INhonolulu Magazine Issue #14 - February 2014 | Page 32

CTRL + ALT + SPORTS Ghosts of technology past Trent Robertson T he Call of Duty (COD) games had a winning formula: epic scale battles with the player acting as a small part of a larger army to achieve military objectives, cinematic storytelling, orchestrated soundtracks and a chaotic, adrenaline-fueled multiplayer mode. The most critical part of the game’s initial success was not so much its creative direction, but rather the game engine the developers chose as a foundation. The first COD game was rePage 32 leased in 2003 by Infinity Ward (IW). The game was developed using id Tech 3, which was a commercialized engine developed by the makers of Doom and Quake. With each new iteration of COD, the game engine was tweaked to add new effects, such as realistic lighting and post-processing. At its core, however, was still a game engine that originally was developed for id’s Quake III Arena, released back in 1999. As gaming technology progressed, less and less emphasis was placed on polygon count and texture resolution. Shader effects took prominence, since they resulted in much more immersive environments with high, dynamic range lighting, tessellated geometry, gaussian motion blur, etc. In order to use these new effects, game developers had to either build new engines that incorporated the technology, or buy a license for technology that already included it. id Tech 3 was not built for these new advancements in graphical processing, so Infinity Ward hacked and modified it to simulate these new effects. There was, however, a limit to how much power they could squeeze out of a quickly aging game engine. Every game in the series prom- ised a 60Hz frame rate while maintaining cinematic quality visuals, but a new generation of consoles changed the developers’ perspective. IW knew they had to step up their game to match the capabilities of the new systems, so they boosted the visuals in COD: Ghosts the only way they knew how: push that old game engine even harder. Polygon counts were pushed to the limit. Texture resolutions were sharp beyond the distinction of the human eye. It was an unoptimized mess that neglected the advancements made in other game engines such as Crytek’s CryEngine or Battlefield’s Frostbite, both of which rely on tessellation and global illumination to achieve a higher fidelity than what’s found in Ghosts. If IW had chosen to