It means you can’t just sit there and wait and then see someone. When you’re sitting underwater and you look up, there’s a reflection that happens at the surface of the water. Question: So it’s different from being able to just lower shadows and see someone who’s hiding. Should I be able to see someone who’s out of the water? What if you give me an assault rifle and I can just shoot that person, and now he’s angry? It’s been a fine balance between the cloudiness, being able to maybe see somebody’s bubbles, but not being able to see everything. It’s been something that’s gone back and forth. You should be able to jump in the water and swim away and players aren’t able to see you. Smith: Even when we first approached water, it was from the perspective that this should be an escape mechanic, not an attacking mechanic. If your settings are low, we still want the same coverage, the same treatment of water. Has that been factored into the water gameplay?Ĭecot: We strive to not have that. Question: With lowering water graphics, do players get an advantage with being able to see each other in the water? I know that’s a tactic that players have abused in the past to see people who are hiding in the shadows. Gaz is back in Call of Duty: Modern Warfare II. Smith: I think that once you add in whether you respond or not, it really changes what you value. The battle maps, as we call them, which are these larger maps, but not quite as large as Warzone 2–they tend to be somewhat between that slightly more tactical experience, but let’s call it more MP engagements than you’d have to make in a larger map. For Geoff, who is honestly the best person with geo I’ve ever come across in this industry, he’s constantly with the team thinking about engagement ranges and geos supporting those. Patrick Kelly: I can tell you that on the gameplay side of things, when we talk about this and go back and forth on it–the larger the map, we typically tend to think about – and this will make sense – the more tactical gameplay the game will have, because it’s a wider-open space. You wouldn’t be playing across the full landscape. You’re kind of sequestered to that little town. Geoffrey Smith (multiplayer design director): For the battle maps, there are specifically what we call points of interest, POIs on the larger map. How do you still distinguish between large multiplayer map gameplay and what will be in Warzone 2? Question: For multiplayer and Warzone, are there some distinctions between the two that you’ll draw? It seems like your multiplayer maps are getting larger. Here’s an edited transcript of the Q&A session.
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