Call of Duty Dev Explains Black Ops 6 Movement Decisions

Call of Duty Dev Explains Black Ops 6 Movement Decisions

Key Takeaways

  • Matt Scronce explains why movement in Black Ops 6 may feel slower than previous games for gameplay balance.
  • Prone and crouch speeds altered to prevent snaking in Black Ops 6, reducing the effectiveness of certain tactics.
  • Treyarch is always considering player feedback in Black Ops 6.

As a seasoned gamer with decades of Call of Duty under my belt, I must say that the latest iteration, Black Ops 6, has certainly brought some changes to the table, and not all of them sit well with me. The new omnimovement system was touted as a game-changer, and while it does add an extra layer of fluidity to the gameplay, it’s also made some basic actions feel a bit clunkier than they used to be.

In an interview, the Associate Director of Design for Call of Duty: Black Ops 6, Matt Scronce, discussed the reasoning behind certain aspects of the game’s new omnimovement system. Particularly, he highlighted why some movements in Black Ops 6 might seem a tad slower compared to previous games in the series.

As the release of Call of Duty: Black Ops 6 approaches, the new omnidirectional movement feature was highly anticipated as a significant advancement for the series. This innovation enables players to sprint, slide, and dive in any direction, resulting in more seamless overall movement. Although not flawless, most players agreed that the omnidirectional movement in Call of Duty: Black Ops 6 was a welcome improvement, making combat much faster as it significantly increased the skill cap. As with any significant modification to a franchise with an established gameplay formula like Call of Duty, there were aspects of omnidirectional movement that some fans weren’t fond of, and they haven’t hesitated to voice their criticisms to the game’s developer.

In response to a video demonstrating side-by-side movement speed comparisons between 2019’s “Call of Duty: Modern Warfare” and the newly-released “Black Ops 6”, Matt Scronce, an Associate Design Director at Treyarch, clarified that challenges emerged when setting both prone and crouch speeds excessively fast. Consequently, fundamental actions such as crouching and swaying appear more cumbersome in the latest “Call of Duty” game compared to previous iterations of the series.

Black Ops 6 Omnimovement Design Decisions, Explained

Beyond his explanation, Scronce additionally discussed the reason why jumping seems more substantial in Black Ops 6. He admitted that he’s never enjoyed repeatedly jumping during battles, and the omnimovement was intentionally designed to discourage this habit. During development, the sway and bob values were altered to minimize the effectiveness of jump spamming during firefights. However, Scronce did point out that players who prefer jump spamming can make it less challenging by using various perks and weapon attachments in Call of Duty: Black Ops 6.

Call of Duty Dev Explains Black Ops 6 Movement DecisionsCall of Duty Dev Explains Black Ops 6 Movement DecisionsCall of Duty Dev Explains Black Ops 6 Movement DecisionsCall of Duty Dev Explains Black Ops 6 Movement DecisionsCall of Duty Dev Explains Black Ops 6 Movement Decisions

Ever since Call of Duty: Black Ops 6 dropped, I’ve been part of a community constantly sharing their thoughts on the game with Treyarch. Lately, we’ve been vocal about tweaking teammate collisions within the game, alongside other suggestions. Fortunately, it seems like Treyarch is listening, consistently making updates that tackle major problems. If they sense any adjustments are needed for omnimovement down the line, I’m confident they’ll take care of it.

Read More

2024-11-30 21:36