Column: 'Diamond in the Rough': "Modern" Warfare
['Diamond In The Rough' is a regularly scheduled GameSetWatch opinion column by Tom Cross focusing game narratives and the ways that play, gaming, and narrative mix. This week, Tom examines the pitfalls of an industry dominated by Modern Warfare.]
Infinity Ward's Call Of Duty: Modern Warfare 2 has come and gone, although it isn't really gone: it lives on, unstoppable, powered by XBL and the PSN. The game's release may have been highly lucrative (750 million dollars, the last time I checked), but it was also fraught with controversy. Most notable among them were the “F.A.G.S.” scandal (and Infinity Ward's response to such criticisms), the lack of dedicated servers, and, of course, the “No Russian” level.
As Michael Abbott points out, while a small slice of the hardcore demographic and gaming press took offense, a large portion of the game's potential customers were either unaware of or unmoved by any of those issues. For them, the game lives and dies by its multiplayer.
We may natter on about FPS narrative conceits, forced participation, and issues of player agency, but this game doesn't care. It doesn't need to. It's built as a multiplayer juggernaut, and its single player is like some kind of vestigial malformed appendage: it sticks around almost out of habit.
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[In this new opinion piece, writer and commentator Tom Cross examines EA Redwood Shores'
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['Diamond In The Rough' is a new column by Tom Cross focuses on an unusual innovation that a game makes on an old, tired aspect of game design -- an innovation that contributes to the advancement of video games as a medium, but that might get overlooked because the game is not otherwise remarkable or is hindered by major design flaws.]






