Friday, October 15, 2010
Call of Duty: Modern Warfare: Map and Responses to Scott Rogers
This first level takes place in a forested area complete with mountain ridges. The goal of the game is to secure an informant who is positioned at the upper left hand building. Starting from the bottom right, the player climbs a small hill and is able to see a radio tower of some sort. The player is inclined to wind around the mountain trail to approach this weenie. From this point, the player has a vantage point over the rest of the level. The player rappels down a wall and continues onto the building from this point. Several other weenies include the cobblestone bridge near the beginning, the 'Kodak moment' on the ridge, and a smaller radio tower at the end of the level where a chopper extracts the player from the level. For the most part, the player is able to find his/her way by following members of the squad of soldiers and gunning down enemies. Most of the beginning is shaded and shadowy, whereas the player moves onto a more open area with more lighting as he/she approaches the end of the level. There is almost no variation in mobility; most of the level is linear with the exception of the end, where the player may navigate around several blown up cars, buildings, haystacks, and crates.
What the heck are Weenies? -- Large visual elements used to draw you into or around a particular space. In Modern Warfare, the tutorial stage and the first level have no weenies, but the second stage includes a very large power station in the distance.
Using lighting to encourage player movement -- In the second stage, there are many small houses, and only a few have lights on. These lights let you know which houses have enemies in them, and you sneak up and take them out.
Presented Path vs. Exploration -- This level does allow some exploration, as it doesn't keep you trapped in a small cavern. But your freedom to explore is still limited by a rather small playing field.
The Power of the Path - the illusion of Freedom -- It makes you feel like you can run and explore anywhere you want, but you're supposed to be following your teammates and finding the enemies.
Moral Story Telling -- You can't shoot "the good guys."
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