A few weeks back, I played fantasy game developer with the sequel for Destiny. I threw money, time and honestly, reality out the window and focused on making what I think would be the perfect Destiny game. Today, as a bit of a breather from talking about The Division, shooter news, and Destiny we’ll revisit the fantasy development idea. Today I’m going to make the best Call of Duty: Ghosts 2 ever.
Obviously it’s a bit of an assumption that we’re getting Ghosts 2 this year. We know that Infinity Ward is making this year’s game, but that’s it officially. I’ve seen a couple posts online – including bigger websites – saying that they don’t expect Ghosts 2. I completely disagree with that – yes the multiplayer fell a little once the weapon balance deteriorated, but the other two pillars of the game are set up perfect for a sequel. So I’m going to build off of that idea, and deal with multiplayer last.
First off, the single player campaign: let’s not make it single player. Black Ops III showed that the campaign works as a co-op story as well as a single player experience. So we borrow that idea – make the campaign playable (optionally of course) as a co-op game. The story was set-up at the end of the first game – you tracked down Rorke, stopped his plans, and then had the big twist. Rorke survives, wounds you, and captures you – credits roll, sequel set. Now, I think realistically there’s one question to ask before we talk story – is Infinity Ward setting up a trilogy again? So far Call of Duty likes to work in threes – the original series was three numbered entries, Modern Warfare was three games, and Black Ops has been three. So we’ll assume that is the plan here and know we have a final third game coming in a few years. With that set, we have the basic structure of the plot – Hesh (player 1) and his Ghosts squad that he took over from his father are tracking down Rorke and trying to find his brother Logan. There’s still room in that basic story to throw in plenty of Call of Duty twists and big moments – there is still an overarching story of the war going on too after all. But instead of finding Logan in this game, save his role for the third game. I would have this Ghosts 2 end with Rorke’s defeat – and in this story we’re crafting, he sacrifices himself to save Logan, completing the brainwashing process and setting up the ultimate confrontation in the third game: brother Vs. brother. It’s real simple, which does play into the Call of Duty stereotype, but believe or not actually works here. There’s no reason to keep trying to adding twists and turns and other bells and whistles. Go back to the basics – a simple story, with less complications makes for a much more engaging overall experience. Call of Duty has a habit of putting in a whole bunch of characters to the games – Infinity Ward in particular was guilty of that in the Modern Warfare games. Keep it small – four protagonists, an overwatch character to drive the narrative and two main antagonists – that’s it. Keep the story focused and you can start to shake off that stereotype a little bit.
Now, before we leave the campaign mindset, there is one thing that I would pretty much steal from Black Ops III. Treyarch, I think, got the idea from Ghosts‘ Extinction mode – tell a different story using the same pieces. Black Ops III has the Nightmares campaign – it’s the same world and basic setting, just a totally different story – the zombies have jumped from their mode into a story setting. Ghosts 2 could do something similar – Extinction and Nightmares can certainly exist in the same game. I would love to see something like that, because it offers up another way to keep the game alive for a longer time. It’s not a fully fleshed idea yet – I don’t know exactly how I would tell that story, but I still think it could work.
Now, let’s actually talk about Extinction itself. Far and away that was the mode I played the most in Ghosts. It was the most fun part of the game I thought – no need to worry about the crappy weapon balance, or stupidly overpowered killstreaks. Just worry about beating progressively tougher AI monsters, ending with some pretty awesome boss battles. The achievements pushed the players to doing certain things that might have been out of their comfort zone, but not in a way that punished them. When the story finished, our group of survivors had actually left the planet – biding time on one of the orbiting space stations. Again, the story is perfectly set-up: tell the story of humanity beginning to retake our planet. Nothing crazy here – basic storytelling works best – it’s universal themes that the broad community can get behind. It also is sets us up for a DLC season – the first mission is establishing a beachhead somewhere; the DLC then tells how we began to branch out. If we’re still going under the assumption of a third game, we’ll need to close the DLC season with a big moment that leaves players wanting that final chapter. We got a taste of how I would do that in Ghosts‘ Invasion DLC’s Awakening map. That map brought us inside of Ball’s Pyramid, into the Cryptid tunnels. That’s how I would end this game’s season – our group finally moving into enemy territory, striking them on their own turf, ending with a fight against some kind of massive Cryptid. As for the actual gameplay, I really don’t think a whole lot needs to change. I like the four classes – they work well together, although I do think that the Tank class needs a little tweaking (my group tended to ignore a Tank and double up on Engineer – I played the Weapon Specialist as our damage dealer). Some of the perks could use a little tweaking – mainly the ammo types to make them all viable in different situations. Variety definitely suffered a little as we played the mode more and more – we doubled up on a couple items to make sure we had them in hand as often as possible. Keep the weapons on the maps, keep the money system, keep the armory and teeth system, keep the search piles and all of that – it helped separate Extinction from Zombies. I do like that a lot of the story was told through the intel pick ups too – I would however drop the random ones and make them all static pickups. Generally, I think Extinction is in a pretty good spot moving forward in terms of having a really strong base to build off of.
Which is a different story than we have with the multiplayer. Ghosts is such a frustrating game for me to look back on – I loved the multiplayer initially; but that changed real fast. First off, with this fantasy Ghosts 2, we’re keeping the basic movement and overall feel from the first game. No thruster packs, exo suits, or anything like that – go back to basic Call of Duty mechanics. Sliding and corner leans are fine – they fit with the world that the campaign established. And really I think the map design was fine, so I’m fine with Infinity Ward using similar thoughts for this game’s maps. One thing I would caution is adding in really big maps – they were definitely the weakest of the original game’s set and the DLC moved away from them. They can work, but they definitely take more work to get right. What really matters here is the weapon set. Now I can’t go through the plethora of weapons that we know are going to be there – that’s way more detailed than these fantasy development posts are meant to be. Instead I want to talk about a couple top level things that need to be looked at. First, get rid of built-in attachments. That’s a big part of what killed the meta – in particular in the assault rifle class. The Honey Badger, because of its built in silencer and really not reduced range was just too powerful. So get rid of that kind of weapon – just doing that already puts the gun game in a better spot. Second, the create-a-class system needs to be more traditional. Sure Ghosts had a lot of options to try out – you could load up on perks, or go with a really powerful weapon with lots of attachments. But it allowed for too easy creation of very over powered classes. Go back to a classic, ten item system and you bring balance back to the game. If you’re bent on having multiple perks possible, go ahead and put those Wildcards from Treyarch’s games in. In truth, those perks really need to be honed down a bit – there were way too many in there to mess around with. Less isn’t necessarily better, but less is when each option actually has utility. Finally, the big thing to really look at are killstreaks – in particularly the map-specific ones. Those streaks broke games just as much as over powered weapons. I’m fine with keeping the reward streak for completing the in-match missions, just take away huge ones that can kill entire teams. Replace them with a standard Care Package, maybe with the 7-10 kill streaks weighted higher. I think that goes a long way to bringing balance back to the meta across the board. No Michael Myers, no Predator, no Nuke that breaks the map. It all goes back to my core design philosophy with this particular fantasy development idea – simple works better. In the Call of Duty series in particular, simple is almost always better. The more variables you introduce, the more likely one of them will break the balance and seriously damage the longevity of the game. That’s a big part of why I am enjoying Black Ops III so much – there are only a couple guns that don’t measure up (I’m looking at you VMP) the rest are all totally viable. There will always be a gun or two that gets overly popular for whatever reason, but in this case there are a lot of them which keeps the games pretty well balanced. I hope that Infinity Ward has kept that in mind, and looked at what worked with Ghosts, and what didn’t and will give us the game that Ghosts could really have been – the true follow up to Modern Warfare.