on to talk about the game's "Pillars" which we
covered in an earlier article. From there, they opened the floor to
questions.
Aaron Peckler: "Looking at other CoD games,
the MP maps are taken from SP. Can you tell us something about the
maps, given that you have spent twice the time normally taken for
them?"
Vahn: "Let me just say that when you see stuff in
SP that looks like MP, it's cuz they took it from MP. Not the other way
around."
<Laughter>
Lamia: "It's not just maps. You know that crossbow? They got it up first and I said...that's going in the campaign".
Vahn:
"We're systems people. We think about things at that level. Every
map at one point or another was designed for MP first. I don't
think we have a straight conversion at all..."
Bunting: We don't have a single map in the
MP game that is a conversion from single player, because we designed
all the maps specifically for multiplayer. That's a first for us.
That's how we roll.
<audience giggles>
You gotta design for the competitive experience. That's really important."
JD_2020:
"Two years ago we were making three games: Quantum of Solace, Web of
Shadows and World at War. Now we have the entire studio focusing on
Black Ops. So, it's allowed us to do things like this."
Unknown: "How do you balance the multiplayer
experience of catering (the game) to the masses, the casual gamer, and
making it palatable to them, while at the same time to us, the hardcore
gamers, without making it too noob-friendly.
Vahn: "If you're following the threads on the
Black Ops forums, the spirit of this is that we'll take a cut of tuning
that represents a competitive set and a cut of tuning for a casual set.
And then we generally take a law of averages and find some middle spot.
The tuning is more in line with that needle pushing on the competitive
set. But it has to be accessible to lots of people.
You don't have to do that specifically with the tunings.
The way you introduce things...the way you unlock things, that's the
way you can increase the curve over time."
Bunting: "The game as a whole, is not going to be
hardcore or casual. The game as a whole is going to offer something for
everybody. This doesn't mean we're watering down the game.
There's some aspect of the game that everyone is going to like. The
hardcore guys will like the tactical features, for example.
We're even talking 'playlists' for hardcore
old-school gamers, who want the old school style. They don't want the
new style."
<An unbelievably animated Vahn starts jumping and shouting at this point>
Vahn: Say the word. Say the word. Say the word! SAY THE WORD!! BARE BONES BABY!!! Let's go!
The only way you will really ever appeal to the super-competitive set
is to give those people the game rules that appeals to them. Let them
go in that world and do their thing and everyone else can enjoy the
broader, more social, noob-friendly experience. That's how you solve
that thing.
The concept of "Bare Bones" came up a lot in the little side meetings
that occurred with individual devs during our stay at Treyarch. There
are many console gamers, like Mattks (from weplaycod.com), who are
leading the effort to have a "Bare Bones" modes that removes all the
post-CoD:UO bells-and-whistles that have been tacked onto the game in
efforts to catch the eye of the casual player.
The "Bare Bones" movement in the console community is starting to
catch on. Of course, if we are allowed to mod the game (unranked
servers), this is a moot point for the PC crowd...our modders will bare
their own bones.
However, if we are forced to have dedicated ranked servers (similar
to the BFBC2 model), this conversation will be seen as one of the first
public discourses on the subject.
Unknown: "For MP, how do you tackle going up against a game that spans so many decades?"
Bunting:
"Believable fiction. It's more about gameplay than about the cinema or
the story (ed: Talking about MP). At the end of any period, you have
everything retroactive up to that point."
Lamia: "...you just have more toys and more tools".
Vahn: "MP doesn't have a time period."
Bunting: "We're timeless".
<audience laughs>
Unknown: "Will there be vehicles in multiplayer?"
Vahn: "...I practised an answer to this one"
Bunting: <mockingly> "That's soooo Vonderhaar: 'I practised an answer to this one'".
<huge laughs from the collected individuals>
Vahn: "Vehicles will make an appearance in Black Ops Multiplayer, but it won't be anything you have seen before or expect".
Josh Peckler: "Peek, lean and prone?"
PCDev: "I won't talk about balancing, but you will be able to lean".
Vahn: <Satirically> "Ya, but we cut crouch, prone and standing."
<huge laughs>
Bunting: "...here's a teaser...there's something new about prone in this one."
Some viewers later claimed that they saw a prone avatar "wriggle itself
into standing position". This apparently was accomplished through some
console commands. This was not confirmed.
Mattks: "The OXM article talked about create-a-class 2.0, can you explain"
Bunting: "...there is a Create-a-class 2.0 concept, but we'll go into detail about it another day."
Many guys in the community then started to pile on the questions randomly. The questions, turned to recommendations:
- Night maps were bad for gameplay (ed: Amen)
- Make sure there are no Care Packages
- No nukes!
- Don't mess this one up!
Bunting: "We read the forums all the time.
We're super sensitive to what the gamers/fans want, say, care about and
want more of. Every single day we play with our team for an hour. And
after the game we get together and have our own little bitch session.
Our team is comprised of everything from casual to hardcore gamers.
We're very sensitive to balancing concerns: weaponry, killstreaks, perks...
We look at the complaint and look at the problem. If it's a bad idea, it's gone."
Unknown: "Can you put some animation so that people don't go prone so quickly"
Bunting: "We have one member of the team who has a button mapped to prone instantly."
<Huge laughs>
Vahn: "Prone is a game mechanic, it's important to go to prone."
The question of an MP "Beta" was asked but the answers were opaque. However, Lamia has, told XBox360 magazine that "A multiplayer beta's being "considered".
...a BASH webcast on this event, including an interview with PCDev, will follow shortly