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Im Entwicklervideo zu CoD Modern Warfare 4 gewähren die Macher einen ausführlichen Einblick in das neue DMZ. Dieser Extraction-Shooter wird neben Multiplayer und Singleplayer eine separate Säule des Spiels mit eigenen Features, einer großen Open-World-Map und Mechaniken wie dem neuen Kopfgeld-System . Dazu zählen außerdem eine frei begehbare Heimatbasis, Crafting-Stationen wie ein 3D Drucker, Inventar-Management, Quests und sogar Skillbäume.
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00:03I like this gun very much.
00:10Multiplayer has been bread and butter for many, many years,
00:13and then it's about what's that zag from the main experience.
00:17DMZ kind of feels that, hey, here's a different experience
00:20than the other two game modes, and here's how we can let you
00:24play with a whole bunch of toys the way you want to play,
00:27rather than the more rigid structure that you might get
00:31in some of the other game modes.
00:40Sorry, 3D printer is just for equipment.
00:43Yeah, yeah, yeah.
00:49We had made DMZ with the last game.
00:52It definitely found an audience.
00:54For us, it seemed like a logical next step
00:56to finish what we started with the first one
00:59and do all the things that we didn't get to do with the first one.
01:02I'm trying to figure out if this would be something that could be mainstream.
01:09Yeah.
01:09And though there's similar DNA, it's a very different gameplay experience.
01:14I think there's an interesting story with DMZ, the original one, the DMZ beta, where we had to make some
01:22decisions,
01:23certain things we wanted to do we couldn't do.
01:25At the end of the day, we learned a lot that we made a very approachable,
01:29kind of like fun sandbox that was fun to fight in, to explore, to make friends in, to get into
01:34fights in.
01:35And then there's a bunch of stuff we had left on the table.
01:37And so as soon as we finished with the last game, we were just gung ho on like, okay, we
01:43know what we want to do.
01:44Let's roll.
01:45Yeah, let's roll.
01:48Wait, Joko, look at what I just found in this game.
01:51Ultra one, good kill. The chemist is down.
01:54Oh, shit.
01:56Dude, we're in.
01:58Oh my gosh. I'm sorry, dude.
02:01Crawl off, dude. I'll revive you. Crawl off.
02:05Okay.
02:06And a black key card.
02:08Whoa, black key card. Holy shit.
02:10Oh shit, we have all the talker.
02:11When we set off to make Warzone in 2018 and starting in 2017,
02:16Jeff was already starting to circle around extraction mechanics and extraction games.
02:22For a lot of us, it was like, okay, we're trying to think of new ways that we can use
02:28the card mechanics
02:29and have a new wrapper around it, a new gameplay mechanics.
02:34It's just been a natural evolution. I don't think there was any moment that we just decided this is what
02:38we're doing.
02:39To us, it's more just what is going to feel new and exciting when people get a new modern warfare.
02:47Yeah, this is pretty cool.
02:49This one was, when we were doing the DMZ beta, this is one that I found fascinating.
02:53When we did the survey and we got, you know, 638,000 people responding, which is a lot of people
03:00giving feedback.
03:01And it's kind of like, what did people want to do in DMZ?
03:05And I thought what was fascinating was the spread of all the different things that people liked.
03:10Yeah, and I think this chart for me represents kind of an evolution of video games.
03:16And kind of like, where the first person shooter has gone through, you know, the 6v6 to the battle royale
03:22to then the extraction shooter.
03:24And it's like, there's not really a genre or a type that does all those things as well as this.
03:31And so when I saw this chart, I was like, wow, that's super interesting.
03:35I play a lot of MP and I think that to me, DMZ is a different experience.
03:43It's slower and more methodical, but it kind of helps me build up the tension a little bit more.
03:48And the fact that, you know, like maybe they are more powerful than me and I got to be smart
03:52about the way that I interact with them and that kind of stuff.
03:54The scope and scale, I would say, is on the high end of what we've done before, right?
03:59The amount of AI, the amount of players, Hajin being the biggest map with the most depth that we've ever
04:04made.
04:04The dynamic weather system, the fob that you're coming back to, that you're running around with your squad, that you're
04:10upgrading.
04:11And so, yeah, it's pretty massive. Warzone was a big swing and DMZ is another big swing for us.
04:17I think the most ambitious part of DMZ is the combinatorial of all these different things that can interact at
04:23different times with each other in different ways.
04:25And that's what makes kind of making this complex.
04:27Yeah.
04:31Sorry, it would be, you would then get that and then you go back to front end and then you
04:36get gunsmith to build a gun for money.
04:40And then that gun is now locked.
04:45Locked and loaded.
04:47The big, obviously like evolution of DMZ beta is now like everything is persistent.
04:52Yeah.
04:52It's not just this select backpack variant that lets you hold stuff.
04:56Yep.
04:56It's not just money.
04:58Everything.
04:58Everything you have can be taken out and lost, you know.
05:01But to make DMZ the beta and then now make this a persistent world, a persistent environment, has been such
05:10a huge challenge.
05:11Like, I don't think, like, I don't think we knew at the beginning of this when we said, you know,
05:15we want to have a vendor, we want to have a dog tag case, we want to have a boss
05:18board and we want to have a 3D printer and a persistent stash.
05:22And people looked at us sideways.
05:23And sometimes I think as designers you, I think it's that ambition, that drive, and maybe a little bit of
05:31that, I don't want to say stupidity, but like, not really realizing how much work it's going to be, just
05:36knowing that you want to achieve that thing.
05:38Yeah, pencils down.
05:40Wait, no, I want to do one more thing, hold on, I got another idea.
05:42The tip that I give to every single young designer or even young person that starts at the studio is
05:49like, an idea to you feels really precious and special, but if you hold it inside and you don't share
05:56that with people, it just ends up dying.
05:58The design team is very acutely aware that you can't predict every way somebody's going to use something.
06:04Don't shut things down just because it doesn't function exactly how you expect it.
06:09If you've made things in a robust enough way, people can go create something in a magical way that just
06:14kind of works.
06:15I remember when we were making the trades, I had like pitched these, this set to Jack and he was
06:21like, these aren't crazy enough, you need to make crazier ones.
06:23It's like, okay, so then I picked some, I've like gone through and I had asked everyone, right?
06:27Like, you don't remember, we brainstormed tons of trades and I just picked the most insane ones and I was
06:31like, there's no way these are the ones he wants.
06:33And he's like, these ones, these ones are great. It was like, what's the most, what's the craziest thing you
06:36can think of?
06:37Like, oh, infinite ammo. It's like, yeah, okay, we're not doing that.
06:39That was like a whole day of laughter because it was just like, you'd be like, let's just throw out
06:41the craziest thing.
06:42Yeah. And we'd laugh at it.
06:43Whatever the crazy pitch was, you like find the little essence of like, what is, what is the nugget that
06:48actually works inside of that crazy idea?
06:51We have two consumable duration increases and then like a one that like refreshes on kill.
06:54Yeah. And one where you can stack. And I love doing like smelling salts. Do the smelling salts. You like
07:01reload faster. You're just like a, like a super soldier for like whatever it is, like a minute normally.
07:05But then if you just keep killing AI, it lasts longer in general, you can stack them. And like, I
07:10swear, I'm just like for like five, five to 10 minutes straight, I'm just running around nonstop, just like obliterating
07:17anything in my sight.
07:18And I just feel like an incredible rush. It feels like I'm playing almost like core MP, but inside of
07:23an extractive shooter.
07:24I've spent like thousands of hours, this project just like iterating on loot and even like redoing the entire map
07:30one time. Right. And you know, that took a ton of man hours and I'm very happy to see it
07:34get to a point where like, let's find areas where we can put good things that players will enjoy finding
07:39and little hidden things like, Oh, under stairwell, you know, I might've put in a military duffel bag that someone
07:43can find.
07:44And maybe you get a field upgrade out of that or maybe a throwing knife or something of the sort.
07:48Um, and kind of these small little vignettes all throughout the map that people are finding and like sending me
07:52DMS about where they're like, Holy shit.
07:54I just found the chem locker and like the irradiated pond. Like, you know, people look at that. And like,
07:58I got a message from Joe about it. He was like, this is awesome.
08:00Yeah, they're armor broken. They're shooting at me.
08:03He's down.
08:04Oh!
08:05Down.
08:07Uh, can you distract him? I can, I can turn it for myself.
08:09Come on, Roman.
08:10I put a screen of mine down so we should know when they can. Elevator, just land it.
08:14I think that's a reinforcement one.
08:18Oh! Yo, create Colt in here if you wanted.
08:20I think they wouldn't see the guys.
08:22Oh, that's just...
08:23I mean, if you'd want to gate it and not have like a global mechanic, it might be changing the
08:27way.
08:28It feels nice for intent for moments.
08:30Yeah.
08:31And there's stakes, right? So you're like, dying in DMZ is a different impact than dying in core.
08:37So you approach it in a different way.
08:39You think, should I engage this person?
08:41Yeah.
08:42Am I ready? Can I get the jump on them?
08:44Yeah.
08:44If it's a 1v2, can I take one of them out?
08:47And now it's a 1v1.
08:48The feedback of not having enough stakes when you're going into DMZ in 22,
08:53I think the big ways we're trying to answer that is one,
08:57we have the MIA operator system where you can build an investment,
09:01the scales in terms of how expensive it is to recoup that loss.
09:05Then we have stuff that's just straight up like loot items that you can only find in game.
09:09So if you lose them, you lose them.
09:11Crafting materials that you need to go in and find and extract with because they're precious,
09:15they're going to help you make something really cool.
09:17Those are all different ways for us to increase the stakes of doing it.
09:20Then we have stuff like bosses where you can kill a boss, take that gun,
09:24you can get that dog tag.
09:26You have to extract the dog tag for the progression to count.
09:29So there's just a bunch of different ways for you to like have micro checkpoints along the way that,
09:34you know, will give you a little bit of that sense of don't die right now.
09:37I need to extract with this.
09:38I love it that we call it the action extraction shooter.
09:42It's not just a bunch of looting with like an AI or two per location, right?
09:47It's like there's a pretty strong AI presence.
09:50There's a good number of players in the match.
09:52You're going to be looting and there's a good amount of really cool loot that I'm getting and gearing up
09:57and whatnot.
09:57And I think the combination of our commanders, our lieutenants, our four tiers of AI and the amount of players
10:06we put in a match,
10:07for me, it's the action extraction shooter.
10:10They're in this right room, back here, back here, right room.
10:12Down.
10:13One down.
10:15Done.
10:15Oh, murdered.
10:17These types of games can be very menu heavy.
10:20It can be a lot of menus to interact with.
10:22And so the first time you come in and you're confronted with that, it's a choice for people.
10:26They're like, do I want to learn all this or do I want to get out and go play something
10:29else?
10:29So I think for me, the fob was important because it's a way for people to experience, unlock things and
10:35understand them in digestible pieces.
10:38And then we still allow menu where you can jump quickly between stuff when you're a power user.
10:42But it was important to kind of have this, this diegetic way for people to experience all the systems.
10:47So when you're in the fob now, which is a walk around space, which is kind of a social space
10:52as well,
10:52you can hang out with your squad and chat over things and plan your next raid and like upgrade your
10:57weapons.
10:57But like, it's that whole thing of like, I'm in this world.
11:00And that's like, for me, like in the beta, like I used to walk around Almazra when it was just
11:05me local on my machine.
11:07And I'd be like, stop sometimes and be like, there's gonna be millions of people in this space really soon.
11:12I hope they like it.
11:13Yeah.
11:13And then it turns out they did.
11:14And here we are doing DMZ in Modern Warfare 4.
11:17And I did that the other day.
11:19I stopped.
11:19I paused.
11:20I'm on my machine locally running around and I stopped.
11:22I'm just like, this place is amazing.
11:25Jack, I want to put a bounty on you.
11:29Oh, look at that screen.
11:30That's cool.
11:31Yeah.
11:31See, look, you got a bounty.
11:34I can make a pass and update their strings.
11:37Oh, cause it, yeah.
11:38So for things that unlock animations.
11:40Yeah, I think it would be really good.
11:41You don't want to leave anything on the table, right?
11:43Yeah.
11:43You want to make sure the game mode is as cool as possible.
11:45But at some point you start having ideas of like, okay, we want to keep the experience going.
11:52We want to keep the magic going every season and add new stuff for people.
11:56I think for me the interesting part as well is the plans we've laid out.
12:01That we're like, there's going to be this really cool beat.
12:03There's going to be this really cool beat.
12:04But also making sure that we have enough capacity to pivot.
12:09Yeah.
12:09To react to something that the community is doing to have those cool moments and that kind of back and
12:13forth.
12:14Seasonal content wise, we have quite a few large things planned.
12:17Season one, we have X01 coming out, which is kind of akin to building 21 from last game.
12:22But then season two, we've got Russia coming out and kind of unveiling.
12:26And I am really hyped for that.
12:28Such a cool concept of like the progression of a map.
12:31It's not like a new map.
12:33Yeah.
12:33The map has now like pushed back and revealed.
12:36Not to mention that like the genius Jeff Smith, he has like concepts of like the weather, you know, changing
12:42with these seasons.
12:43Yeah.
12:43That's a big part of DMZ that we haven't really touched on is like, just like the dynamics of the
12:48weather and like how it changes the space.
12:50All these maps now have like different feelings.
12:53It's not just like one feeling map anymore.
12:55It's like each map now feels like you have like these different variants that you have to play differently depending
12:59on what it looks like.
13:00Yeah.
13:01But I'm super excited for post launch.
13:03We're so busy with launch, but you know, we keep looking at the seasonal track and I'm excited to dig
13:09into that more.
13:10You know, we have new lieutenants coming.
13:13Yeah.
13:13We have new maps coming, new commanders.
13:17You mentioned events.
13:18Yeah.
13:19We're going to do events that pit you against the commanders and lieutenants.
13:22We're all going to do like loot collection things just to encourage players to explore different parts of the map.
13:27They might not go to otherwise.
13:28This is the toughest moment of the project because there's an overwhelming amount of things that need to get done.
13:34And you're like, where am I going to add my value today?
13:37What is most useful to the team, to the game that I'm going to do today that's going to make
13:43a difference?
13:44And the things you can do in the last few weeks of projects, they're big.
13:47You know what I mean?
13:48Like your game is more stable than it's ever been.
13:51It's more content complete than it's ever been.
13:54And so small changes that you make in the last few weeks can have a huge impact.
13:59It's been really cool to see a lot of players in studio come up to us and say,
14:03Hey, DMZ is feeling a lot better lately.
14:05And they can't quite put it to words. Why?
14:07But they're like, Oh, I feel more like I can fight the AI.
14:11I have time to loot.
14:12I've got high X filled successfully.
14:14And like in an extraction shooter, you know, as the person making it, you want to challenge people.
14:20You want to scare people, but more than anything, you want people to get out.
14:23You do. You want people to feel success.
14:25I mean, it's one of those things where like you, you test the mode and you test the mode year
14:30in and year out.
14:31But the most real test you're ever going to get is day one.
14:35And the funny thing we saw is a bunch of like, you know, even people we worked with who looked
14:39at it through a certain lens in the play tests.
14:41When it hit live, they were like, Oh my God, I didn't understand how much I was going to like
14:46this.
14:47Yes.
14:47And some of my, you know, worries about losing my gun or losing my stuff like that is small compared
14:54to the feeling of collecting and getting something and getting out.
14:57The most ambitious thing I've ever worked on is DMZ.
15:00Yeah.
15:01Absolutely.
15:01And it feels good. It feels good to be like, you know, we, we, we climb this mountain and we're
15:05like, Oh, let's climb that mountain.
15:07I'm excited for people to find out more details. Cause I feel like we've been talking about the first two
15:12thirds of the game.
15:13And now we have finally, they'll get the complete picture of like, this is what modern warfare four is.
15:19This is, you know, where the story continues. This is where I can spend, um, you know, some, some thousands
15:26more hours.
15:26Some of the most magical times in my life is when a new video game comes out and a whole
15:32bunch of people, millions of people come into play.
15:34It doesn't have to be a game that I made, but just, we all get to experience that together.
15:38It's the same way as like when a new movie comes out that everybody loves or even hates, you know
15:42what I mean?
15:42Like to me, that's, that's just culture, right? It's, we're all just experiencing culture together. And, and I enjoy that
15:48a lot.
15:56.