Archive for the ‘Call of Duty’ Category

The Potential To Be Cancelled Across Every Platform

Why do I love history?  People change.  Human nature does not.

Activision was founded in 1979 when Atari programmers split from Atari, a company whose then-monopoly on Atari 2600 development was used to marginalize employees and promote the brand.  In 2002, twenty-two employees broke from 2015 Inc. (rumored the end-result of disagreements with publisher Electronic Arts) to form Infinity Ward.  Five years later, now-mega-corporate publisher Activision rejected Harmonix’s request to follow Guitar Hero with a band-oriented rhythm game. It culminated in a takeover that placed development under Neversoft.  And under Activision’s orders, the company behind the sequel-scarred Tony Hawk series proceeded to saturate and destroy the rhythm game market.

And after the public receives two contractually-obligated map packs for Modern Warfare 2, you can lay the roses on Infinity Ward’s relationship with Activision.  Kaputt.  Done.

We may not have all the information behind the tense situation between Activision and Infinity Ward, but we do have a conclusion: Activision has announced that the series will now be in the hands of Sledgehammer Games, a studio founded last year by veterans from Electronic Arts. Specifically, Sledgehammer is the brainchild of Glen A. Schofield and Michael Condrey, the head honchos on Dead Space.

It’s as fascinating as it is surreal: A developer founded by those who severed ties with Electronic Arts’ corporate culture has been detached from their child by a corporate culture founded by people attempting to escape a corporate culture.

This course of clusterfucks is currently sketchy, featuring the understatement of the year in “creative differences“, a Securities and Exchange Commission filing that’s probably foreshadowing a trip to Lawsuitville, and a physical response typically reserved for coming down on enemies of the state.  What we do know is that Call of Duty now falls on Treyarch and newly-founded Sledgehammer games, the latter slated to go action-adventure on the franchise in 2011 (presumably to fill Modern Warfare 3’s void).

In November, I said IWNet could be a turning point in game development history, a step in consolidating control over the product.  That assumed Infinity Ward’s talents would be leveraged against consumers looking to fight the power.  After Modern Warfare 2’s release, I stated Activision was prime to burn, a company totally behest to billion-dollar name power.  And even that assumed Infinity Ward would continue as the class of American game development, a company talented enough to stave off outside influence.

Almost fittingly, Activision-Blizzard released their annual fiscal report yesterday.  Three games accounted for sixty-eight percent of their 2009 revenues: The now-irrelevant Guitar Hero, the World of Warcraft whose user base has peaked, and the Call of Duty now separated from the developer responsible for the success.

So now, there’s only question left to ask: Does Blizzard have an opt-out on the ticking time bomb they’ve partnered with?  Bobby Kotick and Activision officially fail to recognize how video games work.  Guitar Hero III was the best selling game in the series because Neversoft was living on the moxy of Harmonix’s accomplishments.  Medal of Honor: Frontline blew up the sales charts because 2015 Inc. convinced people Medal of Honor was worth their time.  Chinese workshops molding established franchises do not win championships.  Talented development teams do.

UPDATE: As rumored, it’s about unpaid royalties.  Infinity Ward’s looking for their cash and the rights to the Modern Warfare property.  In other words, Kobe Bryant just got cut from the Lakers and is now dedicating the rest of his career to making sure that Los Angeles doesn’t win another title on his watch.

Wednesday, March 3rd, 2010

Fun With Internets: GameFAQs’ Infatuation With Modern Warfare 2

Some people have differing opinions on what makes a video game fun.  For instance, some gamers prefer to play first-person shooters with a controller.  Time to make them pay!  (Click pictures to enlarge in a new window.)

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Sunday, January 3rd, 2010

Modern Niche Genre 2 or Some B.S., Apparently

Yup.  IWNet, that direct port of X-Box Live to the PC, sure stopped software piracy.

Call of Duty: Modern Warfare 2 broke records this year as the biggest ever entertainment launch in history. With 4.7 million units sold in the US and UK during the first 24 hours, it pulled in revenues totaling $310 million.

With 4.1 million unauthorized downloads of the PC version alone, the game more than doubles the achievement of last year’s ‘winner‘ Spore. Modern Warfare 2 leads both the PC and Xbox 360 lists, by a landslide.

IGN’s response to the news?

Provided these numbers are indeed accurate, Activision has potentially lost more than $245 million in sales on the PC version alone.

We all know this is a line of bullshit.  “Every download is a lost sale, costing the industry 874 kajillion dollars”, blah blah.  Game publishers would love for societies to agree with this logic.  So I have a question I’d like to put forward.  Let’s tout some erroneous methodology and treat every download as though it was a lost sale.

On November 11th, VGChartz dropped jaws by estimating seven million copies of Modern Warfare 2 were sold in the twenty-four hours after its release.  The site also estimated twelve percent of these sales were on the personal computer.  (Despite the NPD’s recent tally, 840,000 units on day one sounds plausible.  “[N]early 170,000 units at retail for Windows PC [in the United States for November]” is consistent with both the popularity of digital distribution and regional sales breakdowns.

So let’s look at the six-week sales total:  To date, the Playstation 3 and X-Box 360 versions of Modern Warfare 2 have combined for 13.11 million units sold.  If PC sales still represent twelve percent of the total, then Modern Warfare 2 has sold 1.79 million units on the personal computer.

Now, assume TorrentFreak’s piracy numbers are accurate.  The Playstation 3 lived another year without a marriage to illicit downloads.  Meanwhile, Modern Warfare 2 was downloaded 4.1 million times for the PC and 910,000 times for the X-Box 360 version.  So I dare ask: Treating these downloads as “people who would have bought the game if it wasn’t for those meddling pirate Swedes”, how does the size of our user bases pan out?

So by the definition and economic ramifications of piracy as propagated by anti-piracy groups, please explain to me how the personal computer is a niche genre with a small userbase.

Happy New Year.

Friday, January 1st, 2010

Fun With Internets: Russia Hackteam on the IWNet Forums

Infinity Ward: Russia Hackteam used to love downloading your games.  But believe me: They did not get their money’s worth in Modern Warfare 2!  (Click to enlarge pictures in a new window.)

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Friday, December 18th, 2009

Exploiting The Terms of Use

Time for a riddle: What happens when Infinity Ward and Activision don’t beta test the highest-profile multiplayer title of 2009?

The issue in question is called the Javelin Exploit, and it allows players to detonate a grenade instantly upon death.

Gaming’s gotten complex, so game-breaking exploits aren’t surprising.  But if you’ve been playing online games for as long as I have, Microsoft’s actions were.

“While IW works on getting the MW2 glitch fixed, people we catch using it will recieve suspensions from LIVE. Play fair everyone,” Toulouse said via Twitter. He also noted that this policy isn’t anything new, and that it’s in place for more games than just Modern Warfare 2. If you get caught taking advantage of the exploit, you’ll be banned for 24 hours. If you’re a particularly bad case, the banning could last up to two weeks.

Forget the obvious issue, that people pay premium for X-Box Live and are on day six of waiting for a game-breaking bug to get a fix; a bug that would have never gotten by a beta test or demo.  Years back, Seth Killian of Insomnia wrote an excellent article surmising the issue with crying “cheap”:

When you claim something is “cheap”, what you’re really saying is that the game would be better without it. In effect, you’re staking your judgment against the combined efforts of the best design team in history. Sometimes people can be right about such judgments, as in the case of obvious bugs/glitches…they weren’t things that were intended or assessed by the designers, so they don’t already have their tacit stamp of approval. And, unsurprisingly, they tend to detract from the game…The best way to tell whether something helps or ultimately hurts a game is to play the hell out of it. If it really turns out to detract from the mechanics, then avoid it — fine. But you’ll never be able to decide that if you don’t play it to the fullest to begin with — something people fond of denouncing things as “cheap” never seem to do.

So Microsoft is banning people for using an exploit that detracts from the experience.  However, sucks-like-shit casuals consider “cheap” to be any tactic that allows others to outplay them.  And if you’ve been following gaming this generation, you’d know the hardcore gamer hasn’t had much of a voice.  So the question is: When casuals complain about the next unintended gameplay tactic and the tactic enhances the experience, whose side is Microsoft going to take?

Monday, December 7th, 2009

An Activision Doom and Gloom Story

I’m opposed to outright predictions.  The last time I made one, I reneged on my promise to eat a hat-shaped object.  Who knew Blizzard would significantly delay one of their products, anyway!?  So uh, let’s try this again.

Activision’s standing as gaming’s biggest publisher is prime to burn.

I’m not arguing the quality of their products; I’m arguing we’ll wake up the morning of an Activision-Blizzard earnings report and discover Bobby Kotick isn’t the genius the mainstream claims.  You know, where Forbes incredulously wonders how “a chief executive blind to the beauty of videogames developed an unmatched eye for spotting hits”, and his company “owns a peerless collection of widely beloved and extremely profitable games.”

It’s a delicious setup.  Activision was founded by game developers disgruntled with Atari’s corporate culture.  Thirty years later, they’re synonymous with paper-pushing.  They recently merged with Blizzard, a company notorious for delaying franchises in the name of quality control.  Their alliance is hogtied to a shareholder market and corporate culture that demands immediate returns on their investment.  In the name of meeting those quarterly expectations, six bad months can destroy the company.

Their safety net?  Acquire “the next big thing”.  The problem?  When Activision and Blizzard merged, Kotick dumped properties that lacked the now-infamous “potential to be exploited across every platform every year”. The man has created a dangerous situation where they have bet the farm on Call of Duty and Guitar Hero.  Find me an empire that went beyond their means and lived to place their eggs in a single basket.

Are we forgetting that in April of 2007, THQ’s stock price peaked above thirty-six dollars? Thirty-one months later, they’re sporting a stock price below five dollars and a catalog of Nickelodeon stowaways.  Their lone hope is that a larger company acquires their mountain of trash in order to obtain the Ultimate Fighting Championship license.  Place Blizzard’s financial capita aside, and what’s to assume that Activision may not suffer the same calamity?


They’re like locusts. They’re moving from game to game…their whole business. After they’ve consumed every natural resource they move on…and something else is next.

Even Activision’s own history suggests it.  In 1999, the Tony Hawk franchise was an affirmation that extreme sports weren’t a fad.  If Tony Hawk Ride is as dreadful as reviews paint it, the series is dead.  In 2007, Guitar Hero outstold Halo 3 and Call of Duty 4 on way to becoming the best-selling core title of the year.  Guitar Hero is now the head of a genre whose sales are down sixty percent from 2008 to 2009.  And here we are, heralding “teh awesome salze!!” of Modern Warfare 2, the awesomest fuck-awesome to ever balls in your ass.  Did you see how the stock market reacted to “the biggest entertainment launch of all-time”?

They didn’t give two shits.  Call of Duty is undergoing the Michael Jordan treatment, where the product is so exceptional we’ve become numb to it. And if Activision’s only sure thing is keeping the seas neutral, your company’s long-term future is no guarantee.

Note: I chose not to consider the Blizzard side of things because I cannot find current World of Warcraft subscription data.  Should I find it, I’ll supply an update.

Monday, November 30th, 2009

The Dedicated Servers ARE Balanced For Lean

You know what happened.

Modern Warfare 2 PC now has dedicated servers.

Wait, PC gamers! Before you send Bobby Kotick a thank you letter, know that it wasn’t they who did it, but rather the gamers who took Infinity Ward and Activition’s attempts to lock down the game as a challenge. And bring it those gamers did, managing to hack in the developer console and enable the ability to set up dedicated servers. Keep in mind, the game hasn’t even been out a week.

Remember the Hot Coffee fiasco?  How Grand Theft Auto: San Andreas drew national attention because of a minigame detailing the most boring sex since you and your mom last night? That wasn’t intended for consumer eyes.  In computer programming, bringing the guillotine to a large swath of code is more trouble than it’s worth.  It’s simply easier to disable the code, making it impossible to access it through in-game means.  Access to Hot Coffee was carved through the power of modmaking.  Millions of dollars in lawsuits later, Take Two should have learned from Electronic Arts’ old motto: If it’s in the game, it’s in the game.

As I understand it, Modern Warfare 2 uses a modified version of the Call of duty 4 engine, which was built on the Call of Duty 2 engine.  While the former was in development, an Activision higher-up decided that dedicated servers are the gateway drug to software piracy.  The problem?  The elimination of dedicated server code would delay the biggest entertainment launch of all time!!1

I thought IWNet was a replacement for dedicated servers and not a band-aid.  I made this assumption by following the Starcraft II development cycle.  When that game becomes property of ThePirateBay, it will be “difficult to pirate” because its multiplayer components will require Battle.net verification.  Instead, Infinity Ward and Activision commandeered the U.S.S. Half-Assed.  Their first voyage?  Disable the dedicated server code and sue anybody who touches it.  They struck an iceberg and were never heard from again.

Edit: Thanks to Kirym and Grmnasasin for the heads up on the age of the Call of Duty engine.

Monday, November 16th, 2009

Coming in 2011: “Call of Duty 4: Modern Warfare 3: Fuck the AC-130 2: It Shot Me in the Balls”.

To nobody’s surprise, Modern Warfare sold many copies.  When I read the sales tally, it reminded me of a certain game published in 2007.  You couldn’t escape it.  It was a follow-up to one of the prior year’s top games, a genre-defining experience.

Call of Duty 4: Modern Warfare?  Nope.  In a world where Call of Duty 2’s legacy was confined to personal computers, it was a surprise hit on the consoles.

The game in question was Guitar Hero III: Legends of Rock. It didn’t witness a ridiculous first-day launch like Grand Theft Auto or Modern Warfare 2, but it would move nearly fifteen million units across five platforms.

And what does Guitar Hero offer us two years later?  Not a single nice thing can be said about it.  And here we are in 2009, Activision is once again publishing the biggest game of the year, a phenomenon that cannot be stopped.

Yes, in terms of finished product, Guitar Hero III isn’t in the same league as Modern Warfare 2.  But no matter how good the follow-ups are, the public will perceive this as the high point in the Call of Duty franchise.  Remember the runaway success of Super Mario Galaxy?  On principle, it had zero chance to dethrone Super Mario World or its brethren.  Why?  There’s a Simpsons quote for every situation:

“The thing is, there’s not really anything wrong with [Call of Duty], it’s as good as ever. But after so many years, the characters just can’t have the same impact they once had.”

Just remember: Two years is a long time.  And in the upcoming two years, we know of one certainty: “The incredible follow-up to the most successful entertainment launch of all-time” will fall in the hands of Treyarch.  Good luck selling that to the red states.

Saturday, November 14th, 2009

Modern Warfare 2 Declared: Addendum

Know when you were a kid and your cat died?  And mom explained it went to kitty heaven, where the biggest, most awesomest scratching post awaits?  That’s the game industry.  In a world where The Dark Knight wins fans with anti-heroes and morality redefined, Starcraft II won’t have LAN functionality because Battle.net is so amazing, you wouldn’t want to play the game offline!!1

In a world where the average gamer is 29, your overlords treat you like children.  That’s why I waited to judge the Modern Warfare 2 clusterfuck.  Now I can judge.

On November 3rd, Best Buy hosted a question-and-answer developer chat.  It only took a few thousand keystrokes for Infinity Ward to bury a platform and the consumers that made Call of Duty the biggest gaming event of the year.

Modern Warfare 2 would be capped to nine-versus-nine matches, a pleasant surprise for 100-plus-player clans that rely on sixty-four-player dedicated servers.  The InfinityWard.net matchmaking model uses player hosting, presumably granting hosts a significant latency advantage.  The game will not feature a console (programming prompt) because the company “would like you to play the game the way [they] designed and balanced it.”  The ability to lean, once a critical gameplay tactic, won’t be included because “the game is not balanced for lean.”  There will be no ability to record replays, likely cut in favor of the console development cycle.

And that 196,000-signature petition?  According to an Infinity Ward rep, Robert Bowling (the company’s community manager) signed it four times, so who gives a shit what you think?

The people who work for Infinity Ward (or those who tell them what to say) bought their own Kool-Aid.  Modern Warfare was the epic, fuckstaining, Halo-killing, babypunching opus for video game gun fetishists.  They thought PC gamers would throw up their arms and play it anyway.  No lean?  You’ll get used to it.  No server model?  Look at the pretty matchmaking system!  No console?  It’ll be fine.

And then you look at X-Fire’s daily stats, where 2005’s Call of Duty 2 fights it out with 2007’s Modern Warfare while 2008’s World at War barely registers.  (Yes, I am aware Treyarch developed World at War.)  But I guess if Infinity Ward is to abandon the platform that made them famous, we can at least thank you for the previous installments.  Your once-benevolent fan base will play those instead.

Note: Edited for general flow.  Thanks, Littlesaltz.

Sunday, November 8th, 2009

Modern Warfare 2 Declared

The PC iteration of Call of Duty: Modern Warfare 2 will not feature support for dedicated servers.

In a webcast [Saturday], Robert Bowling revealed the existence of IWNet, a matchmaking service Infinity Ward will operate beginning with Modern Warfare 2. But it ends dedicated servers, and fundamentally changes the culture of the game’s PC community.

Bowling, the Infinity Ward community manager, said IWNet makes multiplayer more accessible to the PC community on Modern Warfare 2, replacing the need for dedicated servers that are hosted and managed by players. But the hardcore PC crowd to whom he was talking, on BASHandSlash.com’s webcast, did not take the news in a completely positive light.

Here’s the score: by building up its own matchmaking service riding shotgun with Steam, “you can get in and play with players your same rank,” Bowling said. However, “You’re completely reliant on IWNet and there is no dedicated server or server list. You rely on IW Net for matchmaking and your games, but you still have your private matches.”

I dismissed Starcraft II’s lack of a true LAN component.  Long ago, CD-Keys established a doctrine of “one copy per computer” (hence why I’m opposed to the decision of “one username per account”).  I scoffed at the Left 4 Dead 2 Boycott, a community rejecting the sequel to a game they thoroughly enjoyed.  This is not one of those situations.

Game developers want to kill retailers.  They want a society that accepts digital distribution as the standard.  Following this, they will attempt to kill the video game console.  OnLive represents the endgame for this industry.  They do not want video games to be a manufactured good.  They want them to be a service.

Beyond the latency issues that plague first-person shooter matchmaking, beyond the fatal blow to the competitive gaming community, beyond the restrictions on modmaking that creates an artificial market for “premium content” and its developer-held monopoly, the elimination of dedicated servers is a step towards “service”.

Similar situations have proven roadblocks, torn asunder by protest piracy.  The reality is that Infinity Ward is backed by Activision.  They undoubtedly had a say in this decision.  That is, a company powerful enough, headed by a big enough asshole, to risk setting precedent that would create their vision for video gaming.

Why not?  As vocal as computer games have proven, their money is competing against the console gaming juggernaut.  And in the eyes of that console gaming community, computer gamers are the boy that cried wolf.  They cried about SecuROM.  They cried about StarForce.  They cried about Spore.  They cried about Left 4 Dead.  They cried about Starcraft II.  In the eyes of the console gaming community, we’re just a bunch of nerds and we need to stop whining.

In the meantime, make some popcorn. Three weeks until the release of Modern Warfare 2, and this is only the beginning of a battle that may prove one of the most important moments in video game history.

Tuesday, October 20th, 2009