முதல் 200 வரிகள்.
In the early hours of June 6th 1944
allied paratroopers were dropped behind
enemy lines close to the beaches in
Normandy, France. It would mark the
beginning of D-day and was a major
turning point in world war II. Nearly 60
years later many of the battles and
events which took place that day would
be digitally recreated to form a
historic backdrop of one of the world's
biggest video games.
Tulsa is a very Midwestern city. It's
about half a million people, very
friendly atmosphere. We were the only
game company, you know, in Tulsa.
After we had started Infinity Ward we
had made Medal of Honor Allied Assault
and we put, you know, a little over
two years into that and we had to start
over from scratch.
During my time at Amblin while the guys
were working at Tulsa I'd spent most of
my time focused on supporting the feature
film and animation divisions. Medal of
Honor was one of the flagship titles for
Dreamworks Interactive and it was pivotal
in getting the whole division up and running.
When I heard that 2015 was
becoming Infinity Ward it was really
exciting. I really loved their work on Medal
of Honor. I saw some early screenshots
of Call of Duty and I was, I was a big fan.
I couldn't wait to see what they would come up
next for Activision.
After we had
started Infinity Ward we knew that our
competition was Medal of Honor. In some
ways like I kind of see Medal of Honor
Allied Assault as almost like a
Call of Duty 0 and we didn't really have
any people telling us not to do something.
We found a publisher that for
the most part you know recognized us as
talented group of people and said do
your thing and make a good game.
I got my start in Call of Duty back in 2003 on
the very first Call of Duty, I actually.
This is back when like Game Stops
weren't around. We had Electronics
Boutiques. So I had gone there a couple
days early because they had the game
early and got the game, that's how
big of a fan I was then. I was following
the 2015 guys, the Infinity Ward guys
since Medal of Honor.
So yeah, Call of Duty was like
the best new thing it was the hot new
thing for us. It was amazing. I just
remember like watching all the trailers
and seeing the bullet impact effects
coming off the walls and the shell shock
effects and like the real-time craters
that would form in the ground when
something went off when an explosion
went off. Those for the time in 2003
that was like revolutionary stuff. You
didn't see that in other games. Before
that we were playing like Return to
Castle Wolfenstein or Allied Assault. So
you know just visually the game seemed
so immersive you're aiming down the iron
sights you're bringing up the sights and
that hadn't been done before. Those were
like just for its time so revolutionary
and made myself and all of my
friends think that like this is going to be the future.
We had to start over from scratch
because we were able to redo everything
that we did poorly you know. If there was
any legacy code that would have created kind of
you know that would have created problems
in the future we could redo that and
basically make a much tighter engine.
You know I started with Call of Duty 2 - and
really got into that game more so than
the first one I played on the PC and
just being able to use the same weapons
and you know see some of the situations
you know it was really actually very
interactive and having the dialog in the
single-player campaign and just knowing
like certain situations that some of
these soldiers had to go through I think,
that's just, it just blew my mind,
you know, and I think that's what draws a
lot of people towards videogames.
There were a bunch of names thrown around. I
remember one of the names we're likely
to pick was actually Tour of Duty and I
think that at some point along
the line I think it might have been
Tod Alderman that came up with Call
of Duty and we seemed to like that a
little bit better and so that's kind of
what we stuck with.
The building that we were in was ridiculous.
It looked like a science fiction book or movie or
something. I believe it was like 40 to 50
floors, not sure exactly. It was really
tall. It was in the middle of nowhere. It was
flatland and then these three giant buildings.
We've been making video games
for a long time at Gearbox. One of the
earliest original things that we created
was the series called Brothers in Arms
and at the time you know it was really
interesting because there was another
franchise when we got started there was
another franchise called Medal of Honor
that was also telling stories about
soldiers in world war II and we really
wanted to capture the feeling of what it
would be like. Medal of Honor was a great
game but it was more action-oriented.
We wanted to deliver an authentic
experience. What's interesting is the
Medal of Honor game was so successful
that while we were building our game
other folks started showing up as well.
The Call of Duty
franchise got started that same way
while we were working on our game they
started working on theirs and they
showed up a little bit before us with
the first Call of Duty game which was a
World War II shooter, very much like
Medal of Honor. The Brothers in Arms game
allowed for tactical gameplay in
addition to action skill tests.
The first Call of Duty game was so great I mean I
don't know if anybody thought about
competition I mean we just loved what we
were working on, you know. We just knew
what we built there was just special.
It stood out against other
first-person shooter games. Even you know
in the same genre. So everybody was just
excited about what we're working on and
that's what we concentrated on.
Landing in the fields there was
the cattle there and you know they were
using cattle as cover from
incoming fire and it was like there'd
been shooters before but
they hadn't really tried to draw you
into that universe and the story element
for Call of Duty at the time especially World
War II which I was very interested in
anyway, and that hadn't been done before and I think
that's why it captured my heart.
With the team in place and its first game in
development Infinity Ward decided to
pack their bags and head West.
At the time no one really knew about
Infinity Ward. In fact i didn't know
about Infinity Ward. I was just doing
research and I found that there
was a game developer not too far from
where I lived and they were working on a
World War II game which I'm a huge fan of.
So I just went over and then you know
just wanted to join the team and
that's how I got in there and I had no
idea about their history with previous
titles and stuff like that. But when I
joined the team I remember it was about
20 people, was a fairly small size
and the team was very unique.
I have to say I don't think you can
replicate the original team that
was there anywhere else.
There wre a handful of our developers that were a little
bit into world war II history but I
think I saw as time went on more and
more guys were reading books and watching
all the films and the documentaries, so
even though it was a job it kind of
a little bit of a hobby for a lot of guys.
I'm not a big fan of the weapons
at that time. I was just like a general
artist but since then I have to say, I fell
in love with weapons and I studied
what is the world war II weapon, what is a
modern weapon, how weapons worked,
functionally. It helpeds a lot. I learned a lot at the time.
As Internet bandwidth improved players began to form their own
teams and compete in online gaming leagues.
We were playing in at the time with the competitive scene.
So we were competing in ladders and leagues and I
started to take an interest in mapping
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