Close
Report Comment to a Moderator Our Moderators review all comments for abusive and offensive language, and ensure comments are from Verified Users only.
Please report a comment only if you feel it requires our urgent attention.
I understand, report it. Cancel

Call of Duty's three-year cycle gives devs "freedom to fail" - Hirshberg

Call of Duty's three-year cycle gives devs "freedom to fail" - Hirshberg

Fri 15 Aug 2014 2:58pm GMT / 10:58am EDT / 7:58am PDT
PublishingDevelopment

Activision exec says extra time for military shooter franchise is paying off with greater innovation, iteration

Activision Publishing

Activision, Inc. is a leading international publisher of interactive entertainment software products....

activision.com

Failure is now an option for the Call of Duty franchise. Speaking with Joystiq at Gamescom this week, Activision Publishing CEO Eric Hirshberg said that moving each new installment of the series to a three-year development cycle has given the creative teams the breathing room needed for a few false steps.

"That extra year of development time, particularly with the new consoles and the more powerful hardware, has really paid off thus far to iterate, innovate and try new things," Hirshberg said. "To find out which things didn't work and have the freedom to fail in the creative process, so what goes on the disc is the best ideas."

Hirshberg said that the extra time will give Call of Duty developers enough time to take experiments that might previously have been experimental new modes--like zombies or co-op multiplayer missions--and build stand-alone games around them. In addition, that longer development cycle will help the publisher maintain the quality level for each installment of the annualized franchise.

2 Comments

Tim Carter Designer - Writer - Producer

576 318 0.6
Three years is nothing in core creative.

When Clint Eastwood acquired the rights to Unforgiven, he waited some 8 years before he started to shoot. In that time he talked to the different people needed about the project. The timing needed to be right. Just one example.

The factory system is destructive to creative.

Posted:2 months ago

#1

Martyn Brown Managing Director, Insight For Hire

140 51 0.4
My bullshit detector is in overdrive right now.

Posted:2 months ago

#2

Login or register to post

Take part in the GamesIndustry community

Register now