6 Things Call of Duty Could Learn From Spec Ops: The Line

by James O'Connor Featured 12 Comments 23 Votes 2611 Views 17/07/2012 Back to Articles

Spec Ops: The Line has surprised us all. As our Twitter feeds continue to light up with awed, spoiler-free allusions to the plot, our minds play back over the choices we made, the things we witnessed, and the people we killed during our play throughs.

We can’t help but wonder if other developers have taken note of what Yager have achieved with Spec Ops. There are lessons to be taken away from a game like this, and we’re hoping that the developers behind Call of Duty, the gaming world’s biggest war franchise, are paying attention. As solid as the gameplay in those titles remains, the series is in need of a shake-up, and Spec Ops would be a great source of inspiration.

Try Giving The Protagonist A Soul

It’s awesome when a game subjects its avatar to a traumatic makeover. Some games prefer to have their protagonists kitted out with fancy new clothing and their trademark satisfied grin by the time the credits roll, but we’re seeing more games now that totally batter the player model. Arkham Asylum and City both did it to Batman, Max Payne 3 did it to Max, and Spec Ops sure as hell does it to Walker. But Walker’s physical transformation is also a visual representation of his mental anguish, which is fully accounted for once things start to go horribly wrong.

The character arcs in Spec Ops are fantastic – but could we ever say the same thing about a Call of Duty game? The silent protagonist shtick has been taken in a bizarre direction by the series (they’re only ever silent while you’re controlling them), and ultimately we’d be hard pressed to find a reason to care about, say, playing as the son of Black Ops’ protagonist in its sequel. Next time we’d like to occupy a protagonist who feels well and truly alive, one who is actually affected by their own actions.

Give Us A Journey

Spec Ops is basically Journey with a gun. That’s a bit reductive, but the sand isn’t the only thing the games have in common. While Call of Duty’s mission structure can be a bit fragmented, zipping you back and forth between characters and locations, Spec Ops often puts your next target in the background and then asks you to go there. It’s a very directed experience, and you always know what you’re heading towards.

Call of Duty has given us some great location and stand-out missions over the years, but little sense of a singular, cohesive struggle. It goes for the big picture at the expense of ever giving us a truly epic, game-spanning singular mission. This is something Far Cry 2 did particularly well, but Spec Ops would certainly be an easier example to follow for Call of Duty. It’s the sort of structure that really complements the first point, too.

Killing People Is Kind Of Horrible

Call of Duty 4 had the most interesting campaign out of any of the games in the series, partly because there are moments in it that really take death seriously. Think about the opening first-person execution, the nuke, the ending. But these are all moments where you and your allies are the ones being hurt.

It’s far rarer for Call of Duty to really make you stop and think about the people you’re shooting, aside from MW2’s tacky ‘No Russian’ mission, which is all too eager to make the distinction between shooting ‘good’ guys and shooting ‘bad’ guys. The subtitle for Spec Ops, ‘The Line’, makes reference to this distinction – what pushes someone over the line, and suddenly makes them worth killing? Is it alright to enjoy killing all these people, even if it’s just a game? These aren’t questions with easy answers, but as the biggest war shooter series in the world, it would be interesting to see Call of Duty try and tackle these issues again.

Your Choices Can Really Mean Something

There’s a section in Call of Duty: World at War where a superior asks you to slaughter a group of surrendered German troops. Ignore the order, and they’ll be Molotov’d anyway. It’s a rare, interesting moment in the series, and an example of the kind of thing Spec Ops does brilliantly over and over.

Meaningful choices in games aren’t always about getting a different ending or picking a different path. Black Ops II will reportedly have ‘choice’ moments, but so far all we’ve seen is ‘shoot these guys one way or find another way to shoot them’. In Spec Ops your choices matter, not because they change the entire game, but because they communicate very directly how well you (or Walker, depending on how intent you are on roleplaying) are handling the situation.

Even the choices that aren’t specifically outlined as choices are significant – if your enemy is in great suffering, do you show a little mercy and put a bullet in them, or let them go on writhing? This is the sort of thing more and more shooters are trying (and non-shooters too – The Walking Dead has some of the best ‘make a choice’ moments we’ve ever played through), but we’d like a Call of Duty that asked just how dirty we were willing to get our hands.

‘Evilness’ And ‘Madness’ Are Easy Excuses For Horrible Actions

Makarov, the main villain of Modern Warfare 2 and 3, would have made a good cartoon character. There’s no real human element to him, no real hint that he’s a victim of circumstance, or unbalanced because of everything he’s witnessed, or simply incredibly off-course – he’s an evil super villain, plain and simple, and must be stopped.

Wacky super villains can be fun, but they’re not always particularly interesting; to make your enemy evil is all too easy, and it makes you a ‘good guy’ by default. Now, look at Konrad and the other antagonists in Spec Ops. The game explicitly outlines the fact that none of them are inherently evil, and while the concept of insanity could perhaps be handled a little more elegantly, Spec Ops doesn’t try to pin behaviour entirely on chemical imbalances either; rather, the horrifying actions you are privy to throughout are brought about by the conditions people face, the desperation they experience when plans go awry.The incidental dialog you overhear from the soldiers you’re up against reveals that they’re really not that different from you – they’re not evil, they’re just fighting a different battle than you, for different reasons.

This is a fairly complex theme to get right, but Call of Duty 4’s characterisation of Price and Gaz seemed like an attempt to make steps in this direction. It would be great to see these complicated ideas tackled again.

Um…Keep Up The Good Work With Multiplayer?

Because the multiplayer in Spec Ops isn’t very good. Oh well.

By James O'Connor - Bio

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6 Things Call of Duty Could Learn From Spec Ops: The Line Comments

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I was very surprised at how emotional Spec Ops actually was. It started a lot like a COD game, but then just kept getting better and really drew you in.

I'd be amazed if a COD game ever did anything even remotely like that.
LOL @ "Because the multiplayer in Spec Ops isn’t very good. Oh well."

I don't disagree, but I also think that you're asking too much of CoD. I mean, I don't think anyone is crying out for Transformers to give coherent characters and deep stories. Although they certainly wouldn't go astray...

I also think Treyarch is making an effort to change the gameplay up, but like I said above, people don't turn to Call of Duty for deep storytelling or moral dilemmas.

Spec Ops has shit online because it's a game that relies on its story and campaign experience. I personally think you're putting far too much emphasis on Call of Duty setting some sort of coherent tone when it comes to storytelling. It's never going to do that.

I just don't understand why there is so much emphasis on CoD changing anything it does, or adapting techniques from other games. A deep story and awesome characters don't always make a game. Why does it matter that CoD doesn't have moral choices? Does it need to?

People take the moral high ground with games too seriously. David Cage did it the other day. Call of Duty could certainly offer a better campaign experience, but I don't think the execution in that lies exclusively in better characters or story.
Beta - this is less a list of stringent demands that will dictate whether or not I check out the next Call of Duty, and more a list of ideas I'd really love to see explored. Maybe people don't turn to Call of Duty for deep storytelling or moral dilemmas, but that doesn't mean people wouldn't be interested if the games started providing them!

Jickle said: Beta - this is less a list of stringent demands that will dictate whether or not I check out the next Call of Duty, and more a list of ideas I'd really love to see explored. Maybe people don't turn to Call of Duty for deep storytelling or moral dilemmas, but that doesn't mean people wouldn't be interested if the games started providing them!



I'm sure there would be people interested, and I'm certain a game like Black Ops 2 could pull it off to a degree, but like you said, it will always stop at a certain point, where it goes back to good ol' fashioned "shoot him, go there" CoD gameplay.

I'd like to see IW or Treyarch develop another shooter that implements what you suggest here. Treyarch more so.

For me personally, CoD is fine, and I'd much rather evolvement/improvement in mechanics and multiplayer functionality/options.
Great read. I agree with many of the points you made, particularly about embodying some personality in the protagonist. The silence and lack of personality would be fine if CoD's protagonists weren't named and unique; if they were just a nameless avatar for the player it'd be understandable, but knowing you're playing as Soap or Roach or Jackson makes it seem lazy that they don't interact back with their companions. That and they express no emotion, whether it's rage, hesitation, guilt, revenge, or whatever, at the killing and things they do.

CoD4 actually had elements of that, like you pointed out. One for me was Jackson's death, though it was hard to care for what was obviously constructed as a tragic death scene, because he didn't speak at all and we couldn't identify with him.

Beta, I think you're somewhat right in asking why does CoD have to have such moral, emotional or character depth, but at the same time, the series would be unstoppable if they refined the multiplayer in addition to adding these elements in. The multiplayer component would continue to please the massive market that play solely for competitive deathmatch and who care nothing for depth of story and characters, and an actual story that doesn't feel like a typical military save the world scenario with zero character development and zero logical consequences would be great for the fans who do take the time to play the single-player campaign. I think Treyarch have sort of gone that way with Black Ops and its upcoming sequel, so I guess you can sort of argue they're beginning to realise that's the way forward.
If they make it like True Lies? That would make for an awesome Call of Duty story.

LOL, we're talking about Call of Duty "story" [MOG]

I just hope focus remains on changing it up a little bit, bring some changes. I think IW brought it with a hoard of changes in MW3, love it or hate it you can't deny it tried to change things up a littttttle, and there's certainly more content now. I just think it's a series that will always benefit from playing a certain way, and if you change the story then you need gameplay to compliment its tone. I'm not against a better story but I don't want it to turn into a Steven Soderbergh war epic LOL :P
I got this on PC and it looks and plays awesome, well worth my money spent :).
This is why I really want to get my hands on Spec Ops as online is not a big deal for me but for longevity many people look to multi-player to extend that gaming experience. From what I read elsewhere, it seems to be that the consensus is that the multi-player in Spec Ops is lacking. Personally, I think due to this it's missing a bit of that success that COD has 'championed' for a long while now even if I'm in the minority and find the multi-player in COD not to my liking.


COD had a pretty interesting storyline when it first came out on the PC all those years ago.


TRUE LIES! *_*
Good write up. Spec Ops is the first game in a long long time that I have played start to finish. I didn't really see the end coming which was just... *_*

Although @Beta has a good point, 98%* of the COD fanbase couldn't give two hoots about campaign, hell I only put 5 minutes into it.

*Statistic may or may not be accurate.
Steven Soderbergh? [MOG]

Daseti said:
Although @Beta has a good point, 98%* of the COD fanbase couldn't give two hoots about campaign, hell I only put 5 minutes into it.
*Statistic may or may not be accurate.


Maybe because the campaign lacks the necessary ingredients to be great, such as those listed in the article?

Makra said: Steven Soderbergh?

Daseti said:
Although @Beta has a good point, 98%* of the COD fanbase couldn't give two hoots about campaign, hell I only put 5 minutes into it.
*Statistic may or may not be accurate.


Maybe because the campaign lacks the necessary ingredients to be great, such as those listed in the article?



Perhaps, but maybe it was the lacking campaign that attracted that audience in the first place...

Did I just divide by zero?

Daseti said: Good write up. Spec Ops is the first game in a long long time that I have played start to finish. I didn't really see the end coming which was just...
Although @Beta has a good point, 98%* of the COD fanbase couldn't give two hoots about campaign, hell I only put 5 minutes into it.
*Statistic may or may not be accurate.



I always feel compelled to play through the COD campaign. Never really enjoy it that much, but I feel bad if I don't play it [Shifty]

That said, Blops 2's campaign looks much more engaging compared to the others.

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