Tue 25 Nov 2008
The Difficulty with Call of Duty 5
By
I’ve reached the final level of Call of Duty: World at War, my troops within spitting distance of the Reichstag, the last icon of Nazi dominion that must be toppled before we Russians can enjoy a quadruple vodka while watching the end credits roll.
In what’s become something of an annual sadism ritual, I’m playing Call of Duty through on Veteran, the toughest difficulty level. I’ve done this with every game in the series now, and each year I get bruises on my leg from where I’ve punched out my frustrations.
Last year’s Call of Duty 4, a masterpiece by most criteria, was a bitch of a game at Veteran level thanks to the way its enemy spawning worked. In every shoot-out, enemy troops would continue to reappear indefinitely, replacing those you’d shot down until you passed some invisible trigger point and the onslaught subsided. As such it became a game of charging forward, sliding to the ground behind a sandbag and praying.
When I sat down with Activision’s Noah Heller one of the first things I asked was whether the team at Treyarch had changed the way the system works, assigning each area of the game a set number of enemies who, once killed, would never reappear.
He answered:
“I can’t say that there’s no place in the entire game where enemies might be infinite, but believe me, it was a big concern to us. I’m pretty sure we reduced it down to nil in almost any situation. Except one, where from a plot perspective, it was important for enemies to keep pouring out to get the player to move on.
A lot of people are completists, and they want to kill every enemy before moving on, so we wanted to make sure that there was something for those players as well. Basically, we get it; we get that it’s bad gameplay when you show how the engine works to people.”
On this final point I disagree with Heller. Players absolutely want to know how the engine works because that’s how they come to understand the rules of the game.
The assault on the Reichstag is one of those places where enemies infinitely respawn until you’ve gained enough ground. You can shoot down out the grenadier on the building roof a hundred times but he will always be replaced ten seconds later. It’s immensely frustrating because the narrative of the game is telling you to clear out the enemy so you can storm the Reichstag, but the game system is telling you that killing the enemy is pointless and victory can only come from charging into the jaws of death while praying like a madman.
Mixing the two systems was arguably the worst possible decision because it confuses players as to what the rules of the game are at any given point. In every area you have to work out whether to act with a sniper’s patience and precision by removing threats one by one or to take the Rambo approach instead. It can be beneficial to create a game system in which the player isn’t always sure of how to approach a problem, but this is not one of those situations.
The Reichstag assault is comfortably the most difficult part of the game so far and I’m progressing at a rate of about one checkpoint per hour. The only reason I’m forging on is sheer bloody mindedness and the fact that I‘m now so invested and near to the final prize that I’ve convinced myself it would cost more to walk away.
When I do complete the level there will be no sense of achievement, just a wave of relief that I can at last move on. This is a ridiculous and tragic reason to continue to play a game, something highlighted by an excellent post on GameSetWatch from EA designer Brice Morrison.
The article outlines the reasons that games no longer appeal to him but it’s not all negativity. This line leaped out at me: “Games have the potential to not only be entertaining, but to have the player put down the controller and say, ‘Wow. I am a better person for having played this game. Those last few hours have contributed to my well being and will continue to enrich my life long after I’m done playing.’”
This point of view made me question the time I’m spending with Call of Duty 5 as, when I look back at my assault on the Reichstag, those last few hours have done the opposite of contribute towards my well-being and enriching my life. They gave me leg bruises.
In search of an antidote Brice is running a competition on his blog, inviting proposals for life-enriching games. He writes: The challenge is to design and create a small, simple, 5-10 minute game that is more than entertainment: a piece of software that actually enriches the life of the player. The deadline for the competition is Sunday so hurry to it. If you have even the germ of an idea, I urge you to take the time this evening to grow it into a word document. These conversations are important.
Edit: I just noticed that it’s a year to the day since I wrote The Difficulty with Call of Duty 4. This makes it look like I have a better handle on life and organisation than I actually do. Just thought I should come clean.

November 25th, 2008 at 2:57 pm
Reminds me a little of an appalling piece of game design in Black. In an early sequence, the radio-voice in your ear tells you to hold a position, so you do, as an endless stream of (hilariously well-armoured) enemies pour towards you. I killed dozens of them over the course of about five minutes.
Then I realised that, unlike the rest of the level, what I had to do was DISOBEY the voice in my head, because my character was a LOOSE CANNON who didn’t always PLAY BY THE RULES. I abandoned my position, charged forwards, and the screen went black as the next level loaded.
Horrible, horrible, horrible game.
(I think you’re on the right lines wrt the “exposing the engine” thing; I have no problem with COD’s “relentless stream of enemies” approach, where forcing your way forward is the difficult/risky approach. I just wish it made it easier to distinguish between solvable problems and survivable problems).
November 25th, 2008 at 4:20 pm
“The only reason I’m forging on is sheer bloody mindedness and the fact that I‘m now so invested and near to the final prize that I’ve convinced myself it would cost more to walk away.”
I recently did this with a book (“Atmospheric Disturbances”) and got completely burned by it. I suppose you already know how this story ends though, so best of luck.
I’m on the fence about “exposing the engine”. I get what you mean about explaining the rules, but it feels like there’s a better way to do it. A simple visual indicator, like a troop transport being backed up to an area indicates you aren’t going to be able to kill everyone. Lack of support means you can. I think that could be adjusted for context, like if you come over a ridge at night and see a massive number of camp fires = snipe or sneak.
While I fully agree a large part of our enjoyment of games comes from understanding the laws of the system, I think a videogame suffers when you get pulled into that meta-space where you’re not thinking about how to solve the current problem with the tools at hand (“Do I snipe or do I charge?”) but rather trying to look around the curtain to shortcut the whole scene (“This is the third wave of the exact same troops. The engine must keep spawning them here. I need to move on”).
November 26th, 2008 at 1:08 am
I found myself charging into the enemy with whatever gun I had — something learned from CoD4 — which forces the checkpoints to clock over, or at least then I can tell whether the checkpoint is linked to progress to location or to the enemy kill count.
I found the most troubling sections of CoD:WaW were the Japanese trench battles, which often resulted in death after death after death.
November 26th, 2008 at 12:50 pm
I totally agree with this article!, COD4 on veteran was a c*nt!, the bit where u have to make ur way down the hill to the LZ using air strikes almost cost me my entire flat!! i was f**king screaming at the screen!, then i turned it off & have never playd the solo campaign since. If you wanna make a game more challenging then make the enemies smarter or the bullet damage more realistic, but a room full of never ending re spawning enemies is just soooo f**king poor that if i knew where the game designer lived I’d be at his door now ready to pound his head to mush!…rant over
November 26th, 2008 at 4:10 pm
It’s the specific effort they’ve gone to to tell you to clear out the enemy that’s baffling, all it would take is re-recording the line to change it to ‘Do these enemies never stop coming at us!? We’re just going to have to charge the Reichstag! Go! Go! Go!’
And you’re off….
November 26th, 2008 at 4:33 pm
I’d like to thank my best buddy from Denver for buying me a copy of Call of Duty 2 on my birthday and telling me I had to beat it on Veteran difficulty. To this day it’s _still_ the only 360 game I’ve played to its completion (all the achievements, well, achieved.) It was the single most maddening experience, spending literally hours trying to take one unimportant house to be able to move on. Finally I used a lifeline and phoned a friend. I kinda felt like I was cheating on a crossword puzzle when he said “take the house next door and snipe all the guards from the window.” Mmmmmmmmm, works 90% of the time, _every_ time.
Call of Duty 3 & 4 on veteran weren’t any tougher after that never-ending suicide mission.
Now I’m intrigued about 5…
November 27th, 2008 at 11:54 am
AT DeuceMojo:- Yes Call of Duty 2, was an awesome game & the logic of, find a good spot kill the troops move on worked & i too was able to completed it on Veteran mode. BUT every COD game since then on Veteran mode has had that god awful game flaw of endless re spawning enemies, so that theory goes right out the window (along with your controller!!) it comes down to pure luck as you charge forward blindly, rather than skill & thought….it f**king sucks!.
November 27th, 2008 at 6:02 pm
I agree that COD2 was the pinnacle (I’ve not played the horrible console-only 3 or 5 yet though), because I said to myself “You know, I played COD2 on Veteran, I can do it at the same difficulty”.
At least it extended the game, in a bad way. I was lucky enough to cotton on to the infinite enemies early on. I certainly kicked myself on some levels (the “get down the hill” one, ouch), but it was just overall hard too (the final “Plane” one was bloody insane)
I’m happy to hear most of it has been altered in 5, I might pick it up sometime but it’s a shame that level suffers from it still, it’s a major conflict.
November 29th, 2008 at 9:42 pm
[...] The Difficulty with Call of Duty 5 … I’ve reached the final level of Call of Duty: World at War, my troops within spitting distance of the Reichstag, the last icon of Nazi dominion that must be toppled before we Russians can enjoy a quadruple vodka while watching the end credits roll. In what’s become something of an annual sadism … [...]
December 1st, 2008 at 8:08 pm
I agree with you…game gets boring rather then entertainig when you kill the same MG42 gunner till your ammo runs out.
And there is another major problem ı think:
You are like the Stalin himself for enemy troops! They always prefer to attack you rather then to attack allied troops around and even sometimes next to them at melee range! Thay pass them and run to you or throw limitless grenades to you which works like intelligent missiles seeking you…
December 7th, 2008 at 4:21 am
hwat they could of done AT LEASTE in the game is on veterian is to put more cheakpoints. on couple levels, the enemys acutally stop spawning after killing enoth of them but on the las one when you charging to the reich, they never stop coming, like for me to even get anywhere i acutally just go rambo and it works better then trying to go in tatical. and also its almost impossible to get away from garnades cuz in 1 second you have around 8 of them all around you with 7 guys gunning you down. the way how they did this map is retarted
February 18th, 2009 at 6:52 am
Absolutely agree with this article. I found it whilst doing a “how the hell do you get into the Reichstag in Call of Duty: World at War in veteran difficulty,” in Google. Seriously annoying!! Gaining ground seems really unrewarding, as the only reason you made it to the checkpoint, was because of a mix of sheer madness and dumb luck…. Arg!
February 23rd, 2009 at 11:43 pm
The level design in CoD 5 flatly sucks, through and through. The inconsistencies between the instructions given the player and the actions required to complete the level are legion. The game relies heavily upon “recon by death” design, i.e. you’re expected to die once or twice to discover the hazards that need to be avoided. The scripting is easily broken in places just by not being precisely where the game expects you to be. I’ve decided not to complete the game on any difficulty level…it was that infuriating.
May 7th, 2009 at 12:16 am
The problem with CoD – in fact with all CoD – is the Allied AI – it purely sucks from all possible views.
A good example is on CoD5 – “Burn em’ out” – Sgt Roebuck waltzes in through he tunnels and i decide to follow him. But then suddenly a banzai attacker jumps out, there’s a struggle but due to a random piece of luck, I manage to flick the RS and stab him in the neck.Sgt Roebuck just stands there and acts like nothing has happened.
Then we pop around the corner and there is a machine gun nest. A couple of the non descrip privates charge in, open fire and are still standing. Am thinking “wow, thats a good job , they’ve cleaned it out for me” so there I go. BOOM – the machine gun nest hasn’t been cleaned out at all.
I wonder how much testing goes on in these games. Scrap the unlimited respawns, stop the invisible checkpoints, and stop us being the dartboard that all the enemies gravitate towards.
May 28th, 2009 at 8:17 pm
Rob said it all.
I hate how we need to be Rambos in the game.
Banch of useless soldiers we have as friends.
July 13th, 2009 at 9:50 am
Went through COD4 in veteran. A few weeks ago I began playing COD WAW. Cant get pass 3rd mortor installation in hardened difficulty. What am I doing wrong? Used flamethrower, smoke and frag grenades. AIs keep getting in my way, when I finally got close to the mortor, multiple grenades suddenly appear and more enemies emerged out of nowhere killing me before I had time to kill them or duck! When I respawn a grenade is waiting for me and I have about a second to jump out of the way or die. Had a teenager who is an excellent gamer try my spot. After a couple of hours and some colorful obsceneties he handed me back the controller and walked away. At this point I ejected COD WAW and will give it to somebody I really hate. In my opinion there is no doubt COD4 is better then COD WAW.
July 13th, 2009 at 6:36 pm
Okay, I hated the fact that all the Veteran AI did in this game was chuck grenades behind you forcing you to move forward straight into the never ending pepper of gunfire from the limitless enemies. It was either that or you could be brave and try to chuck the grenade back but sometimes u just cant grab all 5 at once. ALSO its like i could throw a whole bunch of grenades over to there side but nothing would phase them. even MOLTOVS WTF. If they would stop making it as if your character has all the AGRO and the enemies didnt have insta kill on, the campaign on veteran would be somewhat fun, otherwise, i HAte it.
August 8th, 2009 at 1:28 pm
Just on this level myself, my voice, leg and controller are at breaking point and im fearing for my tv! Its so annoying because it doesnt matter how good you are, this is pot luck! What is annpoying is you dont actually need to fire a shot just time your runs right and pray this will be the time they wont throw as many fricking grenades
September 25th, 2009 at 1:32 am
Good read, thanks.
October 10th, 2009 at 1:21 pm
I like the game
March 4th, 2010 at 11:29 am
I have in my memory many suffering going on Veteran in CoD4, I also remeber of even more suffering in CoD5. After playing again and again MW2 (or CoD6, another masterpiece), I’ve decided today to reinstall CoD 5 to have some fun.. and… holy shi*!
I think who is comparing CoD4 with 5 haven’t played both in a short period of time. Nowadays I can go with relative easiness CoD4 on Veteran, the same with MW2.. But CoD5 is just soo much difficult that brings nothing but frustation on Veteran. Nevertheless, it’s an awesome game, with great design, and on Hardened becomes even greater.
That’s why now I’m even bigger fan of Modern Warfare 2: it combines all the great things in CoD with an enjoyable Veteran difficulty