Seeing Dan Olsen, Producer of the analysis show, Folding Ideas, take to the PAX East stage like a rock star to talk about Call of Duty Ghosts, almost lures you into a false sense of security. After all, this is Call of Duty, and as Dan himself says, the franchise became culturally significant due to ‘meteoric’ success.
But of course, the way that Dan then proceeds to pull the game apart is an exciting subversion of expectations that teaches a lot about the gaming industry, about Call of Duty as a franchise, and about what overcoming the various developmental trials and tribulations for a dev team might look like.
At the end of the panel, one brave soul stands at the mic to ask Dan: ‘Was Call of Duty Ghosts the franchise’s World of Warcraft cataclysm?’ and Dan responds with a simple: ‘Yes’. As Dan has looked into the fiddly context of Call of Duty Ghosts, including how it was made, he enlightens us by explaining that Activision gave its developers just 2 years to finish the game. He says: ‘Usually for an AAA game, you get 3 years, but Activision wanted to release one game a year.’
The pressure of such a time constraint can be seen as cracks across a porcelain surface for Call of Duty Ghosts. Dan lists out specific issues with the story, citing that in development, levels are built first to make things look cool, and then the why of it all is the writer’s problem. This is true particularly for the cinematic shooters, and in the case of Call of Duty, Dan comments that it was like they were ‘trying to make James Bond but were constrained by the realism of a militaristic shooter.’
Dan continued to comment on Call of Duty Ghosts’ flaws, bringing up frequent crashes when it was released, how the focus on the release to the PS4 left the PC version in a bad way, and how the gameplay was sluggish. According to Dan, there were vehicle segments in the game that just broke the run time, and thus, that all-important immersion, completely.
He goes on to talk about how the game just missed the mark in overall entertainment. ‘It’s an escort mission from the point of view of the NPC being escorted,’ he says, to a round of chirping laughter from the crowd. You end up following Marek and Keegan, who are completely indistinguishable from one another, and then the mechanics of the rifles you pick up have single-digit percentage differences between them. The weapons are: ‘Unsatisfying on a raw mechanical level.’
Dan really did his homework for Call of Duty Ghosts and presented his findings in a marvellously entertaining way. It was interesting to learn of the developmental constraints of the game, as well as take the breakdown of just what, in terms of mechanics, story, and direction, made this game so fundamentally flawed. He explains that Call of Duty went into a decline after Ghosts with only a 4.5/10 user rating, though he does go on to say a lot of the comments were just niggling complaints from primarily American users about the servers.
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