When we look at that, we’re asking, “How is this entertaining to someone in that moment?” And they can feel a range of emotions. It has to be logical in the world at that moment, as you play through it. We’re not looking to be gratuitous anywhere, to just do something for shock value. Jack O’Hara: The best way to summarize it is we don’t want to put something in unless it’s a meaningful part of the story. Would you say that means you lean toward something less gritty in the overall storyline, or is there some other thing that affects the narrative and stirs it more toward entertainment? That’s fun, but it definitely falls on the side of fun as opposed to something hyper-real. GamesBeat: I was just playing the multiplayer, with the snapshot grenades. We take those findings and say, “Well, there’s something cool we saw in the movies, too,” and implement that there. We speak to them about, say, what would they specifically do in a certain situation? Sometimes it works and sometimes it feels like we could probably nudge it toward something more like an entertainment, Hollywood style. Mark Grigsby: From an animation perspective, we have military advisors. GamesBeat: When Patrick was talking about staying on the side of entertainment, what did that mean to you as far as executing on that? Gaz is back in Call of Duty: Modern Warfare II. Here’s an edited transcript of our interview. The game debuts on October 28 on the consoles and the PC. We talked about a variety of topics related to the game, but we left some material for later revelations. I spoke with Jack O’Hara, game director at Infinity Ward, and Mark Grigsby, studio animation director. Infinity Ward is the lead studio among nine Activision Blizzard studios working on the game. The leaders I interviewed echoed that notion. The game is inspired by real world events that shape the world we are in, but it is in the end an “entertainment adventure,” said Patrick Kelly, head of Infinity Ward, in a presentation.
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