Edmonton Journal

GAMER GETS GAMED

Call of Duty designer ‘stomped’ by many online competitor­s

- NEIL DAVIDSON

TORONTO MacKenzie Bates helped create the multiplaye­r mode of Call of Duty: WWII, so he knows how to wield a weapon in the latest instalment of the hit video-game franchise.

But the 24-year-old Sledgehamm­er Games developer says he was quickly humbled when he went online after the game was released Nov. 3.

“It’s always kind of sad when you’ve worked on a game so long and all of a sudden you release it and within a few hours you’re getting stomped by other players,” he said with a smile. “And you’re like, ‘I should have every edge. I built this system, I know how the spawns work.’ You felt so good about yourself and then all of a sudden you just get crushed. They just picked it up and they’re just so much better at it.”

Gamers find “things on the maps that you couldn’t have imagined,” he said.

Bates was in Toronto for a Cineplex Call of Duty: WWII event. Cineplex will host the Call of Duty: WWII WorldGamin­g Canadian Championsh­ip on March 3 and 4.

Registrati­on is open and online qualifying begins Jan. 6. The top eight teams will come to Toronto for the March finals with $60,000 in prizes. The winning team will also earn a berth in a Call of Duty World League event.

The tournament, WorldGamin­g’s third Call of Duty event in Canada, will use the new version of the game. Set in the Second World War, it represents a return to the “boots on the ground” roots of the game after several recent more futuristic versions.

Gamers have responded. Activision, which publishes the title, reported worldwide sales of the new title exceeded US$500 million in the first three days.

For Bates, part of the new game’s success is its accessibil­ity, with more predictabl­e game play.

“You don’t have to be always looking up in the sky, rotating around,” he said. “You can usually reliably say they’re going to be attacking me from the front or this direction. I think that makes it a lot more engaging for players, that they feel like, ‘Hey if I mess up, I can learn from it.’”

“You can just pick (the game) up, like people could years ago when the franchise really grew.”

Call of Duty has been around since 2003. Bates helped create the multiplaye­r framework in the game, from loadout to respawning. He describes it as creating the building blocks you can play with, before handing it off to level designers who come up with the maps.

While the game is out, Bates’s work is not done. “It’s a live product. And you have to keep on feeding the beast,” he said.

He is monitoring how the game is being played online, with Sledgehamm­er adjusting as needed.

“We’ll tune weapons,” he said, “If one gun is what everyone is using, we’ll bring it down a little bit.

“We’re always looking to balance. We don’t want it just to become everyone using this one thing because it’s the best. That’s not interestin­g, that’s not fun. We want you to have creativity in how you play.”

 ??  ?? Call of Duty: WWII designers constantly monitor and adjust the game to find a perfect balance.
Call of Duty: WWII designers constantly monitor and adjust the game to find a perfect balance.

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