Call of Duty: Black Ops 4 Aiming For a Less Toxic Experience, Blackout Gameplay Emerges

Call of Duty: Black Ops 4 Aiming For a Less Toxic Experience, Blackout Gameplay Emerges

6 years ago
Anonymous $oIHRkISgaL

https://wccftech.com/cod-black-ops-4-less-toxic-blackout/

Call of Duty: Black Ops 4 marks a fairly major departure for Activision’s franchise, eliminating the traditional CoD single-player campaign in favor of a wider variety of multiplayer options. Many fans assumed this change was made due a lack of time and resources – Treyarch simply wasn’t going to be able to get a proper story mode done in time – but Black Ops 4 game designer Tony Flame insists that’s simply not the case. According to him, the changes were an intentional move to cater to more players, and create a more inclusive, friendly experience…

“We made this game with a purpose. We wanted to give players more ways to have fun with their friends than any game we’ve made before, so the whole game has different play styles that can be catered to. Every time you use [a Specialist’s ability in multiplayer], the immediate response should be, ‘Hey, thanks! That was awesome!’ We don’t want toxicity. We don’t want people going, ‘Oh, you didn’t do your job.’ It’s easy to use abilities, and so we have that archetype for that new player. It’s still effective for players who are good at the game, but some of the specialists will be designed for new players.”

Call of Duty: Black Ops 4 Aiming For a Less Toxic Experience, Blackout Gameplay Emerges

Sep 11, 2018, 8:32pm UTC
https://wccftech.com/cod-black-ops-4-less-toxic-blackout/ > Call of Duty: Black Ops 4 marks a fairly major departure for Activision’s franchise, eliminating the traditional CoD single-player campaign in favor of a wider variety of multiplayer options. Many fans assumed this change was made due a lack of time and resources – Treyarch simply wasn’t going to be able to get a proper story mode done in time – but Black Ops 4 game designer Tony Flame insists that’s simply not the case. According to him, the changes were an intentional move to cater to more players, and create a more inclusive, friendly experience… > “We made this game with a purpose. We wanted to give players more ways to have fun with their friends than any game we’ve made before, so the whole game has different play styles that can be catered to. Every time you use [a Specialist’s ability in multiplayer], the immediate response should be, ‘Hey, thanks! That was awesome!’ We don’t want toxicity. We don’t want people going, ‘Oh, you didn’t do your job.’ It’s easy to use abilities, and so we have that archetype for that new player. It’s still effective for players who are good at the game, but some of the specialists will be designed for new players.”