Let's reboot Call of Duty

Call of Duty - what a monster. With clockwork precision a new edition pops up every year and sells millions without fail. It's doing perfectly well, but in spite of an audacious shift to a far future setting in Black Ops 2, it's becoming increasingly repetitive. It's become a slapstick dose of noisy annual nonsense with an arcade multiplayer mode attached. It's a game about gun-lovin' superheroes who are 90% bicep and 10% stubble shooting hundreds of enemies, shouting and occasionally getting into knife fights.

Activision have found a golden formula for mainstream success that has changed the genre. Call of Duty perfected iron sights aiming and ushered action movie set pieces into shooter environments, but those set pieces have gradually subsumed the challenge and tension of the series' rolling street battles. The series' ballooning love for noise and bombast masks a dearth of substance, and its ability to deliver those famed set-pieces is increasingly hindered by an engine that's starting to fall behind the pack.

Activision and their army of CoD developers are surely plotting a next-gen leap right now, so let's pip them to the post with a few ideas. Changing CoD is a monolithic endeavour, influential as it is, so perhaps it's better to think of this as a wish list for war games. What do we like? What do we hate? What would we love to see from gaming's glorious future?

Death to the "follow" blob

Let's consider the process of playing a game purely as a series of player decisions. In a good shooter you're making dozens, perhaps hundreds of decisions per minute. You're choosing targets, acquiring them, pulling the trigger, seeking cover, adapting to incoming fire, grenades and enemy movement. Decisions vary in quality depending on the challenge of the task and narrative context. If you're embroiled in a story and you're attached to a character, a decision that alters their fate can matter hugely.

When you're given an objective marker and told to follow it, you have made just one decision - to follow or turn off the game and go away. The longer you're following, the longer you're spending not making any decisions at all. You're no longer playing a game.

I went back to Half-Life 2 recently and rediscovered the simple pleasure of navigating an environment designed to coax rather than control. There is only one path, of course, but there's a sense of discovery to uncovering it that's more motivating than any quest arrow. CoD has done this before, it can do it again. An early mission in Call of Duty 2's Soviet campaign leads you into a block, and then gives you enemy emplacements to clear. You can advance on each position in any order, from an angle of your choose, using smoke grenades to mask your advance. There's no instruction beyond the objective markers on your map. The most satisfying form of progress is that which seems to flow from the will of the player, not the tug of a leash.

Deadly bullets and guns that feel dangerous

Call of Duty is very fond of throwing in a pithy war quote every time you die, so why don't we add this one?

"There seemed to be a loud bang and a blinding flash of light all around me, and I felt a tremendous shock - no pain, only a violent shock, such as you get from an electric terminal; with it a sense of utter weakness, a feeling of being stricken and shriveled up to nothing."

That's George Orwell describing what it feels like to get shot in the neck by a sniper. Note, he did not write this:

"There seemed to be loud bang and then there was JAM ON MY EYEBALLS SO I CRAWLED BEHIND A BOX UNTIL IT WENT AWAY."

I have nothing against regenerating health as a concept. It's perfect for Halo's attritional, tactical exchanges, but if you're trying to capture the tension of a war scenario the threat of instant and terrible death is important. Red Orchestra did this very well (check out this video). Near misses make a terrifying "zzswhinng" noise. The physical force of the projectile is represented by momentary screen blur and when you're shot, you're down. Sometimes you're left bleeding and shouting for a medic. Sometimes you're done for. The threat of sudden death enhances the tension of every near miss.

It's easy to suggest that shooters are limited because a gun is your primary way of interacting with the world. In fact, the ability to fling 100 projectiles a minute at twice the speed of sound is a pretty meaningful way to influence an environment, it just doesn't always feel like it. The motion of bringing up sights and rattling off a few shots already feels snappy and satisfying in CoD, but it'd be good to incorporate some of the terrific sound design that DICE have worked into Battlefield 3. Good physics can really sell the impact of a bullet, whether it's tearing chunks out of masonry or throwing a foe into a convincing ragdoll tumble. Destructible environments also do a lot to create reactive combat zones that truly sell the destructive force of your weapons. Battlefield 3's Close Quarters maps show what an advanced physics system can do.

Working battlefields

When I imagine the moment of Call of Duty's conception, I see Jason West and Vince Zampella sitting on a couch having a moment. Their beers stand untouched on the coffee table as they watch Saving Private Ryan for the first time. Halfway through the scene where Tom Hanks freaks out on Omaha beach they sit up suddenly, their eyes meet and they say in unison: "LET'S MAKE THIS: THE GAME."

They did, and it was good. Call of Duty has always worked hard to make its narrow battlefields feel as though they're part of a wider war. Somewhere along the way, it went wrong. Very wrong. Call of Duty started playing itself. Observe MrBungle as he plays through the Cuba mission in Black Ops without firing a shot, on the second-hardest difficulty setting. It's a sad moment for the series. The signature fury of those shuddering war scenarios were exposed as little more than a dismal facade.

Technology has come a long way. Why not drop the smoke and mirrors altogether? We have engines that can handle huge maps and PCs powerful enough to juggle many AI routines. Imagine participating in a working battlefield as one pawn among dozens and of troops, initiating and joining assaults on key targets in scenes that resemble the dramatic troop charges of former CoD games, but with a sense of purpose that reaches beyond the need to reach another objective marker.

Smart enemies

Good AI is hard to market. As soon as someone starts talking about neural nets, or a new algorithm NPCs can use to map their routes through a 3D environment most people switch off completely. It's easier to talk about polygons and texture resolution and lensflare because you can show it in a single screenshot, but AI is vitally important. It affects the decisions you're making from moment to moment. It's responsible for challenging the player in interesting ways. Good AI makes games better.

Call of Duty's AI is ... not good. At points it's nonexistent. You'll shoot a man behind a box. then an identical man will run out of a nearby door and take his place. Then you shoot him, and another one pops out. Sometimes they respawn endlessly until you've passed through the invisible trigger screen that'll initiate [DRAMATIC SCRIPTED HELICOPTER CRASH 24b], at which point they'll stop so you can take new orders over the radio.

Imagine enemies that actively seek out new positions to get an angle on you. Imagine enemies that can switch weapons and adapt to your position, picking out sensible sniper spots or taking covered routes to close with a sub machinegun. How about enemies that breach and clear a building you're trying to hole up in? What if AI squads worked as fire teams, with individual roles within a well organised group? A pipe dream, perhaps. But consider how much more meaningful victory would be with foes like these.

Now how can we incorporate these points into a single idea. Hmmm, let's see...

Tom Senior

Part of the UK team, Tom was with PC Gamer at the very beginning of the website's launch—first as a news writer, and then as online editor until his departure in 2020. His specialties are strategy games, action RPGs, hack ‘n slash games, digital card games… basically anything that he can fit on a hard drive. His final boss form is Deckard Cain.