Modern Warfare® Multiplayer First Look: New Gameplay Mechanics

A deeper look at the innovation Infinity Ward is bringing to Call of Duty®: Modern Warfare®’s Multiplayer. Design Directors Geoff Smith and Joe Cecot detail some key examples that elevates the fun of the fight.

by David Hodgson on August 07, 2019

Part 2: Gameplay Mechanics that Elevate the Fight

 Modern Warfare features a series of new gameplay mechanics: Bullet penetration, where the higher the caliber of your weapon, the further it pierces through various sections of scenery. Breaching doors. Mounting weapons. The Tactical Sprint.  Multiplayer Design Directors Geoff Smith and Joe Cecot help explain some key examples, beginning with Breaching.

Breaching: Dynamic Doors

“We put usable doors in, initially as a lark, but it quickly added a lot of dynamics to the matches,” says Geoff: “There are four ways to interact with a door. Explosives and concussions will pop a door open. You can walk up and press the Use button. You can Sprint through it [making yourself heard as the door smashes or clangs open]. Or you can walk up while in ADS and press Use, and the door opens up just a little bit; that’s silent so it’s a stealth approach. Then you can physically push into the door and open it. That’s fun for throwing in Flashbangs. You can cook a grenade, throw it at the base of a door, free aim at the door and it opens for you, after which the grenade explodes.”

Joe Cecot explains further: “Using doors strategically actually helps you pause a firefight. “You can go into a room, close the door, and the dilemma for the guy who was targeting you is ‘do I bust through the door; he’s probably just waiting for me on the other side of the door, or do I try to find another way; climb up a dumpster, up into a window and get at him in a different way’. It’s moments like this which adds a lot more depth and fun.”

Pieing and Pivoting: Mounting your Weapon

Another new aspect to Multiplayer battles is Mounting. Geoff gives us a quick run-down: “Gun mounting is a contextual technique in ADS. We talked to [military consultants] and asked them how they went through and cleared a house, and asked if they posted up, and they said they’d take whatever stability they could get.” The Infinity Ward team “worked on the new Mount system that works both vertically and horizontally. It really allows you to ‘pie’ a room.” You can go up to a door frame, and “you don’t so much as lean around a corner, as rest your hand on the edge and can use that now as a pivot point.”

You can simply move to release the mount, but while your weapon rests on a mounting point, “it really helps dissipate some of the recoil you have.” Joe adds: “If you think about being in first-person, it’s really hard to tell where your character is, and if you’re standing at a door you can’t really tell how exposed you are. But this allows you to know you’re only exposed a little bit. This also allows us as developers to push the player mounting his cover out enough, to expose the silhouette [slightly], so that there’s gameplay there.” Of course, you don’t have to use it. You can still run and gun.

More Haste, More Speed: The Tactical Sprint

There are now more ways to move forwards at speed than ever before. As well as prone shuffling, crouching, creeping, walking, running, and a sprint where you move more quickly while carrying your weapon in a firing position, the team has introduced the Tactical Sprint. Geoff calls it “a burst of extra sprint; the weapon comes up, and is positioned differently compared to the aim, when you’re moving fast and traversing scenery.” The normal sprint feels good, but this is even better, especially when combined with other techniques: “combat sprint into mounting on vertical planes makes you feel like you’re playing in a different way.”

Night Vision: Half-ADS, All Tactical

Principal Rendering Engineer, Michal Drobot and his team spent a considerable amount of time getting Night Vision to look correct in the Campaign (as this Blog post attests), and this spurred interest in utilizing it in Multiplayer. Geoff remembers Night Vision back in the original Call of Duty® 4, “but it was a screen overlay, and this time it is true night vision, so we started to go crazy, and made completely black maps. We playtested them, fine-tuned them, and after a while we came to a middle ground where we positioned lights along hallways and at doorways, and you can turn on or off lights in some cases, which leads to cat-and-mouse confrontations. You can turn on lights to blow out your [opponents’] NVGs, and there are other things we’re working out at the moment, but there are several maps that are ‘dark’ versions.”

“We learned from [our military consultants] that you can’t cheek your rifle with these big goggles on, so we implemented a half ADS, but because your enemies also have goggles on, they will see your laser sight.” This leads to many players taking a minute to choose when they want to ADS. “It feels like you won’t be accurate when you’re shooting like this, but you will be. It creates gameplay where you don’t want to ADS too much. You have to use it really tactically.” Joe recommends you “learn the maps in the daytime, ready to go dark.”    

Realism: Senses Working Overtime

Whether you’re playing a Day or Night map variant, those seeking a bigger challenge and a further boost of adrenaline, might want to try Modern Warfare’s Realism option. Geoff describes it as having “minimal HUD. You have to see or hear the enemy drop to figure out whether you’ve taken them down.” Joe adds that it has “a horror movie” vibe and feel to it.

Killstreaks: Owning the Opposition and Reaping the Rewards

The fine art of Killstreaks – living long enough and downing enough opponents to call in an impressive and bombastic reinforcement or other military support – returns with a vengeance in Modern Warfare. “We wanted to bring back the fan favorites, but also not rest on our laurels,” Geoff says. “We wanted more defined Killstreaks, with some basis in reality. This includes bringing a drivable vehicle into the game [the Infantry Assault Vehicle], with a second access point [turret] that another player can hop onto. There was also design direction away from simply pulling up a mini-map and calling ordnance on any space in the game world. That gives you too much range. In this game, if you pull up the binoculars, you have to get line of sight; you have to get to a good vantage point to call in a particular Killstreak for it to be effective.” The team strove for balance, likening a Killstreak to a “boss fight”, with all parties being entertained; even those on the receiving end.

            But what about Scorestreaks? Says Geoff; “We have some familiar ones and we’re bringing in some new ones. We felt that in some games, Scorestreaks tend sometimes not to be clear; ‘if you’re in this mode a Scorestreak is 50 points, but if you’re in another mode, that same Scorestreak is 100 points’.” This led to players disengaging. Compare that to the Killstreaks of previous Modern Warfare games: “You knew that when you had four kills, you were one away from a Predator missile, and your heart starts pounding, and you’re nervous, and we felt that had gone away to some extent, so we went back to Killstreaks.” But Scorestreaks haven’t been forgotten about completely: “We do have a Perk called Point Man, that lets you go back to Scorestreaks if you want, if you like this playstyle. You can also opt out of Killstreaks, and use Perks in a Specialist system – we are peppering in little elements there for those that want them.”

Infils (Infiltrations): Cinematic, not Spawning

As previously demonstrated in our Teaser post, the team at Infinity Ward wanted to make multiplayer a little bit more cinematic. “We put a lot of work into the infil at the start of each MP match. You can see teammates flying in on Little Birds [helicopters], or coming in on the back of a truck, or van… for each map we have these different infils to set the tone; we’re rolling in, we’re ready to go, versus just sitting there and waiting.” This sets the believability level of the action to come, as “these are soldiers going into a fight; they’re not just spawning there…”

Finishing Attacks: A Knife for your Life

One of the smaller, occasional, and always entertaining aspects of multiplayer games are Execution moves. Geoff explains these finishing attacks: “If you run up behind somebody and you press the Melee button, you’ll take them out. But if you hold Melee, you’ll complete an Execution, whether they are standing, crouched, or prone. It’s a fun little show-off move.” It’s also worth noting that each Operator has their own specific attack, too. 

Recoil: Modifying and Managing your Gun’s Momentum  

When a gun whips back after firing a shot, you have a brief second to wrangle the weapon sights back onto a target and shoot again. In Modern Warfare, weapon recoil is treated as realistically as possible, while giving the weapon practitioner as much control as possible. Geoff takes up the explanation: “Recoil will have different patterns, and you can counter recoil using your thumbstick. But when you release the thumbstick, in the past you may [have ended] up looking at the ground.” To combat this, Infinity Ward implemented an interesting little trick: “We negated that thumbstick offset, so recoil is far less annoying. However, different guns have different recoil patterns to learn and offset.” Joe confirms: “All of our recoil is a learnable pattern.”

With authentic and realistic gun mechanics and the most weapon choices in Call of Duty history, join us tomorrow for Part 3, where we dive deeper into the best-in-class “down the barrel” gameplay from Infinity Ward. 

For more information and the latest intel on Call of Duty®: Modern Warfare®, check out: www.callofduty.com, www.youtube.com/callofduty and follow @InfinityWard and @CallofDuty on Twitter and Instagram and Facebook.

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