I recently came to the realization that I've been playing the Call of Duty franchise for more than a decade. The inaugural PC release in 2003 was my first real exposure to both online gaming and first person shooters. It became a near obsession for me. At the risk of appearing conceited I'll say that I also became quite good at it. Across the duration of the United Offensive expansion pack and subsequent release of Call of Duty 2, I had gotten noticed by some low level teams and been introduced to the idea of gaming competitively and as part of a community. Before graduating high school and going off to college I'd eventually compete with a CAL-Invite team (major shoutout to anyone who competed in the Cyberathlete Amateur League haha) before esports became a real thing, and I gained a real and lasting impression of what it meant for a game to be balanced.
Call of Duty: Modern Warfare released my freshmen year of undergraduate, and throughout my education I played regularly all the way up to Modern Warfare 3 with close friends I had made. After skipping Black Ops 2 and Ghosts while I attended graduate school, I've come back to the jetpack age of Call of Duty and I wanted to spend some time sharing something very particular that I've been reflecting on.
Sniping. I've always favored snipers (or un-scoped bolt action rifles from the WW2 days). The risk of a glacial rate of fire, but the reward of an immediate kill for those with sufficient aim has always been my favorite trade-off of the different weapon classes on offer. Nurturing and relying on my ability to aim faster and more accurately than my opponents has come to define how I've developed as a player. It has also dictated how I've had to adapt and adjust my play as each new entry in the series began to stack the deck further against me. One example of this is how much less recoil all of the guns have than they used to, making weapon classes previously nonviable at range now completely efficient. There are a couple of other changes over time that I'd like to dive deeper on:
MAP LAYOUT
Here are a couple of maps from Call of Duty 2 (a number of which also appeared in CoD 1):
Notice how *open* these are. Even when buildings stand tall to obstruct your view, the streets that surround them are wide and mostly clear. Even with those obstructions, many times you can cleanly see from one end of the map to the other from one or more positions. On a number of maps (like Toujane, the desert map), the buildings that embody the form of the level also act as platforms you can walk on, furthering that concept of openness. Contrast these images to those from Modern Warfare 1:
As the power of the platforms running these games grew, so did the amount of detail being packed into these levels. While aesthetically this is to be expected and preferred, the gameplay implications are not insignificant. As these levels increase in density, the number of natural long distance sight lines begins to wane. In my quest to capitalize on my aiming prowess, I typically gravitated towards areas of the map where I had the greatest amount of visibility possible while still having at least some sense of cover (great visibility comes with great exposure, after all). The images in the above GIF represent some of the clearest positions/areas on these maps. The domain where my play style remained viable was beginning to shrink, but it was still manageable. Now, compare these images with shots from Modern Warfare 3 maps:
90 degree angles, massive obstructions, and overwhelming clutter. Some of these maps feel like someone ripped a page out of Hedgemaze Digest to use as a layout. Long distance sight lines are very few and far between on the maps in this game, and it forces snipers to either play very specific predictable locations, or go the way of the quick-scope and abandon what I love so much about sniping.
Invisible Walls
My favorite dynamic of snipers is the act of counter-sniping an opponent who is doing the same. There is definitely something satisfying about outplaying your opponents wielding close range weapons by positioning yourself smartly to kill from range, but the satisfaction is increased when you are challenging someone at distance who's weapon actually has the accuracy to rival yours. Many snipers in these games will play predictable or common locations, and my absolute favorite thing to do was to find creative and unexpected sight lines to catch them off guard in their nests. Here are some examples from CoD2 and MW1 in a short video:
Now, obviously I'm not endorsing glitches or exploits that let you jump out of the map or shoot through invisible walls or anything like that, but contrast this freedom of movement with the kind of thing you can expect from the more recent games:
Call of Duty began to feel very restrictive and claustrophobic for me. I'm happy and still do very well with assault rifles and sub machine guns, but it requires a significant adjustment from what I really loved most about these games.
But now, enter jet packs and wall running. At first, trying to snipe in this new era is extremely intimidating. The pace of the game is just *so* *much* *faster* than it used to be. It is really quite rare that I see someone else using a bolt action sniper in Black Ops 3 TDM games. And even though a lot of really odd obstacles still have invisible walls preventing me from mounting them, the new expanded movement capabilities have encouraged the level designers to open up the maps a bit more and create some open space. But MOST of all, using the jet pack combined with the wall running I can now soar above previously insurmountable obstacles, rending my long distance sight lines back from the obstinate designers. Some really incredible and creative things can be achieved.
If you'll forgive my self promotion, please allow me to demonstrate:
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