![]() The developers added a currency players could collect to spend at designated buy stations to purchase tools, such as AI-controlled radar to spot enemies, and airstrikes and artillery barrages to take them down. ![]() Your life matters, but there’s opportunities to respawn.’ And that became a real big design challenge for whatever we would do. “I had written down this thing: ‘Increasing intensity. And we were like, how do we encourage players to be a bit more active and provide a strategy?” Kelly said. “In battle royales at that time, the common pattern we saw was camp until the end. The team set out to incorporate elements that incentivized players to move around “Warzone’s” map. “It’s like, we need to have that in ‘Warzone.’” “It was so fun to watch when we had the rules of the road for each other,” Kelly said. And part of the reason was that we knew we were going to have certain physical limitations, you know, like how many players can you actually support in the world?” It was like, whoa this is getting away from us here. We were going to end up with this space that was going to be miles and miles and miles of city. “What happened was there are some builders working on this and they just kept building, building, building. “It’s funny, because it was starting to get out of control,” Kelly said. Some early versions of the map were even bigger than Verdansk’s current footprint. They started by building a dense urban area where players could enter and ascend buildings. Rather than making buildings and other prominent features similar, as on other massive multiplayer maps, they decided to differentiate structures. “The team really quickly came back and said, never going to know where they are on the ground,” if everything looks the same. While it would aid requirements for memory in machines, it created a memory problem for players. “And it was like, okay, this makes sense memory wise.” “If you think about it in terms of memory, when I looked at these images and data that you had, so many structures and buildings were going to be the same texture sets, the same material sets,” Kelly said. "Warzone" topped 100 million players a little over a year from its release, becoming one of the most played games on the planet. The appeal in Afghanistan’s capital was less the city’s prominence in recent global events, and more its benefit in terms of game making logistics. “We looked a lot at Donetsk, Ukraine, and we looked at other cities, similar cities, and we started talking about it,” Kelly said. With that in mind, the team started by looking at real cities to replicate in the game. We started having discussions internally about if we were to build a big space, what would that look like? What would that feel like? And we immediately came to the conclusion, we’d want to build something that was real.” “And then it went to, what if we were to do something like this?. "The thing I started thinking about was, how long are the legs on battle royale and what are the things I love and don’t love about it?” Kelly said. So much so, he wanted to recreate it in a Call of Duty mold. Earlier that year, “PlayerUnknown’s Battlegrounds” (better known as “PUBG”) was at the start of its upsurge in popularity and Kelly was enjoying his time in that battle royale with his son. Work began on the project in 2017, long before Kelly and Stohl’s pitch meeting, and started with the now famous map of the fictional city of Verdansk. It zoomed to popularity, topping 100 million players a little over a year from its release and becoming one of the most played games on the planet. ![]() On March 10, 2020, Activision officially released “Warzone,” Call of Duty’s free-to-play, cross-platform battle royale that featured a whopping 150 players all competing to be the last standing. ![]() You don’t have the bandwidth to do the art for the thing yet, and you don’t have gameplay entirely sorted yet.’” He then recounted his rebuttal: “But we will!” “The concern was like, ‘So, let me get this straight. According to Kelly, the worry in the room wasn’t stepping on Treyarch’s toes, but rather the volume of work it would require to successfully deliver the vision Kelly described. ![]() The Call of Duty franchise was already developing a battle royale mode, Blackout, which would debut later that year as part of Treyarch’s 2018 game, “Call of Duty: Black Ops 4.” But Kelly and Stohl wanted a version that integrated better with the look, feel and realism they were creating with their “Modern Warfare” reboot. “You know, is this too big a bite to take? ” “Some people were concerned, like, have you gone too far with this?” Kelly recalls of the reaction. And, by the way, we don’t have the gameplay entirely figured out yet. And, by the way, this would be a massive technical undertaking. “And, by the way, this is going to be a massive art undertaking. ![]()
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