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description to learn more. Hi,
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I'm Alexa Ray Korea and this
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is the Game Maker's notebook
0:54
podcast. Today's episode is with
0:56
Ashley Popprick and Chris Holsworth,
0:58
both writers on Call of
1:00
Duty Black Ops 6. For those of you
1:02
following my career, I also worked on college
1:05
duty once upon a time, so we had
1:07
a very frank and very honest conversation about
1:09
what working on the franchise is like, and
1:11
all of the work that went into making
1:13
the conspiracy theory laid in black optics. I'm
1:15
not going to spoil any part of it.
1:18
I felt like this conversation was just so
1:20
incredible and gets a little spicy, so please
1:22
enjoy. Welcome
1:29
to The Game Maker's Notebook,
1:31
a podcast featuring a series
1:33
of in-depth one-on-one conversations between
1:35
game makers providing a thoughtful,
1:37
intimate perspective on the business
1:40
and craft of interactive entertainment.
1:42
The Game Maker's Notebook is
1:44
presented by the Academy of
1:46
Interactive Arts and Sciences, a
1:48
member-driven organization dedicated to the
1:50
recognition and advancement of
1:52
interactive entertainment. All
1:59
right, so How did you get
2:01
here? What was the path for
2:03
you to arrive at this year
2:06
of our Lord 2024 writing Black
2:08
Ops 6, Ash, you go first?
2:10
What's your career been like?
2:13
It's been fast and furious
2:15
as uh, then diesel
2:17
would say. So I had kind
2:19
of figured out that
2:22
game writing one was
2:24
like a thing that
2:26
existed and then immediately
2:28
followed like. by it being
2:30
my dream career while I was
2:33
in my bachelor's program. And so
2:35
I was doing kind of like
2:37
game jams. I was in
2:39
extracurricular like game dev club
2:42
stuff while also getting my
2:44
degree in film. So I
2:46
kind of had like a
2:49
mix of like some game stuff
2:51
and then like some TV writing
2:53
stuff and so I was able
2:55
to kind of put that
2:57
together and first work as
2:59
an intern at Insomniac Games
3:02
writing on Spider-Man 2 so
3:04
that was like my first like
3:06
actual big boy studio job and
3:08
then immediately kind of out of
3:10
school I had one semester left
3:12
and I started working at a
3:15
indie studio called Bonus XP, Rest
3:17
and Peace. Yeah, I was there
3:19
for a year, but just kind
3:21
of like, I don't know, I
3:23
can't tell if it was a
3:26
gut feeling or if it was anxiety,
3:28
I think it might have just been
3:30
both, but I was like, some things
3:33
afoot and I have a feeling
3:35
this project might not see the light
3:37
of day. And so, you know, I went
3:39
just kind of on. on the job hunt
3:41
as you do sometimes and I just
3:43
happened to see an opening for High
3:46
Moon Studios. It was the first time
3:48
that I had heard of that studio
3:50
but when kind of researching I was
3:52
familiar with their Transformers games and
3:54
also the Deadpool game that had
3:56
come out I think in like 2013
3:58
and I was like Okay, sick. But
4:01
I was, I was pretty aware
4:03
that it was going to be,
4:05
you know, call of duty from
4:07
there out. So, you know, interviewed,
4:10
kind of, you know, got the
4:12
job and have just been working
4:14
on call of duty ever since.
4:16
So I ended up on black
4:19
op six just because that's kind
4:21
of the natural progression of things,
4:23
right? I basically am. attached on
4:25
to every game writing team if
4:28
there is one for each for
4:30
each game and so yeah for
4:32
this time it was black up
4:34
six which Chris and I we
4:37
actually were like shifts passing in
4:39
the night I feel like when
4:41
I was starting to fully work
4:43
on black off six that's when
4:46
the layoffs happened. in which I
4:48
will take that to crisp. Yeah,
4:50
I mean, if Ash's career has
4:52
been fast and furious, mine has
4:55
been long and laborious. I'm showing
4:57
my age a little bit here.
4:59
I didn't think I could be
5:01
a writer for video games, so
5:04
I pursued writing about video games
5:06
and journalism and sort of wound
5:08
my way up to the third.
5:11
phase of EGM at that point,
5:13
did a couple of years there,
5:15
but at that point had realized
5:17
there are Western storytellers in video
5:20
games, so I made the shift
5:22
over to localization thinking that that
5:24
would be a good way to
5:26
pay it back to I got
5:29
into games through Shining Force 2
5:31
Final Fantasy 6. So I joined
5:33
up with Atlas and Sega and
5:35
did localization for a few years
5:38
thinking that be a good way
5:40
to get my feet wet, to
5:42
get some games underneath my belt,
5:44
and sort of pay back to
5:47
a genre of games that maybe
5:49
fall in love with story trying
5:51
to begin with. Eventually I did
5:53
some contract work for a French
5:56
indie studio called game atelier on
5:58
a project called Other Skin. Saw
6:00
an opening at Raven. Applied. My
6:02
lead liked what I was about,
6:05
which was, you know, fairly grim
6:07
dark, noir. The kind of edge
6:09
he was looking for for call
6:11
of duty and rolled onto the
6:14
scene towards the end of call
6:16
duty vanguard's development and as what
6:18
would come to be known as
6:20
Black Up Six started spinning up.
6:23
Fast forward to the start of
6:25
this year, Microsoft lays off 1900
6:27
people. Now I'm at shape shifter
6:29
games. Oh, what did you do?
6:32
Okay, so for those of you
6:34
at home who aren't familiar, I
6:36
worked on the 2021 call of
6:38
duty vanguard. So this is going
6:41
to be a fun conversation. What
6:43
did you do on vanguard? So
6:45
by the time I joined up.
6:47
We were a few months out
6:50
from ship. So a lot of
6:52
stuff. It was it was just
6:54
sort of a... fixing
6:56
and tweaking what was largely baked
6:58
in. So Raven did the final
7:01
mission, the Fourth Reich, and they
7:03
did the Numanuma trail mission. So
7:05
at that point, most of the
7:08
critical writing had been baked in.
7:10
They just needed some, I think
7:12
on Numanuma trail, I wrote some
7:15
untranslated Japanese conversations. So somewhere out
7:17
there's two Japanese characters having a
7:19
very. Kevin Smith conversation about like
7:22
wanting a cigarette and not smoking
7:24
in a far in a jungle
7:26
is a bad idea and like
7:29
blah blah blah blah blah. I
7:31
remember putting your dialogue in the
7:33
tool. That was me. Yeah. Oh
7:35
my gosh. Really dumb vignettes for
7:38
that work. I knew that no
7:40
one like unless you spoke or
7:42
understood Japanese like no one would
7:45
pick up on that conversation and
7:47
then very similarly halfway through the
7:49
fourth Reich you're kind of working
7:52
your way through a subway and
7:54
there's all these. you know, survivors
7:56
hiding out from the bombardment of
7:59
above. So all those conversations that
8:01
people are having about like, are
8:03
you okay? Oh my leg, you
8:05
know, that stuff is, that was
8:08
my. by very short and sweet
8:10
contribution to Vanguard. Yeah, those were
8:12
my levels. Oh my God, I
8:15
remember putting your words into the
8:17
weird dialogue tool. Bougainville, New Manua
8:19
Trail was largely written by Toki
8:22
Oniobuchi, who was an incredible novelist
8:24
and writer. Shout out Toki, I
8:26
love you, I miss you. And
8:29
the finale was punched up by
8:31
myself and Shelby Carleton, who was
8:33
still at. Sledgehammer Games right now.
8:35
Shout out shall be the Gen
8:38
Z heart. That's so cool. Yeah,
8:40
so we worked on some some
8:42
pieces together. So now you've got
8:45
a lot more cod under your
8:47
belt. Ash you've been in cod
8:49
for a very very long time.
8:52
Cod, just call of duty, which
8:54
is a cod. Is it weird
8:56
if we just call it cod
8:59
for this conversation? Hopefully people get
9:01
it, you know. Yeah. Caught is
9:03
call of duty. Caught is call
9:06
of duty. For in your opinions,
9:08
and we can have like discussions
9:10
about this, for a franchise like
9:12
call of duty that is quite
9:15
old, quite storied, quite large, quite
9:17
a money maker, quite military, what
9:19
does story mean for a franchise
9:22
like this? I
9:26
mean, I did the thing where
9:28
you roll in with all the
9:30
swagger of a new employee and
9:32
you're like, I'm gonna fix call
9:35
duty, I'm going to elevate it
9:37
to new heights. And then very
9:39
quickly, the machine grinds you down
9:41
and spits you back out and
9:44
you realize that for all your
9:46
good intentions, there's a very hard
9:48
deadline to meet and a lot
9:50
of game to make in those
9:52
three short ears, if you're lucky.
9:55
That feels like a gift. Anyway,
9:57
three years week, wiki-faced. For all
9:59
the saminess about Call of Duty,
10:01
though, there is different sub-brands do
10:04
have different flavors, right? So it
10:06
was, it was, for me, a
10:08
boon to be working on Black
10:10
Ops, because Black Ops, in my
10:13
mind, has always been the more
10:15
personality driven of the equation. Like,
10:17
if Modern Warfare is a military
10:19
shooter, where the cool thing is
10:22
to say, you know, tango, x-ray,
10:24
delta, as many times as possible
10:26
in the span of six hours,
10:28
Black Ops allows you to have
10:30
characters who had a human scale.
10:33
existence to them. You know, Woods
10:35
might not be the most robust
10:37
and interesting character out there, but
10:39
in the world of call of
10:42
duty, he has dimensionality in ways
10:44
that like, yeah, Task Force 141
10:46
didn't. So for me, it was
10:48
the opportunity to explore and examine
10:51
old characters and introduce new characters
10:53
and just really try to make.
10:56
players fall in love with the
10:59
people that they're hanging out with.
11:01
Yeah, yeah, I definitely agree. I
11:03
was really, so I had gotten
11:06
off of Modern Warfare 3 to
11:08
work on Black Up 6 and
11:10
it felt like a breath of
11:12
fresh air almost because I felt
11:15
like I could speak like a
11:17
human being again when writing, you
11:19
know, there's just so much. kind
11:22
of like military jargon and for
11:24
modern warfare you are really having
11:26
to focus on just like the
11:29
mission because that's just like the
11:31
you know the set kind of
11:33
tone of the game and I
11:36
think because black ops for a
11:38
lot of the characters they aren't
11:40
just like soldier one through soldier
11:43
four. And so they have like
11:45
actual back stories and they're affected
11:47
by that. you know, just like
11:50
how we are, like our backgrounds
11:52
make us who we are. And
11:54
I think because we're able to
11:57
show that, it just feels, it
11:59
feels a lot smoother and it's
12:01
cool because you get to actually
12:04
like explore those characters. So I
12:06
was very similar to Chris. I
12:08
actually remember in my interview, I
12:10
was like, it's so sad to
12:13
think about. But I was like,
12:15
oh, I think that call of
12:17
duty has the potential to be
12:20
better. And like, I want to
12:22
be the one to like, help
12:24
get that there. Because I was
12:27
the same where I was just
12:29
like, oh, I don't, I don't
12:31
know how call of duty works,
12:34
but you know, it's kind of,
12:36
you, you make one a year,
12:38
and I don't know what the
12:41
past like five years has been,
12:43
so sure. But yeah. work that's
12:45
going in and even when you
12:48
have a three year death cycle
12:50
which in call of duty is
12:52
very rare nowadays but there's still
12:55
so much changing and of course
12:57
like campaign is only one portion
12:59
of it right there's also like
13:01
multiplayer and there's zombies and there's
13:04
seasonal content and there's just so
13:06
many moving pieces that there's just
13:08
it feels like there's just never
13:11
any time to do much of
13:13
anything ever. And the thing that
13:15
I definitely learned, and Chris, I'd
13:18
be interested if you kind of
13:20
had the same thing. Just finding
13:22
ways that you can put those
13:25
like human experience and like interactions,
13:27
ways to just quickly inject that
13:29
into the story, because there's just
13:32
not time to like really be.
13:34
sitting and like having writers rooms
13:36
where we're discussing kind of like
13:39
the emotional character arcs of everybody
13:41
and You know, it's just kind
13:43
of like Find ways to put
13:46
that in as you're, you know,
13:48
writing the actual mission. Yeah, because
13:50
you're always moving fast. I mean,
13:52
we tried for sure, right? There
13:55
was that, there's that brief window
13:57
of pre-production where we mapped things
13:59
out, we had outlines, and we
14:02
had character trajectories, and then the
14:04
nice thing about Black Ops since
14:06
Cold War, and really this kind
14:09
of the franchise since Infinite Warfare
14:11
is that they have a safe
14:13
house hub. which slows things down
14:16
and allows you optionally to interact
14:18
with your teammates and you can
14:20
do a lot more of the
14:23
character-driven storytelling that is, you know,
14:25
more the bread and butter of
14:27
any given writer than you can
14:30
in missions. So that opportunity afforded
14:32
us the window to kind of
14:34
learn more about characters and have
14:37
conversations that explore them in dimensionalities
14:39
outside of objective base dialogue and
14:41
stuff like that. But I did
14:44
try as best I could to
14:46
push for Black Ops is very
14:48
much a big budget blockbuster in
14:50
the in the leaning more towards
14:53
Marvel than like, you know, Sicario
14:55
kind of realm, right? So there's
14:57
room for banter, there's room for
15:00
characters to have this awareness of
15:02
missions or to be so cool
15:04
that they don't have to be.
15:07
under duress the same way that
15:09
like task force one for one
15:11
would be. So we tried to
15:14
inject those into the missions whenever
15:16
we had and I did most
15:18
of the work that I did
15:21
was on the third mission most
15:23
wanted where you infiltrate capital stations
15:25
Blacksite and I that that mission
15:28
was very early on in development
15:30
and as a result there's a
15:32
lot of beats where it's like
15:35
slow down enough that we can
15:37
have the character sort of converse
15:39
and not have to reiterate the
15:41
objective because it's already been stated.
15:44
So you can have them kind
15:46
of quit back and forth or
15:48
you can have them reveal aspects
15:51
of their personality while still tapping
15:53
into the mission in terms of
15:55
like, you know, using the excuse
15:58
of getting on those ridiculous American
16:00
dirt bikes to reveal that Marshall
16:02
is like a media junkie and
16:05
is very much into movies and
16:07
you can kind of learn more
16:09
about that when he has a
16:12
conversation with Woods later on and
16:14
talks about Captain America and Professor
16:16
X and stuff like that. Like
16:19
he's obviously a nerd and sort
16:21
of like an authorial insert in
16:23
that respect. But at the end
16:26
of the day deadlines loom your
16:28
best intentions and your your greatest
16:30
wishes kind of get cut down
16:32
Things compromises are made and so
16:35
Well-planned character arcs suddenly end earlier
16:37
than you thought they would and
16:39
game development happens at the end
16:42
of the day both of you
16:44
have mentioned joining the cod family
16:46
and ash you use the term
16:49
better. I'm gonna come in and
16:51
make it make it make the
16:53
story better. Can you elaborate on
16:56
what that meant for you? And
16:58
I will put I will insert
17:00
myself a little bit into this
17:03
conversation as well because I really
17:05
think that this was a big
17:07
big idea for Vanguard as well.
17:10
We kind of wanted to tell
17:12
a cinematic story that kind of
17:14
went beyond the idea of you
17:17
are playing a first-person shooter. And
17:19
I think we succeeded in some
17:21
regards and maybe were failed in
17:23
others. not because we were all
17:26
terrible writers, but because at the
17:28
end of the day, the franchise
17:30
is gameplay first. And also, I
17:33
feel like the audience, the previous
17:35
audience of this franchise comes with
17:37
quite a bit of baggage. And
17:40
I'm wondering if that factors into
17:42
your answer when you say, oh,
17:44
I want to come in and
17:47
make it better. And I'm wondering
17:49
if that audience baggage factored into
17:51
the way that you approached writing
17:54
the characters for Black Up Six.
17:56
So, and this is just kind
17:58
of from my perspective, right? But
18:01
when I was growing up, I
18:03
remember, so, you know, I was
18:05
kind of in the age group
18:08
where 2012 Black Ops 2 was
18:10
like, that was like peak call
18:12
of duty for everybody that I
18:15
knew. I think I was just
18:17
like, I was like a little,
18:19
a little too young for the
18:21
modern warfare wave, but like the
18:24
Black Ops that just like hit
18:26
at the perfect time and it
18:28
felt like everybody including me had
18:31
Black Ops 2 and was playing
18:33
it and that was like. that
18:35
was like the call of duty,
18:38
I think like peak. And then
18:40
I would hear about it more
18:42
and more just kind of like
18:45
as some other titles came, I
18:47
remember when Black Ops 3 came
18:49
out, I was like, oh cool.
18:52
But I also like I never,
18:54
I never bought it. I only
18:56
knew a couple people who actually
18:59
played all the way through. And
19:01
then once, you know, once it
19:03
kind of hit like ghosts and
19:06
beyond like. it was just radio
19:08
silence. And I was just kind
19:10
of thinking about, and I feel
19:12
like, you know, a lot of
19:15
people that you see online, especially,
19:17
you know, you know, gamers, Capital
19:19
G, they talk a lot about
19:22
just like, oh, it's not what
19:24
the old games were, and I
19:26
don't think that that was, I
19:29
don't think that there... necessarily right
19:31
or wrong, but I do see
19:33
kind of like where where they're
19:36
coming from because you know at
19:38
that time I remember I mean
19:40
because Black Ops 2 was also
19:43
my first rated M game and
19:45
it was like, oh, like, I'm,
19:47
this is, like, me and I'm
19:50
an adult now, being 12 years
19:52
old. But, um, you know, I,
19:54
I think that was, like, kind
19:57
of the energy that everybody wanted
19:59
to, like, emulate at that time,
20:01
you know, and it's just not
20:03
the same anymore. We've, you know,
20:06
it's, it's not enough just to
20:08
be like, oh, this person is,
20:10
you know, you know, you know,
20:13
What does that exactly mean to
20:15
write? I think what kind of
20:17
happened is as we kind of
20:20
work in a larger and larger
20:22
space as a kind of giant
20:24
media conglomerate almost corporate entertainment. You
20:27
start kind of standing away like
20:29
the edges of what made that
20:31
product like good and I think
20:34
kind of at the edges of
20:36
everything was the kind of like
20:38
the the humanity of it and
20:41
so it just kind of got
20:43
like so so wash trying to
20:45
be like okay well we just
20:48
need to make the next thing
20:50
and it's supposed to make you
20:52
feel cool that it just kind
20:55
of stopped hitting and appealing with
20:57
the players as much as it
20:59
used to because it's not just
21:01
enough to be able to you
21:04
know Do do cool headshots and
21:06
like flip off the back of
21:08
a truck or something right? People
21:11
are expecting more now and I
21:13
think some of that also kind
21:15
of came with Just kind of
21:18
being in the the 2010s like
21:20
more of those Very story heavy
21:22
games just kind of gaining more
21:25
popularity and so I think I
21:27
was interviewing and talking about it
21:29
you know, me wanting to make
21:32
it better. I think I was
21:34
talking about, you know, I want
21:36
to be able to see the
21:39
thing that's all all around. and
21:41
shiny and polished and basically sanitized,
21:43
right? And be able to put
21:46
kind of those, those, you know,
21:48
little rough edges back, right? Because
21:50
that's kind of what, that's what
21:52
people actually like because that's also.
21:55
how we are as people. We
21:57
want to have characters who are
21:59
flawed because we're flawed, you know,
22:02
and if they're completely perfect and
22:04
they never emotionally react to anything
22:06
and we don't see them develop,
22:09
then it's hard for us to
22:11
relate to them, right? Because, I
22:13
mean, shit, I'm not perfect and
22:16
professional all the time. Like, you
22:18
know, you want to see characters
22:20
mourning the deaths of their... other
22:23
soldiers, you know, and kind of
22:25
the people who are in those
22:27
like death-defying missions with them every
22:30
day. And I think that they
22:32
lean so much into like, you
22:34
know, because players liked the military
22:37
realism, I think they leaned so
22:39
much into that that they forgot
22:41
that like part of realism is
22:43
also the part where we're like...
22:46
having emotions and stuff and so
22:48
you don't really get to have
22:50
those like big you kind of
22:53
like those more those more like
22:55
dramatic moments you know if there
22:57
are any jokes in between characters
23:00
like those are some of the
23:02
first to get cut right because
23:04
it's like well this doesn't have
23:07
anything to do with the mission
23:09
or you know what the player
23:11
needs to do and so you're
23:14
just left with basically nothing, right?
23:16
They're not, they're barely characters anymore.
23:18
And yeah, so I, I was
23:21
hoping that I could kind of
23:23
change that. And I think with
23:25
just the production of Blackop Six,
23:28
I think partially because it was
23:30
all coming in so hot too,
23:32
there was a lot more opportunity
23:35
to kind of. let personality shine.
23:37
And I think that I think
23:39
that players noticed. They definitely did.
23:41
I've seen a lot of really
23:44
great articles and reviews for Black
23:46
Ops Six specifically mention that the
23:48
story feels like it is a
23:51
return to form for the franchise,
23:53
which is great because this franchise
23:55
is so long and has been
23:58
going on for forever. And I
24:00
can understand, like with the way
24:02
that you defined better, I definitely
24:05
understand that on our project, it
24:07
was very much the same. We
24:09
wanted to have a, if we
24:12
were going to tell the story
24:14
of, you know, the first team
24:16
ever in call of duty history,
24:19
how they all got together, how
24:21
special op started, it had to
24:23
be heartfelt, like there had to
24:26
be a human reason for these
24:28
people wanting to work together. And
24:30
like, of course, like the best.
24:32
villain in all of history for
24:35
now, well at that time, was
24:37
the Nazis. So that was an
24:39
easy choice and it was really,
24:42
really just a matter of gathering
24:44
all the people victimized by that
24:46
group and having them tell their
24:49
story and come together. That being
24:51
said, for a franchise that again
24:53
is so long, you've talked a
24:56
little bit about, you know, modern
24:58
warfare, the way they speak is
25:00
different than how they speak in
25:03
Black Ops and Vanguard was a
25:05
World War II game, so that
25:07
was also very, very different. When
25:10
you are preparing to write for
25:12
a call of duty story, where
25:14
do you start? We talk a
25:17
lot about ripped from the headlines
25:19
and digging into history, but when
25:21
you get your assignment, it's a
25:23
modern warfare, it's a vanguard, it's
25:26
whatever it's, Where do you start?
25:28
Where do you look first before
25:30
you start writing? Chris, you want
25:33
to go first? So for for
25:35
black-up six, there was... We inherited,
25:37
of course, the time. timeline, right?
25:40
By studying the game in 1991,
25:42
you sort of know what topics
25:44
you want to talk about on
25:47
a geopolitical scale. And also on
25:49
a personal scale, you have Woods
25:51
just coming out of having his
25:54
knees blown off and sort of
25:56
being able to examine what that
25:58
does to a character and what
26:01
his, you know, here's a man
26:03
who defined himself as this forever
26:05
soldier, and now he's been reduced
26:08
to a desk jockey effectively, like
26:10
he's not going to go. full,
26:12
you know, B.J. Blaskowitz and Wolfenstein
26:15
too and roll out there in
26:17
a wheelchair cap and people. That
26:19
didn't stop us from getting a
26:21
little short scene where he does
26:24
do that in the game. But
26:26
the other thing was we had
26:28
the mandate, and I don't know
26:31
if that came all the way
26:33
from the top or if that
26:35
was just internal to Raven to
26:38
have a rogue team. So when
26:40
you know that that's a component,
26:42
you, and you know, I suppose
26:45
it's a point of flatter to
26:47
see a lot of people bring
26:49
up this franchise. you dig deep
26:52
into Mission Impossible movies and other
26:54
political thrillers. And I know for
26:56
me, like if I had to
26:59
point to things that were constantly
27:01
a point of reference or research,
27:03
it's Captain America Winter Soldier, it's
27:06
Mission Impossible Three, where my two,
27:08
like, North Stars, while making that
27:10
game, and sort of examining the
27:12
tropes of those sort of political
27:15
thrillers. that are operating more as
27:17
big budget action blockbusters than they
27:19
are cerebral pieces and seeing what
27:22
can work within the confines of
27:24
the story that we're telling. So
27:26
to some degree, it's interesting to
27:29
go back to what you mentioned
27:31
in terms of the franchise sort
27:33
of being left behind by a
27:36
lot of other narrative-driven games that
27:38
started kicking off around 2013, right?
27:40
That's like... bioshock infinite. That's the
27:43
last of us. I would say
27:45
that call did he kind of
27:47
tilted in that direction with infinite
27:50
warfare for all. false and flaws,
27:52
it was a very character-driven game
27:54
with memorable characters. I would maintain
27:57
is one of the better, if
27:59
not best, call-of-duty narratives out there
28:01
between the robot Ethan and the
28:03
co-pilot Salt and stuff like that.
28:06
And it feels like the franchise
28:08
and then the subsequent writers were
28:10
punished for the weird internet reaction
28:13
to that game. And there was
28:15
sort of a course correction away
28:17
from that. And then enough time
28:20
has passed now that... we were
28:22
able to kind of get halfway
28:24
back up the ladder to where
28:27
we we ought to have been
28:29
in the beginning to begin with,
28:31
especially coming hot off of, you
28:34
know, God of War's reboot and
28:36
then the last of us too.
28:38
Like there's been sort of a
28:41
resurgence of narrative maturity. So being
28:43
able to point to those and
28:45
say like this or what everyone
28:48
else is doing, these are new
28:50
industry standards. We should be chasing
28:52
that narratively. those
28:55
endeavors a little easier and then
28:57
being a two-person team initially it
28:59
was just me and my lead
29:01
we had we had I had
29:03
way too much influence over a
29:05
game despite being a relatively new
29:07
employee at the time but you
29:09
do get a lot of pushback
29:12
as well in terms of people
29:14
who when you look at a
29:16
company like Raven and you think
29:18
about their history and how they
29:20
went from being an independent developer
29:22
making singularity in X-Men games and
29:24
all other stuff to sort of
29:26
being a cod support, getting a
29:28
seat at the adults table for
29:31
lack of a better term, doing
29:33
the campaign on Black Lives Cold
29:35
War, and again on Black Up
29:37
Six, there's a certain amount of
29:39
like reluctance to rock the boat
29:41
too much. So, yeah. Playing within
29:43
those confines confines also sort of
29:45
like makes life both easier and
29:48
harder to reboot the narrative. parameter,
29:50
so to speak. As you have
29:52
anything to add to that? That's
29:54
why I end up being a
29:56
but I feel like I felt
29:58
that the most, just in terms
30:00
of Black Op 6 with Hero's
30:02
mission, the kind of second to
30:04
last mission, yeah, I feel like
30:07
making that one, it felt just
30:09
so, so different from any other
30:11
call of duty mission that I
30:13
had ever gotten to work on.
30:15
I remember. when I got to
30:17
do like kind of the first
30:19
draft of that, I was just
30:21
thinking a lot about how similar
30:24
it felt to what I used
30:26
to do, play writing. So I
30:28
used to, you know, kind of
30:30
write for the stage, right? And
30:32
it felt very, very similar in
30:34
terms of just kind of like
30:36
the, the visorality of being in
30:38
that. headspace, you know, you were
30:40
an adult and you're kind of
30:43
like age regressing almost back into
30:45
the place of your your biggest
30:47
trauma when you were a child.
30:49
And, you know, kind of similar
30:51
to Chris, I was like, whoa,
30:53
I get to, I get to
30:55
put the big boy pants on
30:57
now. And, um, it, it definitely,
31:00
uh, I feel like it definitely
31:02
paid off and it was one
31:04
of my favorite things to work
31:06
on. But then of course there
31:08
was like a lot of meetings
31:10
as well as well just trying
31:12
to like make sure that it
31:14
was rained in and that it
31:17
was still kind of within call
31:19
of duty. And I think at
31:21
the end of the day I'm
31:23
pretty happy with what came out
31:25
of it. It's and this is
31:27
true for many franchisees but it
31:29
is definitely true for call of
31:31
duty. when you are writing your
31:33
story you are always it's gameplay
31:36
first so you're always restrained by
31:38
the mechanics For Black Ops, there
31:40
were a couple of new mechanics
31:42
that they introduced. Did those factor
31:44
into at all the way that
31:46
you were telling your story or
31:48
certain set pieces that you chose
31:50
or the way that you utilized
31:53
certain characters? You used the phrase
31:55
in an interview with Allison Lores
31:57
from Bungee, I think. You used
31:59
the phrase Legos to describe. the
32:01
narrative process on a call duty
32:03
and that's how I've always also
32:05
described it. It's this very much
32:07
like, the missions are already selected
32:09
in some way, they're driven by
32:12
the mission designers, they dump those
32:14
12 bricks in front of you
32:16
and they're like, build a car
32:18
and you have like pieces from
32:20
wildly different sets, like there's a
32:22
little bit of a space shuttle
32:24
in this one, and I think
32:26
that's a deep blow piece like.
32:29
So it's very much you become
32:31
a quiltist, right, where you're building
32:33
a whole out of a patchwork
32:35
series of pieces. So a lot
32:37
of the narrative decisions in a
32:39
call duty black-up six in particular
32:41
are informed by, well, if we're
32:43
going into the villain's mind, we
32:45
need a good reason to go
32:48
into this villain's mind. If we're
32:50
going into a abandoned black site
32:52
facility where you huff some hallucinogenic
32:54
gas, that gas has to play
32:56
a vital role. And so that
32:58
sort of like, like, like, On
33:00
the one hand, it backs you
33:02
into a corner, right? Like you're
33:05
stuck working with that Lego brick.
33:07
Sure. Yeah. But on the other
33:09
hand, it helps build the armature
33:11
so that you know now, like,
33:13
okay, well, I have to earn
33:15
this plot point and build up
33:17
to it, and then this plot
33:19
point has to inform the third
33:21
act in a meaningful way. So
33:24
we must have gone around the
33:26
table discussing what our obligatory WMD
33:28
would be for months on ends
33:30
before eventually the argument was presented
33:32
like, well. It'd be weird to
33:34
just have this hallucinate gas that
33:36
means nothing. It has to, it's
33:38
such a weird and wild thing
33:41
to introduce in the game and
33:43
then dismiss like it's normal. So
33:45
that should be it in some
33:47
capacity and you sort of reverse
33:49
engineer things in the same way
33:51
to to cite Winter Soldier again.
33:53
My understanding of Marcus and McFeely's
33:55
writing process on that was Kevin
33:57
Fy, he wants to see some
34:00
hella characters falling out of the
34:02
sky. Build a story that gets
34:04
to this point and that sort
34:06
of like you just sort of
34:08
work your way back from there
34:10
until you have something. So it's
34:12
like a blessing and a curse,
34:14
right? Yeah, I feel like it's
34:17
a, I mean. I feel like
34:19
Legos is honestly a really good
34:21
analogy. I always think of it
34:23
as like a sandbox. They throw
34:25
us into a sandbox and they
34:27
gave us like, you know, the
34:29
bucket and pale and they're like,
34:31
okay, make something now. And that
34:33
can be, that could definitely be
34:36
really restraining for some people, but
34:38
I do enjoy kind of like
34:40
knowing, like, where the edges of
34:42
the sandbox are and like, what
34:44
tools I need to be using
34:46
for it because if I'm just
34:48
kind of like. thrown on a
34:50
beach and told to do something
34:53
like it's just like it's almost
34:55
like it's too much. Yeah it's
34:57
it's kind of like you are
34:59
flexing a different writing muscle that
35:01
you don't always get which is
35:03
the massive constraints you're essentially writing
35:05
to constraints and I've talk to
35:07
a couple of indie developers on
35:09
this podcast that talk about writing
35:12
have talked about writing to constraints
35:14
and how that that forces you
35:16
to think about things very differently
35:18
and sort of cram what you
35:20
can using the Legos that you
35:22
have before. So it's definitely a
35:24
challenge. It's very much a challenge.
35:26
I want to talk about this
35:29
is a two-part question. I want
35:31
to talk about black up six
35:33
stories specifically. It's very ripped from
35:35
the headlines. It really plays with
35:37
the idea of conspiracy theories. And
35:39
I can imagine that writing something
35:41
ripped from the headlines right. now
35:43
is very, very stressful because all
35:45
the headlines are bad and the
35:48
real world is kind of in
35:50
a very, for lack of a
35:52
better term. We are still in
35:54
unprecedented times with strange things happen
35:56
every day. They've told us that
35:58
aliens exist and nobody bad at
36:00
an eyelash. Like everything is really
36:02
just kind of fraught. So when
36:05
you are looking at those headlines
36:07
and thinking, okay, what reality? do
36:09
we base our story on? What
36:11
headlines do we pull from that
36:13
inspire us? How do you choose?
36:15
How do you sift through that?
36:17
And what are the pitfalls of
36:19
that? And on the same side
36:22
of the coin, how difficult is
36:24
it writing about conspiracy theories when
36:26
we live in a society now
36:28
that a lot of conspiracy theories
36:30
have really kind of changed people's
36:32
beliefs and literally altered the course
36:34
of our actual human history. That's
36:36
a big question, but... I mean,
36:38
we live in a time now,
36:41
right, where conspiracy theories in general
36:43
are someone's ideology. It's not necessarily
36:45
that they're describing to one. It's
36:47
the idea that the... There being
36:49
some sort of design behind the
36:51
actions of people is more comforting
36:53
than the idea that a bunch
36:55
of idiots are running the show.
36:58
And granted, our current political landscape
37:00
is full of... legitimate idiots. But
37:02
when I say idiots, I mean
37:04
like, I'm 40 and I sometimes,
37:06
like, it takes a minute for
37:08
my brain to catch up to
37:10
that idea of that. I'm like,
37:12
I'm this old man now, right?
37:14
But I still, I still feel
37:17
like I'm faking my way through
37:19
life in the same way that
37:21
we're all just sort of like
37:23
figuring it out as we go
37:25
along. And it's frightening to think
37:27
that the people in power are
37:29
the same, right? They're fallible, flawed
37:31
human beings. They don't have some
37:34
sort of like... four D chest
37:36
mentality where there are three steps
37:38
ahead. There's no Illuminati lurking behind.
37:40
But it's comforting to think that
37:42
there is this grand plan, this
37:44
grand design. Yeah. And so when
37:46
you start writing in that space,
37:48
it gets a little uncomfortable. It
37:50
gets uncomfortable. I was watching not
37:53
the most recent Godzilla and Kong
37:55
movie, but the first one where
37:57
they introduced Hollow Earth theory. And
37:59
I'm like, this should be so
38:01
fun and dumb. But I'm uncomfortable
38:03
watching this because I feel like
38:05
it's validating people who legitimately think
38:07
that there's a hollow earth full
38:10
of like dinosaurs or something down
38:12
there. Like we sort of the
38:14
yeah, the saturation rate has reached
38:16
a point where it's not fun.
38:18
And on at some point, you
38:20
kind of have to just pull
38:22
the pen and be like, it's
38:24
fiction. It's not real. We're telling
38:26
stories here. If you, you know,
38:29
I think about to. being a
38:31
teenager and how many times you
38:33
had to explain to your parents
38:35
that like the music you listen
38:37
to doesn't actually make you want
38:39
to worship the devil or whatever
38:41
like playing D and D doesn't
38:43
make you become a Satanist in
38:46
the same way I think most
38:48
people engage with fiction and realize
38:50
that like they don't nobody goes
38:52
and watches John Wick and thinks
38:54
oh I can solve all my
38:56
problems if I have a gun
38:58
like maybe one dude does and
39:00
that sucks especially nope I know,
39:02
we all know what you were
39:05
going to mention and yes, we
39:07
can move forward. Goulish, but most
39:09
people, it's the fantasy, they understand
39:11
implicitly that like, hey, I'm watching
39:13
this because the what if is,
39:15
what if I could solve my
39:17
problems with a gun? And when
39:19
you realize like, well, I'm making
39:22
a call of duty and it's
39:24
going to involve a lot of
39:26
bombast and explosions and it's going
39:28
to till inevitably more Michael Bay
39:30
than I'll ever want it to,
39:32
but that's baked deep into the
39:34
DNA. You just sort of kind
39:36
of have to throw your hands
39:38
up and ride that roller coaster,
39:41
but it was contentious. I, you
39:43
know, we were looking for conspiracy
39:45
theories to kind of like flirt
39:47
with or wink and not at
39:49
in the same way the original
39:51
blackout sort of like, who really
39:53
killed JFK? It was you! Like...
39:55
No, yeah That's probably just a
39:58
dude but like a really disenfranchised
40:00
dude not secretly a CIA operation
40:02
or whatever but You want to
40:04
kind of infuse a game like
40:06
that with that kind of element
40:08
because that's fun and interesting and
40:10
It's historical in its own way,
40:12
but it got to the point
40:14
where I was having active conversations
40:17
with my lead about like I
40:19
don't know man. What if people
40:21
play this and think that we're
40:23
like? turning to the camera and
40:25
breaking the fourth wall and telling
40:27
them that they were right. You're
40:29
right. It's all a lie. It's
40:31
all conspiracy. So you mostly what
40:34
we tried to do is fabricate
40:36
one, which is the plot of
40:38
the game, right? It's like there
40:40
was no arrow. I would be
40:42
surprised if there was a woman
40:44
in the CIA in 1991, unfortunately,
40:46
we're already bending the reality in
40:48
some respect that she was out
40:50
in the field and had so
40:53
much agency. No actual hallucogenic W&Bs
40:55
that I'm aware of. So by
40:57
fabricating a conspiracy theory, we feel
40:59
a little safer. But we, you
41:01
kind of measure that with real
41:03
stuff, which is like, there were
41:05
shady KGB bio experiments and bio
41:07
facilities that we were able to
41:10
sort of like point to and
41:12
say we did our homework and
41:14
we kind of like are reaching
41:16
into the conspiracy theory pop, but
41:18
we're not grabbing. What we find
41:20
in there and hauling it out
41:22
wholesale. Yeah, you skirt the line.
41:24
Can't avoid it, but it is
41:26
picky in the same way that
41:29
every once a year there's a
41:31
shooting and it makes you feel
41:33
weird to be working on a
41:35
game where you're doing so much
41:37
shooting and there's about two weeks
41:39
where I go like, I don't
41:41
want to do this anymore. Man,
41:43
like this isn't then you get
41:46
over because you realize it's fantasy.
41:48
It's a video game. It's I
41:50
never took it seriously as a
41:52
teen and I don't think that
41:54
most people. outside of a vocal
41:56
minority on the internet are doing
41:58
that. Yeah. I
42:02
hope. It's all just fake,
42:05
kids. We're all just making
42:07
stuff up and having a
42:09
good time. None of it
42:11
is serious. There are no
42:13
agendas. There are no ideologies
42:15
that were infusing in there
42:17
outside of... What? Like, it
42:19
was a concerted effort for
42:21
me to make sure we
42:23
had a more robust cast
42:25
of characters that weren't just
42:27
a bunch of, like, rough
42:29
and tough white dudes. Oh
42:32
my God. Yeah, there is like
42:34
a, there's a sort of cognitive
42:36
dissidents that you need to place
42:38
on yourself when you're writing about
42:41
these historical pieces. I know for
42:43
us with Vanguard, like it was
42:45
kind of easy to slot in
42:47
like, oh, the secret plan for
42:49
if Hitler was killed, there was
42:52
someone who would take his place.
42:54
Like that kind of stuff is
42:56
very, is very believable. But when
42:58
you think about the like black
43:00
ops timeline, the modern warfare timeline,
43:02
even if we want to bring
43:05
Vanguard into this too, this is
43:07
like our recent, you mentioned JFK,
43:09
this is our recent history, like
43:11
both my grandparents fought in World
43:13
War II, like it's not so
43:15
far away, like the Romans or
43:18
whatever, that we can make something
43:20
up and be like, yeah, okay,
43:22
whatever it's fantasy, it almost feels
43:24
strange to be bending or playing
43:26
or moving around with history when
43:28
it is so recent. And I
43:31
think something that players and maybe
43:33
a lot of people don't understand.
43:35
when you're writing for games like
43:37
this is you do have to
43:39
sit with that discomfort when you're
43:42
writing. I know the writers of
43:44
Baldur's Gate 3 have talked a
43:46
lot about when they're writing the
43:48
Darkerge storyline, they talk about how
43:50
uncomfortable it was to write these
43:52
darkest human impulses and write these
43:55
terrible things and how like you
43:57
really had to go to a
43:59
place. A, capital A, capital P
44:01
place. So for a franchise like
44:03
this, how do you... prepare yourself
44:05
to you know, prepare your mental
44:08
health to write something like this.
44:10
Like, how do you as a
44:12
writer fortify yourself to tackle something
44:14
with the gravitas as a rip
44:16
from the headlines conspiracy theory laden
44:18
story? I make sure that my
44:21
therapy sessions are in the same
44:23
time. Only half a joke. Yeah,
44:25
I feel like you don't necessarily
44:27
get to. pick necessarily like when
44:29
you could go into those head
44:32
spaces because at the end of
44:34
the day like once something has
44:36
to be done it has to
44:38
be done and you know there's
44:40
other disciplines who are not having
44:42
to like get into that headspace
44:45
to work on that work and
44:47
they need to do their stuff
44:49
too but it can definitely put
48:46
You're pretty smart. When people talk
48:48
about you, too smart comes up
48:50
a lot. So why are you
48:52
trying to prove them wrong? Why
48:54
aren't you pushing the limits of
48:56
science and powering the nuclear engines
48:59
of the world's most powerful Navy?
49:01
If you were born for it,
49:03
isn't it time to make a
49:05
smart choice? You can be smart
49:07
or you can be nuke smart.
49:09
Become a nuclear engineer at navy.com
49:11
slash nuke smart. America's Navy.
49:13
Forged by the sea. the
52:03
Gulf War, you guys do your thing.
52:05
And then in one of my earliest
52:07
pitches, I wanted this game to be
52:09
Mass Effect 2. I wanted like 10
52:12
recruitable characters, and all the missions were
52:14
going to be their recruitment missions, and
52:16
there was only going to be three
52:18
main story missions or something like that.
52:20
I pitched the same thing separately. That's crazy.
52:23
That would be so fun. I would play
52:25
the shit out of a mass effect style
52:27
call of duty. I just thought it would
52:29
be easier because instead of having 12 red
52:31
crumbs that you have to keep track of,
52:33
which across a six-hour narrative, which is,
52:36
you know, three times as long as any
52:38
given movie, which it can be difficult enough
52:40
to track the narrative logic of, I'm
52:42
like, it's just a one done. Every mission
52:44
can be in its own vacuum. We don't
52:46
have to worry about it being connected and
52:49
how it ties into the next mission. We
52:51
just need three main beats, the beginning, middle
52:53
and end of like the suicide run, so
52:55
to, for like the suicide run, for reasons
52:58
I can't being. That just didn't, we got
53:00
the one, you got six, the second mission.
53:02
It belongs to me at that
53:04
Felix didn't get his own. And
53:06
for various degrees of like
53:09
game development logistics and
53:11
budgetary reasons and who knows
53:13
what else, we couldn't have a huge
53:15
cast of characters. So we knew it
53:17
was going to be like this small
53:20
tight team and then from there was,
53:22
well, what are your, what are your... Go
53:24
to troops for a rogue team, right? Like,
53:27
well, we need we need a master of
53:29
the sky slash of face. We need
53:31
a tech wizard. Okay, we're
53:33
interesting in different ways for
53:35
those characters to be explored
53:37
instead of the usual go-to ways.
53:39
I don't know why my go-to face
53:41
is face from the A team. But I'm
53:43
like, well, okay, I don't need the
53:46
perfectly handsome white guy that we've
53:48
already seen. So what if it
53:50
was someone of like Turkish origin
53:52
origin. I don't know why I settled
53:54
on Turkey, of all things, which
53:57
really makes casting an interesting
53:59
challenge. get that specific.
54:01
And then for the Tech
54:04
Wizard, I wanted to, for
54:06
that character for sure,
54:08
to bend as many
54:10
call-duty rules as possible.
54:13
And I won't go into too
54:15
much detail, but I'll say
54:17
that Felix is functionally
54:20
the opposite of what I
54:22
originally pitched in every way,
54:25
like in terms of being a
54:27
German dude. I had a very
54:29
different person in mind for that
54:31
role, but I wanted that character
54:33
to be more pacifistic. I wanted
54:36
someone who was not the usual,
54:38
like, strong, muscle, murderous type.
54:40
And even negotiating that, you get
54:42
a lot of cold feet in a
54:45
room full of people who don't want
54:47
to rock the call duty boat too
54:49
much and alienate players. So then it
54:51
became like, okay, well, he used to
54:53
be violent, but now he is not.
54:55
But you still have fun with the
54:57
character as he exists now, trying to,
54:59
in a way, that actually creates
55:01
more interesting dynamics in
55:04
terms of someone wrestling with this,
55:06
this ghost of their past, this
55:08
former something they don't want to
55:10
have. So it was very much
55:12
tapping into the tropes of a
55:15
rogue team, of a mission and possible
55:17
team, subvering them where you
55:19
can, and then just like, questioning.
55:23
The, you know, I think it's, I
55:25
don't think I'll get in trouble
55:27
for revealing this. Felix
55:29
is what Marshall was
55:31
originally. Marshall was supposed to
55:34
be a, like a German Stasi
55:36
dude who had joined the US
55:38
and was with Parro. They were
55:40
always an item. Yeah. But it was
55:42
the idea of like, oh, our
55:45
enemies and our allies are
55:47
co-mingling a very Romeo and
55:49
Juliet sort of flavor there.
55:51
And then... I don't know how the
55:53
shift to Marshall being black came
55:55
about, but I got really into
55:58
him being from Philian. being
56:00
sort of a different side of
56:02
Woods' coin. Like, because Woods is
56:04
also from Philly, I'm also from Philly,
56:06
so I'm at this point just like,
56:09
right what you know, I'm like, I
56:11
know what it's like to be a poor
56:13
loser from Philly, let's write a, how
56:15
many more of those can we put
56:17
in the game? So, yeah, it was
56:19
just like, just trying to kind of
56:21
write what you wanted to see within
56:24
the confines of a call duty.
56:26
This sounds like really. self-congradatory
56:30
and no not at all. Agregious
56:32
to say but I'm like I've
56:34
seen myself in stories my entire
56:36
life so it is a priority
56:38
to me to write and again to
56:40
you know being from Philly I'm used
56:42
to a diverse range of friends who
56:45
don't look like me and so
56:47
I try to write towards that
56:49
because I don't have any hang-ups
56:51
about not seeing myself in the lead
56:53
role. If I throw a dark I'll
56:55
hit one there's always you
56:58
know a white guy waiting in the winds. So, yeah, it
57:00
was just like, it just became, it became that,
57:02
it became like, well, you know, what are interesting
57:04
areas that we haven't seen called duty always taps
57:06
into a certain, you know, the Middle Eastern rebel
57:08
has become somewhat of a trope in a stereotype
57:10
within called duty. So I'm like, well, where are
57:13
some other areas, where are some other aspects
57:15
of the Cold War,
57:17
because, you know,
57:19
people default to
57:21
the cold war
57:23
and think it's
57:25
a very Eurocentriccentric-centric-centric-centric-centric-centric-centric-centric-centric-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a-a
57:27
Cuba and you have
57:29
that the trickle-down influence
57:31
of the Cold War
57:33
on countries that don't
57:35
get the spotlight very much.
57:38
So that's how someone like,
57:40
you know, SEV comes along.
57:42
Yeah. Ask you have anything to
57:44
add to that? SEV was
57:46
my favorite. I remember you
57:48
and I, Chris, chatting about SEV
57:51
because I think that was like
57:53
the only thing we really got
57:55
to... talk about before before
57:58
we couldn't work. together
58:00
anymore and I remember
58:03
seeing like a character
58:05
document and this like
58:07
was so exciting to me
58:10
but you described as this
58:12
as well being like socially
58:15
autistic essentially and kind
58:17
of having a little
58:20
bit more like neuro
58:22
divergence than other characters that
58:24
we see especially in Call
58:27
of Duty. And that was
58:29
something that was like so
58:31
interesting and exciting for me
58:33
to play with since the
58:36
second mission with the
58:38
contracts with SEV was a high
58:40
moon mission. Getting to pitch all
58:42
sorts of ways that we could
58:44
kind of see that. Of course,
58:47
kind of as we were talking
58:49
about, you know, a lot of the
58:51
things end up not necessarily getting
58:53
picked or you know they don't
58:55
they don't fall into what the
58:58
idea of call of duty is
59:00
but I think there's still kind
59:02
of bits and pieces of it
59:05
that that does shine through and
59:07
I think yeah I just hope
59:09
to see more characters like her
59:11
and that will get to push
59:13
that envelope even further
59:15
in future projects. You
59:17
touched on this briefly
59:19
earlier about the different flavors
59:22
of writing for different
59:24
pieces of the game.
59:26
So for call of duty
59:29
for anyone who is
59:31
not familiar, you have
59:33
your single player campaign,
59:35
you have your multiplayer
59:37
campaign, and then you
59:39
have zombies. And then you
59:42
have Warzone, which just started a
59:44
couple years ago, Warzone being kind
59:46
of the newest product. And Warzone
59:49
is the online pubgee chaser. Everyone
59:51
has one now. So it is kind
59:53
of their version of the online. And
59:55
Chris, you mentioned having to be
59:57
consistent with how you use these care.
59:59
and single player because if for
1:00:02
example you kill someone in single
1:00:04
player it's like it doesn't make
1:00:06
any sense for them to be
1:00:08
a multiplayer character if they're dead
1:00:10
right there's kind of like the
1:00:12
Ludo narrative dissidents of like wait
1:00:14
a minute I shouldn't be able
1:00:16
to kind of play as this
1:00:18
character oh but they do it
1:00:21
I know I know they do
1:00:23
it um shout out to Vanguard
1:00:25
that made made butcher a playable
1:00:27
character in multiplayer after he was
1:00:29
already the announcer that was really
1:00:31
fun Writing for that was a
1:00:33
very interesting puzzle to solve. Yeah.
1:00:35
So how would you describe or
1:00:38
how do you have to switch
1:00:40
your brain to write for all
1:00:42
of these different products while keeping
1:00:44
your characterization consistent while playing into
1:00:46
the gameplay needs of each individual
1:00:48
one specifically? What you have to
1:00:50
do is sort of like suspend
1:00:52
your own personal disbelief on someone
1:00:55
like for me multiplayer is not
1:00:57
narrative Centric it's not not to
1:00:59
say that it can't be but
1:01:01
I'm like it's if I play
1:01:03
a call-duty multiplayer. I'm not thinking
1:01:05
about its narrative logic. I'm not
1:01:07
thinking about its connections as single
1:01:09
player. It's a sport I'm out
1:01:12
there on a team. You're trying
1:01:14
to you know score goals, but
1:01:16
with bullets and bodies so it's
1:01:18
foolish in a respect So it
1:01:20
took a long time for me
1:01:22
to kind of like realize that
1:01:24
it's my job to care about
1:01:26
the carryover from single player and
1:01:28
the multiplayer because my default assumption
1:01:31
is like it's just a character,
1:01:33
they're just playing as them. These
1:01:35
aren't, those stories aren't real, if
1:01:37
so, then you know, if those
1:01:39
are canon, Woods got killed by
1:01:41
the scream mask dude, I think,
1:01:43
at some point. in a war
1:01:45
zone event and all kinds of
1:01:48
weird stuff happens. All your characters
1:01:50
got killed 900 times over and
1:01:52
some sort of horrible live die
1:01:54
repeat as you have tomorrow groundhouse
1:01:56
day situation in that if you.
1:01:58
if you look under the microscope
1:02:00
too much. So what it really
1:02:02
boils down to, and Warzone, because
1:02:05
it's seasonal, moves at such a
1:02:07
clip, they very much like to
1:02:09
tap into the greatest hits. So
1:02:11
it's like, oh, here comes Adler,
1:02:13
we're going to brainwash him, we'll
1:02:15
bring him next season too. And
1:02:17
here comes all your favorite villains,
1:02:19
even though they might have died,
1:02:21
or we found a loophole where
1:02:24
they could be. So, for me,
1:02:26
it's less about the plot. And
1:02:28
I know that there are people
1:02:30
who. exhaustively document these sort of
1:02:32
things on public wiki's every little
1:02:34
detail. It's more about characters as
1:02:36
long as the characters are behaving
1:02:38
and expressing themselves in authentic ways.
1:02:41
I am never going to have
1:02:43
my hand on the steering wheel
1:02:45
to prevent some of the absurdities
1:02:47
that will happen in a war
1:02:49
zone. I don't even know how
1:02:51
often the original writers are brought
1:02:53
into those discussions. I don't think
1:02:55
that I was for... any of
1:02:58
the plans involving Black Up Six.
1:03:00
So outside of the sort of
1:03:02
like vague concern of like people
1:03:04
like Adler, if you kill them
1:03:06
you can't play as them. Yeah
1:03:08
you can. No one truly dies
1:03:10
in video games and fiction these
1:03:12
days. No, you just make those
1:03:14
concessions and you just sort of
1:03:17
write the characters so that at
1:03:19
least they're expressing themselves and their
1:03:21
lines sound true and they don't
1:03:23
feel like someone else is speaking
1:03:25
through their mouth, but you throw
1:03:27
your hands up in terms of
1:03:29
like... the amount of content that
1:03:31
a live service game like a
1:03:34
battle reality or something like destiny
1:03:36
requires means that they're going to
1:03:38
go full marvel in terms of
1:03:40
escalation right it's going to go
1:03:42
from like a city is in
1:03:44
danger the earth is in danger
1:03:46
the universe is in danger existence
1:03:48
is in danger like you just
1:03:51
get from A to Z real
1:03:53
fast yeah This isn't
1:03:55
necessarily about like single player to
1:03:57
multiplayer, but just in general with
1:03:59
multiplayer it has almost like a
1:04:02
very different psychology between the players
1:04:04
and the characters than they do
1:04:06
in single player because in single
1:04:08
player those characters have no idea
1:04:11
that they're in that space like
1:04:13
we're we're embodying them but that
1:04:15
is like their world and what
1:04:17
they're experiencing is like what's happening
1:04:20
to them. Whereas I feel like
1:04:22
in multiplayer there almost seems to
1:04:24
be a shared understanding between the
1:04:26
the player and the character that
1:04:28
this is kind of like a
1:04:31
game and we're going to be
1:04:33
basically going together and like yeah
1:04:35
almost doing doing this sport and
1:04:37
you know even though they're not
1:04:40
like oh yes I am you
1:04:42
know I am in a video
1:04:44
game just the way that they
1:04:46
kind of carry the situations are
1:04:49
going to be very very different.
1:04:51
There's kind of more of like
1:04:53
a playful aspect even though those
1:04:55
characters are going to be dying
1:04:58
and they kind of know that
1:05:00
they're going to be dying because
1:05:02
it's in some of those lines
1:05:04
too. But it could be a
1:05:07
little bit disorienting when you're having
1:05:09
to think about single player where
1:05:11
like they're in their baby versus
1:05:13
you know now you're putting them
1:05:16
in multiplayer and they're they're aware
1:05:18
of a little bit that they're
1:05:20
in multiplayer. Yeah. It is in
1:05:22
some respects a multiverse. That's the
1:05:25
healthiest way I can think of
1:05:27
it. The single player is its
1:05:29
own universe. Maybe it's the prime,
1:05:31
maybe it's not, to me is
1:05:34
prime. And then multiplayer and battle
1:05:36
rolls out are just like different
1:05:38
echoes of that, but they're not.
1:05:40
It would be absurd, I think,
1:05:43
to try to integrate some of
1:05:45
those plot components into. the main
1:05:47
story because that's how you develop
1:05:49
a whole litany of inconsistencies and
1:05:52
just to incorporate that detail. Like
1:05:54
I worked at Call Duty. and
1:05:56
did not know where to even
1:05:58
find the story in the battle
1:06:01
was there. I was looking at
1:06:03
wiki's like everyone else being like,
1:06:05
I can't believe the stuff that's
1:06:07
happened in this game. Yeah, yeah,
1:06:09
yeah, yeah. When I got when
1:06:12
we were oh, go ahead. Oh,
1:06:14
I was gonna like total aside.
1:06:16
So do it aside. You know,
1:06:18
I was gonna say like my
1:06:21
still one of my favorite things
1:06:23
that I've done on call of
1:06:25
duty. It wasn't even in single
1:06:27
player, but it was actually writing
1:06:30
Raya Ripley's character. one of the
1:06:32
one of the multipliers and it
1:06:34
was just like such a it
1:06:36
was such a different way of
1:06:39
thinking about how you write different
1:06:41
characters right especially because you know
1:06:43
Raya Ripley is a character that
1:06:45
is in a completely separate IP,
1:06:48
completely different company. Like I'm not,
1:06:50
I'm not worrying about W.W. storylines
1:06:52
or anything, but you have to
1:06:54
be kind of familiar with just
1:06:57
like who they are as a
1:06:59
person and how they would react
1:07:01
specifically to events that are happening
1:07:03
in war zone and in multiplayer.
1:07:06
And, you know, that's, that's going
1:07:08
to be a very different way
1:07:10
than when you're thinking about doing
1:07:12
single player. Also, I just love
1:07:15
Raya Ripley, so it was cool
1:07:17
hearing her have to speak words
1:07:19
that I wrote down. I was
1:07:21
like, check me. I had a
1:07:24
similar experience. I wrote the lines
1:07:26
for Snoop Dogs announcer pack for
1:07:28
Vanguard. And so having to like,
1:07:30
watch like 10 hours of him
1:07:33
streaming games because he's done it
1:07:35
before. to get his reactions to
1:07:37
stuff and then just like hearing
1:07:39
him in the booth being like
1:07:41
wow I wrote that and that's
1:07:44
coming out of Snoop Dog's mouth
1:07:46
like it's so it's so weird
1:07:48
when you're writing those kind of
1:07:50
battle chatter lines for a person
1:07:53
that exists because it's like I
1:07:55
don't really have the access to
1:07:57
ask this person, like, would you
1:07:59
say that? Like, would you do
1:08:02
that? You kind of just have
1:08:04
to analyze them and then try
1:08:06
really hard and hope for the
1:08:08
best. But it's a really interesting
1:08:11
experience. Speaking of my, I feel
1:08:13
like we could we could trauma
1:08:15
dump all day, but we'll have
1:08:17
that discussion offline. I want to
1:08:20
ask you a final question. What
1:08:22
in your experience writing for this
1:08:24
franchise writing for Black Up Six?
1:08:26
did working on this franchise? What
1:08:29
experience? What learning experience? What thing
1:08:31
did you get from working on
1:08:33
any other franchise anywhere else? What
1:08:35
is very unique to this franchise
1:08:38
when you're crafting it? you get
1:08:40
to do so much more than
1:08:42
you would normally get to do
1:08:44
in cod in terms of again
1:08:47
going back to the safe house
1:08:49
I'm like oh this is going
1:08:51
to help me land a job
1:08:53
working on an RPG because I'm
1:08:56
sitting here having dialogue trees with
1:08:58
characters I didn't think that was
1:09:00
going to happen in a call
1:09:02
duty but I think I learned
1:09:05
aggressively how and I learned this
1:09:07
about myself as much as other
1:09:09
players like not how little of
1:09:11
an attention span people have, but
1:09:13
like how easy it is to
1:09:16
miss something, and particularly in a
1:09:18
first-person game where you're trying not
1:09:20
to rip control away, you can't
1:09:22
guarantee, you know, if you're still
1:09:25
chasing that half-life moment where like
1:09:27
you have total freedom and maybe
1:09:29
there's a helicopter crashing and it's
1:09:31
really cool, but you could just
1:09:34
be looking at, you know, the
1:09:36
wall over here, for all that
1:09:38
matters, learning to right around that
1:09:40
was a really interesting... experience in
1:09:43
terms of like, well I need
1:09:45
to have, there's a moment in,
1:09:47
I don't remember what the mission
1:09:49
got finally called, but the casino
1:09:52
mission where Felix loses his shit
1:09:54
and he's smashed and dude's face
1:09:56
in. and you can be looking
1:09:58
away, like right? You were playing
1:10:01
a seven, you're headed right to
1:10:03
that direction, it's like slightly up
1:10:05
to your right, but we had
1:10:07
to write the scene that follows
1:10:10
that a little safe house vignette
1:10:12
with the consideration that maybe people
1:10:14
didn't see that, so maybe people
1:10:16
didn't see that, don't see that,
1:10:19
don't feel like what happened, they
1:10:21
just assumed that like, oh, I
1:10:23
guess he... he got violent and
1:10:25
people who did see it, you
1:10:28
know, can fill in the blanks,
1:10:30
can fill in that specific context.
1:10:32
So that, I remember being very
1:10:34
stubborn about the lack of specificity,
1:10:37
hurting that character moment. I'm like,
1:10:39
no, no, she should be commenting
1:10:41
specifically about what happened and talking
1:10:43
specifically about it and I lost
1:10:46
that debate, but I learned that
1:10:48
I value that. freedom for players,
1:10:50
particularly I find myself more and
1:10:52
more despite being a narrative person
1:10:54
not wanting my handheld in games.
1:10:57
I don't like every now and
1:10:59
then I'll play a Dark Souls
1:11:01
and I'm as inscrutable as it
1:11:03
is as it is. I enjoy
1:11:06
just kind of like not having
1:11:08
the game guide me with a
1:11:10
17 minute long cut scene or
1:11:12
slow me down with a forced
1:11:15
walk and talk. And if you
1:11:17
want to embrace that sort of
1:11:19
design sensibility, then you have to
1:11:21
write. towards that sense of design
1:11:24
sensibility which is sort of a
1:11:26
really hard balancing act between specificity
1:11:28
and like vagary. That's a beautiful
1:11:30
answer. Also you said the word
1:11:33
forced walk and talk and it
1:11:35
immediately triggered me. It is it
1:11:37
is a understandable tool that I
1:11:39
again like as a narrative person
1:11:42
as an avid reader as an
1:11:44
avid film junkie when I play
1:11:46
games that's not what I'm there
1:11:48
for and I think it's great
1:11:51
when you're having you know those
1:11:53
mass effect style conversations when you're
1:11:55
running around the world stuff but
1:11:57
it should be at your own
1:12:00
pace like I think destiny a
1:12:02
really good job of baking long
1:12:04
stretches into its levels that you
1:12:06
can move full clip, but video
1:12:09
is happening the entire time and
1:12:11
you can be picking up on
1:12:13
story, but I'm moving down the
1:12:15
quarter left, I'm moving down the
1:12:18
quarter right, I'm mantling over something,
1:12:20
I'm jumping some platforms, I'm doing
1:12:22
verbs, I'm doing action, nothing is
1:12:24
slowing me down, but it's slow
1:12:26
enough of a pace in terms
1:12:29
of like non-combat, I hope that
1:12:31
the franchise will learn to build.
1:12:33
into its levels that runway so
1:12:35
that you don't have to be
1:12:38
walking at 60% speed and feeling
1:12:40
like the whole game is holding
1:12:42
you back because it wants to
1:12:44
shovel its story down your throat
1:12:47
versus let you enjoy it. Yeah,
1:12:49
about you Ash? I'm going to
1:12:51
have a much cheesier answer so
1:12:53
sorry, but I feel like it
1:12:56
just made it very clear that
1:12:58
if the developers have more of
1:13:00
like an emotional tie to... the
1:13:02
game and the story, then the
1:13:05
players are going to feel that
1:13:07
as well. Because I feel like
1:13:09
it was pretty night and day
1:13:11
between Modern Warfare 3 and Black
1:13:14
Op 6. And it's just, you
1:13:16
know, it's kind of just different
1:13:18
guidelines, right? And it can be
1:13:20
hard for people to feel, you
1:13:23
know, super emotionally connected sometimes with
1:13:25
just like a flat, military sim
1:13:27
because most of us were not
1:13:29
in the military. And you know
1:13:32
I was seeing in contrast just
1:13:34
in the brainstorming meetings that we
1:13:36
were having when people were actually
1:13:38
excited about the project we would
1:13:41
have just so many more interesting
1:13:43
ideas and it didn't really matter
1:13:45
that you know. It was just
1:13:47
at now at this point, it
1:13:50
was myself and Chris's lead. you
1:13:52
know, everybody was having a chance
1:13:54
at being a storyteller and they
1:13:56
were contributing as well. And you
1:13:58
just have to, you really have
1:14:01
to get developers excited about what
1:14:03
it is that you're making and
1:14:05
players are going to be able
1:14:07
to to feel it because they
1:14:10
sure as hell can feel when
1:14:12
developers aren't getting to actually, you
1:14:14
know, do what they want with
1:14:16
it or get to like put
1:14:19
any of themselves in it. The
1:14:21
argument I've always made is that
1:14:23
people don't cause play as geo,
1:14:25
they don't cause play as an
1:14:28
animation, they don't cause play as
1:14:30
a skybox, maybe someone out there
1:14:32
has, but they play, they cause
1:14:34
play as characters. And no matter
1:14:37
what game you're making, no matter
1:14:39
what genre you're in, characters are
1:14:41
king. And, you know, it's why
1:14:43
I try not trying to get,
1:14:46
I used to be a lot
1:14:48
more precious about plot when I
1:14:50
was younger, but now I realize
1:14:52
I would rather have a simplerler-
1:14:55
a convoluted plot and, you know,
1:14:57
paper-thin characters. The characters are who
1:14:59
are you're going to carry with
1:15:01
you after the experience, and the
1:15:04
characters are who fans are going
1:15:06
to discuss on Reddit for, if
1:15:08
it's all-duty weeks, if it's other
1:15:10
games, you know, months and years,
1:15:13
you know, I can, I love
1:15:15
to meet new people who have
1:15:17
just played God of War, Ragonerox,
1:15:19
we can talk about Odin. because
1:15:22
that's a really weirdly divisive character.
1:15:24
That's what you seem to hate.
1:15:26
And I was like, that's the
1:15:28
greatest character I've seen in a
1:15:30
long time. What an absolute perfect
1:15:33
shithead. That reaction is what I,
1:15:35
you know, what I said, if
1:15:37
you are passionate about the characters
1:15:39
and the characters can pop in
1:15:42
a way that registers on a
1:15:44
human scale, that will, what I
1:15:46
think, what I hope Black Ops
1:15:48
6 will show people is like,
1:15:51
that will leave a mark. And
1:15:53
like you said, Alexa, Alexa, there
1:15:55
are. articles out there floating around
1:15:57
like the best parts of Black
1:16:00
Up Six so just hanging out
1:16:02
in your house talking to people
1:16:04
talking to your friends and stuff
1:16:06
like that. I think that that
1:16:09
demonstrates what I was read in
1:16:11
the face arguing initially in my
1:16:13
tenure at Raven. But sometimes you
1:16:15
need to have something prove that
1:16:18
you can't. Yeah, you can't logic
1:16:20
your way to victory despite the
1:16:22
narrative inclination to like, well, everything
1:16:24
I said makes sense. Why don't
1:16:27
you buy my argument? People need
1:16:29
to touch the oven and find
1:16:31
out that it's high. The oven's
1:16:33
high. Why is it high? Because
1:16:36
it's on. Well, I think Blackop
1:16:38
Six has gotten. really great reception
1:16:40
for its narrative. So hopefully everything
1:16:42
we've talked about here, this will
1:16:45
cause everyone to look, assess, think,
1:16:47
and here's to the evolution of
1:16:49
that franchise. Thank you for being
1:16:51
so vulnerable, open, and honest with
1:16:54
me. This was an amazing conversation.
1:16:56
I feel like we could go
1:16:58
for hours, but we'll save the
1:17:00
spicy talk for offline. Again, thank
1:17:03
you just so much. Thank you
1:17:05
so much. Thank you so much
1:17:07
for having us. For sure, thank
1:17:09
you so much. Thank you for
1:17:11
joining us for the Game Maker's
1:17:14
Notebook. For more information on the
1:17:16
Academy of Interactive Arts and Sciences,
1:17:18
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1:17:20
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