GamersCrib
11-02-2008, 06:38 PM
Activision posted up a new blog yesterday over on IGN (http://pc.ign.com) that talks with Multiplayer Design Director David Vonderhaar about the Multiplayer of Call of Duty: World at War. Lets check it out:
Whether you prefer Singleplayer like me, or you’re a Multiplayer guru, you cannot deny the impact of a compelling competitive Multiplayer experience has on the life cycle of a video game. The infinite combat scenarios competitive MP provides is what offers the tremendous re-playability factor to first-person shooters.
Instead of reiterating things you already know from the plethora of MP coverage already out there, I wanted to give you a blog that you haven’t seen before. So I sat down with David Vonderhaar, our Multiplayer Design Director, and asked him to narrate the weapon balancing process for you all! It can be a controversial topic in First-Person shooters, and hopefully he puts it into perspective for all of you.
But first, I want to show you this brand-new Competitive Multiplayer video David put together, showcasing just how much Call of Duty: World at War has to offer:
<embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=14222038&downloadURL=http://xbox360movies.ign.com/xbox360/video/article/925/925947/cod_mp_presentation_103108_flvlow.flv&allownetworking="all"' type='application/x-shockwave-flash' width='433' height='360' ></embed>
David Vonderhaar on Weapon Balancing:
The Weapon balancing process is always a fun (and internally controversial) project to take on.
Nearly everyone on the team will have a favorite gun. With that favoritism often comes unrealistic and emotionally-charged expectations about how that gun should behave.
You can check out a few screen shots and more on this blog entry by visiting here (http://blogs.ign.com/Actvsn_CallOfDuty/2008/10/31/104981/).
Whether you prefer Singleplayer like me, or you’re a Multiplayer guru, you cannot deny the impact of a compelling competitive Multiplayer experience has on the life cycle of a video game. The infinite combat scenarios competitive MP provides is what offers the tremendous re-playability factor to first-person shooters.
Instead of reiterating things you already know from the plethora of MP coverage already out there, I wanted to give you a blog that you haven’t seen before. So I sat down with David Vonderhaar, our Multiplayer Design Director, and asked him to narrate the weapon balancing process for you all! It can be a controversial topic in First-Person shooters, and hopefully he puts it into perspective for all of you.
But first, I want to show you this brand-new Competitive Multiplayer video David put together, showcasing just how much Call of Duty: World at War has to offer:
<embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=14222038&downloadURL=http://xbox360movies.ign.com/xbox360/video/article/925/925947/cod_mp_presentation_103108_flvlow.flv&allownetworking="all"' type='application/x-shockwave-flash' width='433' height='360' ></embed>
David Vonderhaar on Weapon Balancing:
The Weapon balancing process is always a fun (and internally controversial) project to take on.
Nearly everyone on the team will have a favorite gun. With that favoritism often comes unrealistic and emotionally-charged expectations about how that gun should behave.
You can check out a few screen shots and more on this blog entry by visiting here (http://blogs.ign.com/Actvsn_CallOfDuty/2008/10/31/104981/).