Wed, Nov 09, 2011 | 14:51 GMT
“There’s nothing like it” – Mark Rubin on Modern Warfare 3
Planning to log some hours with Modern Warfare 3 this weekend? Producer Mark Rubin tells Steph Nunneley what’s in, what’s out, what’s changed, and why.

Massive: The COD Effect
In 2009, Infinity Ward’s Modern Warfare 2 broke records set by heavy-hitters like the Harry Potter books and films to become the biggest entertainment launch of all time.
Last year, the Treyarch-developer Black Ops smashed that record, stealing a march on its cousin.
Modern Warfare 3 pre-orders outpaced those of Black Ops.
Less than 24 hours after street date, Activision called Modern Warfare 3 the biggest launch in industry history.
Analysts have attached some breathtaking predictions to the game, with Wedbush Morgan’s Michael Pachter suggesting it will pull $1.1 billion in just six weeks.
Call of Duty: Modern Warfare 3 is primed to become this year’s largest entertainment launch ever, if previous installments in the Call of Duty franchise are any indication. But Infinity Ward wasn’t content to just rest upon its laurels and toss a three next to a game it released last year; it looked at what didn’t work in previous iterations, what worked before but was cut due to limitations, and then turned its gaze further afield to other titles.
To hear producer Mark Rubin tell it, the success behind the Modern Warfare games caught Infinity Ward by surprise. Because of this explosive popularity, the team had to figure out how to deal with such a massive player base with so many voices and so many different opinions. This can be continuously and extremely overwhelming, so how did Infinity Ward go about managing the feedback received from tens of millions of people?
“[Listening] is one of the things I feel we are getting better at,” Mark Rubin told a room full of press at Call of Duty XP. “It sounds strange to say you are getting better at listening but that actually is one of the things we have gotten better at.
“We are not only able to find the obvious stuff, like a gun being out of balance or a perk or killstreak is out of balance – the hard stuff is to go through where you have multiple groups who are contradicting themselves.
“Who should I listen to? Which feedback is right and which is wrong? Well, the truth is none of them are wrong. Basically, I should say that we have gotten a lot better at how we listen to the community. I think that’s the big first step this game has over the last one.”
Once the team started being able to listen to the player base in a more constructive manner, and before development started on Modern Warfare 3, Infinity Ward sat down and philosophically argued for “weeks and weeks,” over what to implement and what not to, based on player feedback.
In doing this, the team came up with two core tenets – Gunplay, and then something it likes to call “Your Call of Duty”.
What should we call playing with guns?
“Gunplay is a bit of an overarching statement, but it boils down to how the weapons feel in your hand as you are running around a map and playing the game modes,” Rubin explained.
“It’s something I feel we lost focus on a bit in Modern Warfare 2, and it’s something I feel Call of Duty 4: Modern Warfare got down really well, and one of the things people really liked about that game.
“The guns felt right and they also felt unique and different to each other. Assault rifles felt like they had a role to fill it could be successful at – but not necessarily fill every role. SMGs filled a different role, but at the same time it wasn’t a long distance laser gun.
“We really focused on making weapon classes feel different this time, and be successful at what they’re doing.”
“We really focused on making weapon classes feel different this time, and be successful at what they’re doing. We don’t want people not using certain types of weapons – we wanted them all to be functional, good, and fit various play styles.”
But there were some things the team wanted to guide players into, such as making the actual gunplay part of the primary way players will get kills, thus ending reliance on killstreaks and killstrikes. As well as returning to its core gunplay roots, Infinity Ward had to ensure that killstreaks and the killstreak systems would be balanced.
“The previous killstreak system was based solely on KDR,” Rubin explained. “ It was based on being able to line up kills together and that was it. It met one play style, and one type of player.
“What we have done with Modern Warfare 3 is introduce multiple types of strike packages which actually meet multiple goals as far as the play style. So support will now allow you to be more aggressive and also allow you to be more team oriented.
Some people like objective modes, some like the objectives, some people like to play the objective modes to get high KDRs. Those people can still actually do that, it’s just now, with the point streak system instead of the killstreak system, if I cap a flag, if I cap ARB, I am moving my killstreak bar by that – not just by kills. Also I get assists and assists will lead to moving my killstreaks up. That is on all the killstreak strike package types. With support, since it doesn’t reset on death, because I can get two kills, die, get two kills die, etc, I am continually upping my killstreak bar – I am getting the killstreak I wasn’t getting before because I was so aggressive and wasn’t really paying attention to what I was doing by running into frays.
“From a balance standpoint, the amount of kills points players need to get are a little higher in that strike package than it is in assault, but the killstreaks themselves are more balanced towards supporting the teams. For example, the Specialist is really more for your brainy sort of strategic guy who is going to figure out what the best perk combination is going to be.”
Rubin allowed that metrics and player statistics came into play a bit, but only when it pertained to the sort of guns players are using and their kill death ratios; Infinity Ward balances the raw data against the team’s knowledge as designers.
Find me a find, catch me a catch
Rubin highlighted Infinity Ward’s second core tenet – “Your Call of Duty” – which consisted of adding elements to the game which allowed players to communicate more efficiently with each other, as well as helping players hook up with others of like interests. Through integration with social networks like Facebook, players can log in and see if their friends playing Call of Duty at any given time.
“It’s bringing people together more on the social side that we’ve never done before,” said Rubin.
In addition, more customization has been added, which allows people to not only tweak the game to their playstyle, but also gives them the ability to create their own game modes. Private matches now have game mode templates built in that aren’t in the public playlist; modes like Infections, or Juggernaut, Infection Juggernaut or Team Defender are all able to be customized with various settings. These player creations can then be posted on Elite, which if noticed, can be chosen for promotion and subsequently voted on by the community, and added to the public playlist for so that everyone can play it.
Another thing which was added to Modern Warfare 3, which didn’t exist in Modern Warfare 2, was making localization and party systems a more robust part of matchmaking.
“We put a lot of work into the parties, fixing a lot of those issues where if you want to party with friends or if the party leader leaves the party gets busted up,” said Rubin. “We have fixed that, and done a lot of work on that end.
“When it comes to game being dropped, there are various aspects to why this happens. If a host looses connectivity or just shuts his box off, there’s not much you can do about that because the host just left. But what we have is host migration integrated into the lobby – you don’t notice this – but what we’re doing in the lobby is we’re QOS-ing everyone in the lobby and we’re going: ‘Okay, which one of you guys is the best host? Okay, we’re gonna pick that guy there.’ And we go back into the lobby and we do it again, because your internet connection might change.
“So we keep trying to get the right host to be the host. In-game, we do the same thing, but with a sort of more harder lens because we don’t want to be switching hosts during the game only if necessary because if the match gets so bad because somebody had a great connection when he started but all of a sudden doesn’t we’ll switch it over mid-game to make sure the connection stays.”
“Our requirements for bandwidth are now lower than they were in the past despite us now having more features.”
As far as the troubling question of PlayStation 3 connectivity in non-US areas was concerned, Rubin thought Modern Warfare 2 did rather well, but admitted that as more features were added, the bandwidth requirements increased, and believes this is what caused some of the issues players faced when playing on the console.
“Then when Modern Warfare 2 came out and then Black Ops came out and we kept having to add new features it means your bandwidth requirements start getting bigger and bigger,” he stressed.
“That obviously leads to problems. One of the thing that we’ve done a lot with this game is concentrate on performance and keeping those features in but keeping their performance down.
“So we’ve actually gotten better at it than we were in the past. Our requirements for bandwidth are now lower than they were in the past despite us now having more features.”
Back to the Future
Modern warfare 3 supports dedicated servers, something PC fans feared Infinity Ward might have ruled out. Rubin said it was something Infinity Ward really wanted to do in Modern Warfare 2, but the team just didn’t have the capacity to include everything it wanted.
“Obviously in Modern Warfare 2 we wanted to do dedicated servers as well as the Find Match,” he said. “See, Find Match was a new thing we were trying to bring to PC gaming and honestly, hardcore PC gamers probably won’t agree, but we had a lot of people who loved using Find Match. That was their preferred way of playing on the PC, because they weren’t hardcore gamers.
“I mean, a lot of these guys are fathers or they are working and on a business trip so they bring their laptop with them and want a game they can just hop into in their hotel and play. It’s a great experience and that is what we were trying to introduce.
“We didn’t have the abilities last time to do anything we wanted or whenever we shipped a game.”
“We didn’t have the abilities last time to do anything we wanted or whenever we shipped a game, and that is sort of what happened with dedicated servers. With Modern Warfare 3, we have more help with these multiple studios and we can get them to help us with all these tasks.”
This is where Raven, Sledgehammer, and Treyarch came in – while the two primary studios involved are Infinity Ward and Sledgehammer, some Treyarch team members “helped out on a few of the little things”.
“When we first went into this project to figure out how we’re going to make the game, we didn’t want to divvy it up, like ‘here you go do this and we’re not going to pay attention, and God I hope it comes out right, and now you guys go do this,’ and have everything come together being so different it would be like ‘now what are we gonna do?’
“So what we did was took the two studios with similar make-up with engineers, artists, designers, and we took the scope of work we had ans just started working on it. They started working on some stuff, we started working on some stuff, and at any given moment anyone was working on anything between the two studios. Raven and Treyarch, though they helped us out, and are awesome, helped us when it came to extra help on a specific task.”
Infinity Ward was rather lucky it could call upon the extra help, as the team lost quite a few members when the studio founders were fired back in 2010. However, despite a loss of quite a few staffers, some entire teams remained intact, and are still together today.
“It was a rough time,” Rubin admitted. “We kept a lot of core people in every department. I have been a producer, all the way to Call of Duty 2, and I started at the tail end of that one. I was a producer on Call of Duty 4, and for Modern Warfare 2, and from my position, I get the bird’s eye view of everybody’s, well – everything.
“We had full teams intact – for one, our audio dept didn’t lose a single person, and the art department was barely touched too. It was surprising the amount of people, in every discipline, that remained who still retained all the knowledge and learning we had as a studio in the past.”
The retention of knowledge should assure that Modern Warfare 3 will excel in the market as much as previous entities into the Call of Duty series, and Rubin attributes this success to both luck, and the ability for the teams putting out a new Call of Duty game each year to communicate effectively.
“It’s down to the teams talking to each other,” he said. “I mean the community is the same really for the most part and we are always trying innovate on their thing and we are always trying to innovate on our thing.
“Treyarch brings a lot of cool, new stuff to it, and I think everybody can agree, zombies are absolutely amazing. We didn’t put any zombies in any of the games that we did because we didn’t copy that game mode. We do our own stuff, so there is sort of a bit of segregation, and then there’s learning – we’re both studying each other.
“Black Ops came out and we were like ‘oh that’s really cool’ let’s look at what they did there, and it’s easier for us because they made this new feature like Theatre and we wondered how that was going to work out. Well, people loved it. So we went in and made our version of Theatre. We had some different rules, things we wanted to do, we saw how it worked for Treyarch and put our own touch it and put it out there.
“So those kind of things we work together on, some of the guys from Treyarch worked with us on Theatre and gave us pointers and tips. That kind of communication helps us not step on any toes constantly and the other thing is having a mutual respect towards the other as game designers.”
Rubin also said that inspiration for various modes or gameplay ideas can come from various places, and since he himself buys and plays almost every game he “can get my hands on” his influences are “ all over the place.”
“I personally didn’t get into making games for any other reason, than that I love them,” he said. “I play games at work and then when I go home I play more. So influences are all over the place.
“For instance, the Specialist Strike Package – one of my first thoughts with that when we were first thinking about it, was it was similar to Street Fighter. I mean, it doesn’t seem the obvious place to go when you are looking for FPS advice, but you know in SF when you keep moving your bars up, up, and up? Well, the power-up part is sort of like that with Perks. You power up your bar, and then when you die you lose all that. So it was kind of my Street Fighter thing here.
“Obviously, with Survival Mode, zombies were a huge influence on that, so was Horde Mode, Halo’s modes, there have been games in the past and I am trying to remember who actually did it, but, absolutely – we look at every single game out there and there is always good stuff. It’s just part of design.”
That being said, Rubin said there are tons of features seen in other games that the team think would “be really cool” to implement into the franchise, but in the end if it conflicts with the core gameplay, it “isn’t going to happen.”
“We look at every single game out there and there is always good stuff. It’s just part of design.”
Modern Warfare ‘s launch this week is almost guaranteed to break records once more, but Rubin admits the studio is still getting used to the success of the series.
“Call of Duty is a strange phenomenon,” he said. “There is nothing like it in the gaming world at this level that has this size of fanbase.
“I mean look at the fact there are 30 million people playing a game that costs $60 bucks. It was a huge surprise to us when it happened, I mean we made Call of Duty 2, it was a great launch title and sold really well and had a huge attach rate. It was great.
“Call of Duty 4: Modern Warfare came out and it took off and became so popular and no one understood why that happened or how that happened – I mean we are all thankful – but it was really great and we are really tried to keep that going with Modern Warfare 2 and now with Modern Warfare 3 and it is extremely stressful but we will continue that route as we go forward – to be continually stressed out.
“But seriously, you look at the consoles and the numbers and at any given time, over half of the people playing on that console at any given moment are playing a Call of Duty title.
“There’s just nothing like it.”


75 comments
Older Comments
#51
Moxifool
09/11/11, 3:54 pm
@48 “And I also think you’ll find that I completely ignore 90% of the CoD haters, actually.”
I think your metrics are fucked bro.
#52
Ireland Michael
09/11/11, 3:57 pm
@50 You’re welcome.
@51 Much like the video games section of Metacritic, right?
#53
Moxifool
09/11/11, 3:58 pm
@52 Exactly yes
#54
G1GAHURTZ
09/11/11, 4:42 pm
@46:
Are you serious!?
From spending time putting dinosaurs in showcase gameplay, to this nonsense, to “Answer the call”, and the countless articles you’ll find on this very site where EA/DICE employees allude to CoD, you don’t have to be a genius to figure it out.
They did the same thing with their previous games, and I can almost guarantee you they’re ready to do the exact same thing with the next MoH.
Acti, on the other hand, have barely mantioned BF, and when they have, they’ve been quite respectful, other than one Kotick quote from around E3 time.
It’s quite simple. If EA didn’t go to all this trouble to attack CoD and see it “rot from the core”, I’d almost certainly not have been as harsh on BF3 as I have been.
I ignored Crysis 2, to a large extent, but it’s obvious that they have a long term plan here.
#55
G1GAHURTZ
09/11/11, 4:53 pm
@51:
Example 1
Example 2
Example 3
Example 4
Example 5
You can search for more examples of me not responding to trolls and negative comments if you want to. There are loads.
Have fun.
#56
Maximum Payne
09/11/11, 5:11 pm
@55 EA is acting like it because COD is leading in sales and EA wanted to ”show” how they are going to take that.Just marketing firms politics.
#57
DSB
09/11/11, 5:18 pm
@56 Or at least they wanted to be associated with CoD as much as humanly possible, which is exactly what you do when you’re behind.
But that is indeed how it goes. CoD is seemingly still ahead, so the last thing they’re going to do is give freebies to the competition.
There are different ways to go about it though. Obviously beating CoD and building a ship full of FPS franchises on yearly rotations is something that’s deeply personal to Ricitiello in a way that I can’t remember ever seeing with any other CEO. He seems damn near obsessed.
#58
OrbitMonkey
09/11/11, 5:24 pm
Well this thread has finally descended into the usual clash of ego’s
But if we are to talk about the evolution of CoD, you should at least separate it into the 2 separate studios. The Treyarch games have steadily improved in both SP & MP. The Infinity Ward Games… well er I lost interest in the SP after MW2 jumped the shark, but I’ve always loved the MP.
Each MW has a different style and each has its fanbase. Hell I’d still be playing MW1 if it hadn’t been hacked to shit on the ps3 :/
#59
DarkElfa
09/11/11, 5:25 pm
I don’t hate the game, I hate the people who play the game. Well, the fanboys at least but then again, that’s true for almost anything.
#60
DSB
09/11/11, 5:27 pm
I really don’t think Treyarch has improved. The story of Black Ops was ambitious in CoD terms, but both the singleplayer and the multiplayer was worse than WaW on most counts in my opinion.
Especially the checkpoints were poorly placed. I recently forced myself to play through the singleplayer campaign, and if it hadn’t been a sort of personal test, I never would’ve finished.
It seems to me like they’re still struggling to find something they’re good at.
#61
DarkElfa
09/11/11, 5:28 pm
Hell, it’s not even the regular fanboys, it’s the ” OMFG CoD, your cock is so fucking huge in my mouth” kind of asshats.
#62
Maximum Payne
09/11/11, 5:37 pm
Only thing that I hate is how fanboys defend IW for making shitty sequel.
When comes to Treyarch then they bashed it to the death but now MW3 is weakest in series and now:”o its level are the same is Easter egg, they fixed everything from MW2,they add new killstreak system and new mods in private matches ! WOW yea 2 years for all that BIG changes yea BRAVO.
I think Mac OS X marketing strategy 0 new feature would also work for MW3!
#63
DSB
09/11/11, 5:38 pm
@61 I’m not gonna get into some meta-discussion about which fanboys are the worst, but I think some CoD fanboys are driven kinda crazy by the fact that they have to defend themselves all the time against anyone with an internet connection.
CoD pretty much went from the coolest thing since sliced bread to somehow being the biggest problem about gaming, and it’s all based on little more than fashion.
The new BF crowd isn’t just arrogant, they’re practically frothing at the mouth to get that cock, so they can bite it off.
Just look at the general arguments. They actually kid themselves that BF3 becomes a better game for MW3 coming out, because “all the CoD kids disappear”. How hysterical do you have to be to make yourself believe something like that?
That’s not even mentioning the notion that the 30 million people who play the games are all kids. Wow. Why not go with lepers, smurfs or amputees? It would make just as much sense.
Sometimes people get the fanboys they deserve.
#64
DarkElfa
09/11/11, 5:54 pm
It happens. Something becomes popular and it inevitably begins to become a thing of hate.
..and as always, it’s the most vocal crazies that become the spokespeople for things.
#65
OrbitMonkey
09/11/11, 5:55 pm
@DSB, You liked World at War? Well someone had too I guess
#66
DSB
09/11/11, 5:57 pm
@64 Or the spokespeople against things. I rarely see BF fanboys talk about BF. They’re too busy preaching against CoD for that, apparently.
It’s just sad though.
@65 Hey now, like is a big word.
I played it about 2 hours more than Black Ops
Which is about 150 hours less than MW2.
#67
JGaLaXY815
09/11/11, 6:01 pm
Wow this is like the most heated video game debate ive seen on this site lol…From an unbiased opinion…Call of Duty is addicting and it’s fun as hell, people love to play FUN games. I bought MW and I thought MW2 was the best FPS ever for multiplayer…then Activision went into that crazy split from Zampella and West, got greedy, and became money-hungry drug dealers, charging 15 bucks for DLC 4 times a yr…There’s nothing more fun then to play with your friends. That’s why this game will always sell. But, this MW3 is not even really Infinity Ward…the real IW is now Respawn Entertainment. Now Activision is cashing out putting out the same game out and charging for COD Elite for 50 more bucks a year on game that really isn’t any different. Do you really think Zampelle and West would’ve put this version of MW3 out? I think people are more mad at how Activision is going about this then they are with the actual MW3 gameplay…
#68
Maximum Payne
09/11/11, 6:03 pm
@67 Only problem is with MW3 is freaking same looking and playing game like MW2 with really few changes…
Unlike every past cod which looked and played differently.
#69
DarkElfa
09/11/11, 6:04 pm
“There’s nothing like it”
Except MW 1&2 I’m pretty sure. He may have forgot about those.
Seriously though, do developers have to keep coming out and screaming about how great their game is? Doesn’t that sort of make it pointless if it’s someone with an actual stake in the game? I had a cow about this when Dice was doing it.
It’s like bragging about your junk, what are you supposed to tell her, that it’s really small and unimpressive?! You would either lie and tell her it was big or it would actually be big, either way, coming from the owner of said junk it means next to nothing.
Now if this was being said by someone at Dice about MW3, then I’d be impressed.
…and the guy at Dice would be fired, lol.
#70
DSB
09/11/11, 6:08 pm
I guess the silver lining is that it quite often bites them in the ass.
My biggest pain in the ass this year, even before DICE started bragging was Crytek. Everything about Crysis 2 was going to be the best ever, and everything else was shit.
Then it turned out to be a bog standard shooter with broken multiplayer. And they’ve been slammed for it.
I’m pretty sure DICE would’ve gotten away with a not-quite-finished Battlelog if they hadn’t set the bar so high as well. Now, every time I see “BF3.exe has stopped working”, or the pings suddenly disappear from the server browser, I can think of all that bragging.
I think it’s one thing that publishers fundamentally don’t get – The human face. The games are gonna be made by people, they’re going to be open to mistakes, and those mistakes are going to multiply the quicker they’re rushed out the door.
Not letting your developers appear as human beings means that people expect so much more of them. It’s really a very ineffective PR strategy to oversell everything.
#71
manamana
09/11/11, 6:12 pm
Nice read Stephany, thanks for the insights.
The campaign was better than expected, the MP still isn”t my cup of tea. But nothing to fuck about, some like, some not, but yeah you guys need that, don’t you?!
It’s like:
Red/blue
Ferrari/Lamborghini
Dems/Republicans
Mac/PC
PS3/X360
iOS/Android
Go online and rank up/PTFO, goshdarnit!
#72
reask
09/11/11, 6:15 pm
I kinda bought the game because the little one was pestering me saying all her friends had it.
I played about 7 games today and whilst it is good it just feels exactly like 2.
I honestly don’t see myself spending as much time with this as I did with 2.
I left 2 about a year ago and moved on to other games like KZ3 multi plus getting back in to sp games again.
I will probably see can I improve my stats on this one then will just most likely leave it.
I noticed today the little one played it for about an hour and a half and then just went off to do what she had been doing prior to the game.
Won her very first ffa match mind you.
I think it is getting a little old and I would have to wonder will the legs be as long on this one?
We will have to wait I suppose.
#73
IL DUCE
09/11/11, 7:06 pm
I think you left off the rest of that quote…
It should say “there’s nothing like it…besides Modern Warfare 2″
#74
ekfight
10/11/11, 1:22 am
Well I hope that everyone who left a negative comment “feels better” about themselves. Funny thing is, youre all still so passionate about the subject – I love it!
@ 69, well, It would be nice if Dice or EA said anything about Modern Warfare 3… and Im sure they have somewhere. The funny thing about this all is that EA AND Dice really seem like bitter rivals. You always hear them indirectly compare to “other shooters” etc, but always know theyre talking shit about CoD
Now, flip it around and you dont get the same mudslinging from ACTI or IW. I know some of you out there might be saying “well its because they know their game is worse”… but put yourselves in the shoes of IW and ACTI for a moment. It sold 9.3 million in day 1. Sales do NOT reflect quality, but why on earth would people buy something if they didnt like it – or didnt buy it for someone who love it… so they clearly are getting the love from the fanbase.
As much as you want to tell me this is the same as MW2, ITS NOT. Get over yourselves.
#75
SaintRasmus
10/11/11, 5:14 am
“There’s nothing like it” – Mark Rubin on Modern Warfare 3
Yes there is, its called Modern Warfare 2
Older Comments