Writing for Call of Duty with Ashley Poprik and Chris Holzworth

Writing for Call of Duty with Ashley Poprik and Chris Holzworth

Released Monday, 6th January 2025
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Writing for Call of Duty with Ashley Poprik and Chris Holzworth

Writing for Call of Duty with Ashley Poprik and Chris Holzworth

Writing for Call of Duty with Ashley Poprik and Chris Holzworth

Writing for Call of Duty with Ashley Poprik and Chris Holzworth

Monday, 6th January 2025
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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

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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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