WEBVTT

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Welcome back to the Deep Dive. I'm so glad you're

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joining us today because we have a genuinely

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fascinating stack of sources in front of us.

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We really do. It's a massive topic. Yeah, we

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are looking at a comprehensive Wikipedia article

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detailing a piece of media that, well, It completely

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shook the foundations of pop culture. Absolutely.

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And our mission for today's Deep Dive is to figure

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out how a single video game managed to shatter

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global entertainment sales records, like how

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it redefined the cultural footprint of gaming

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and pushed the absolute boundaries of both technology

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and interactive moral controversy. It really

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is the perfect case study. I mean, if you want

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to trace the exact moment when interactive media

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kind of eclipsed traditional Hollywood models

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in terms of sheer economic power and cultural

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mind share, this is ground zero. Right. And to

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put that power into perspective for you, I want

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you to picture the biggest summer blockbuster

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movie launch you can think of. You know, the

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red carpet, the glowing reviews, the massive

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opening weekend box office. Now look at November

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10, 2009. On its first day alone, this game pulled

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in $310 million in the U .S. and the U .K. Just

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a staggering number. One day. It beat out the

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previous record holder, which is Grand Theft

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Auto the Fault, and it completely dwarfed the

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biggest Hollywood blockbuster films of that era.

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The velocity of those sales is just wild. Right.

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Within five days, it hit $550 million worldwide.

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And by January 2010, it had crossed the $1 billion

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mark. The game of course is Call of Duty. Modern

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warfare too. Yeah, and that kind of financial

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velocity It just doesn't happen by accident to

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understand the phenomena. We really have to look

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closely at the developers a studio called infinity

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ward Okay, let's unpack this because I want to

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figure out how they achieve such a massive unrelenting

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cultural grip Well our sources show how they

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perfectly synthesize three distinct elements.

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So you have these incredibly addictive competitive

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multiplayer loops a cinematic single -player

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storytelling experience and a very deliberate

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almost reckless willingness to court intense

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Let's start with that first pillar, the multiplayer.

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Because looking at the notes here, it seems like

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this wasn't just a game people played for a weekend

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and put back on the shelf. Oh, not at all. People

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were logging hundreds of hours over months and

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months. How did they build an engagement loop

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that historic? It basically boils down to a master

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class in the mechanics of progression and reward.

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Like Modern Warfare 2 took the foundation of

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its predecessor and turned it into a psychological

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engine. Interesting. Yeah, the core innovation

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we need to look at is the expansion of the kill

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streak system. I remember hearing about these

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kill streaks, but I'm trying to wrap my head

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around the design philosophy here. Right. If

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I'm a new player and I'm getting matched against

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veterans who are earning these massive tactical

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advantages just for being good, doesn't that

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inherently unbalance the game? Like, how did

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that not completely ruin the experience for the

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casual audience? See, that is the brilliant tension

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of the system. For context. If you eliminate

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a certain number of opposing players in a row

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without dying, the game rewards you. So three

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kills get you a UAV radar, which reveals enemies

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on the minimap. Five kills let you call in a

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Predator missile that you literally guide down

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from the sky with a camera. Wow. And if you somehow

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manage a 25 player kill streak. you actually

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unlock the tactical nuke. Wait, a tactical nuke?

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Yep. Which just ends the entire match regardless

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of the score? You literally press a button and

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win the game for your team. Exactly. It is the

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ultimate power fantasy. That sounds insane. But

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what about the new players? Right, so what's

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fascinating here is how these mechanics manipulated

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player psychology across the entire skill spectrum.

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To answer your question about the casual audience,

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Infinity Ward introduced something called Death

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Streaks. Okay, what are those? If you are struggling,

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say you die three or four times without getting

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a single kill, the game quietly gives you a subtle

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boost. Maybe you drop a live grenade when you

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fall. Or you get a temporary health increase

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when you respawn. Oh, I see. Yeah, they actively

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lowered the barrier to entry, ensuring new players

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didn't just get completely demoralized and quit.

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So it's essentially a safety net. It keeps the

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bottom 20 % of players from churning out while

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simultaneously dangling this godlike tactical

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nuke in front of the hardcore player. Exactly.

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You are never bored. Because there is always

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a carrot right in front of your face, whether

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you are dominating the match or getting completely

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crushed. And that dopamine loop was constant.

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Like on top of the kill streaks, you have a continuous

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trickle of experience points or XP. Right. Almost

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every action you take, getting an assault, capturing

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a flag, even shooting down an enemy helicopter,

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it all gives you XP. And that XP unlocks new

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weapons, new attachments for those weapons and

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game altering abilities called perks. It sounds

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identical to a perfectly tuned casino slot machine.

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It really does. Like, think about how you feel

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when you pull to refresh a social media feed.

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Every single action in this game provides a micro

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dose of dopamine. The yellow numbers pop up on

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the screen. You hear this incredibly satisfying

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guitar riff when you level up. Oh yeah, that

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sound is iconic. You unlock a new red dot sight

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for your rifle. Did this specific reward loop

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fundamentally change what players expected from

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an online experience, effectively making the

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game unputdownable? I mean, absolutely. And the

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economics of that addiction proved to be incredibly

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lucrative, too. The source material highlights

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the release of the game's downloadable content,

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specifically... the stimulus package map pack.

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Right, the DLC. Yeah. And keep in mind, this

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cost extra money on top of the base game's $60

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price tag. Right. Yet it saw 2 .5 million downloads

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in its first week alone. That is just crazy.

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It absolutely shattered Xbox Live records. It

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was a massive indicator that gamers were willing

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to pay a premium to extend an experience they

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were already completely hooked on. Which is wild

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when you think about it. Like, it was laying

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the groundwork for the modern live service games

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we see everywhere today. Definitely. But you

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know, while that addictive multiplayer loop kept

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people playing for months, nobody dropped $60

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on day one just for the promise of a good progression

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system. They need a spectacle. Right. They need

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a reason to buy in. Exactly. The staggering ambition

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of the single player campaign is what justified

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the initial hype, the midnight launch parties

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and the breathless media attention. For sure.

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The campaign was explicitly designed to mimic

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a globetrotting Hollywood action film. Infinity

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Ward wanted to blur the line between playing

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a video game and starring a summer blockbuster

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directed by Michael Bay. And the plot is just

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relentless. Looking through the synopsis here,

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we're talking about a scenario set in 2016 where

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Russian ultranationalists launch a massive surprise

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invasion on the East Coast of the United States.

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It's intense. You have Task Force 141, this elite

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multinational unit, hunting down a terrorist

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mastermind named Makarov. The narrative scale

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is huge and it constantly shifts your perspective.

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Yeah. Like one minute you're playing as Sergeant

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Gary Roach Sanderson infiltrating a base in a

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freezing snowstorm. or engaging in a chaotic

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firefight through the favelas of Rio de Janeiro.

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The next, you are Private James Ramirez, an Army

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Ranger, literally defending the suburbs of Washington

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D .C. from invading paratroopers. The D .C. levels

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sound particularly insane. Oh, they are. There

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is a sequence where an EMP and electromagnetic

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pulse is detonated in the upper atmosphere. The

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game actually shows it destroying the International

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Space Station, raining debris down from orbit

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and completely disabling all electronics on the

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eastern seaboard. Yeah, it plunges this massive

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urban battlefield into total darkness. And then,

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as if an invasion and an EMP aren't high enough

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stakes, there's a shocking betrayal by an American

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general, Shepard, who turns out to be manipulating

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the entire war. Yeah, the twists just keep coming.

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And to sell that level of drama and keep the

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player invested, the studio heavily invested

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in production values that rivaled major film

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studios. I read they had some big names on the

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soundtrack. They did. The audio production alone

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was star -studded. They brought in legendary

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Hollywood composer Hans Zimmer to create the

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main theme, with the rest of the dramatic score

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composed by Lauren Belf. Wow, Hans Zimmer doing

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a video game score in 2009. Exactly. And they

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hired established actors like Kevin McKidd to

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voice the protagonist, Soap McTavish, and even

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had rapper 50 Cent providing voice work for the

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multiplayer modes. But, you know, having a brilliant

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soundtrack and a wild script only gets you so

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far. The actual technology running the game had

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to be able to keep up with that cinematic ambition.

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Which brings us to the IW 4 .0 engine. The developers

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made a massive technological leap here, specifically

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regarding artificial intelligence. Okay, how

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so? Well, in older shooters, including previous

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Call of Duty titles, the processing power just

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wasn't there. Enemies generally had infinite

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respawns and followed strictly designated paths.

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If you learned the path, you beat the level.

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Right, like learning a dance routine. Exactly.

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But the IW 4 .0 engine introduced what they call

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dynamic AI. Here's where it gets really interesting.

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Think about old AI systems like going on a haunted

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house ride at an amusement park. The cart moves

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on a track and the mechanical jump scares pop

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out at the exact same time in the exact same

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place every single time you ride it. But this

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new dynamic AI, it sounds more like being hunted

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by an actual predator in the woods. That is a

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highly accurate way to visualize it. The source

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material explicitly notes that enemies were no

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longer tethered to infinite respawns or set behaviors.

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They were basically off the leash. Right. They

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were designed to act independently. They would

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actively seek out the player, break away from

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their set routes, and try to flank your position.

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You couldn't rely on rote memorization anymore

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because the enemies would behave differently

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every single time you booted up the level. I

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have to admit I'm a little confused by that design

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choice though. How come? Because if the goal

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is to create a tightly paced cinematic Hollywood

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style experience doesn't replacing carefully

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scripted moments with unpredictable AI risk breaking

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that crafted pacing like doesn't giving the enemies

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a brain introduce too much chaos into the movie

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you're trying to direct. That is a very valid

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concern and it's a tightrope developers have

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to walk. But if we connect this to the bigger

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picture the chaos The narrative is about a sudden

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overwhelming invasion and the frantic hunt for

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a terrorist. By utilizing dynamic AI, the developers

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force you the player, to remain in a constant

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state of high alert. You can't just memorize

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the spawn points. Exactly. You are never safe

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behind cover for too long. You can't just take

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a breath and relax. The unpredictability of the

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enemies perfectly matches the chaotic high stakes

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nature of the story. So it bridges the gap between

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the tension of the narrative and the actual tension

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you feel holding the controller. Precisely. That

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makes total sense. The immersion is driven by

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the fact that you genuinely do not know what's

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going to happen next. Your heart rate is up because

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the danger feels off. but that intense drive

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for hyper -realistic immersion and that desire

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to tell a really gritty, uncompromising story

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that ultimately led the developers to create

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a scenario that breached the boundaries of interactive

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entertainment. It's fucked a level of global

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outrage that gaming hadn't seen in years. Yeah,

00:11:22.629 --> 00:11:24.809
we really cannot discuss the legacy of Modern

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Warfare 2 without exploring the intense controversies

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it generated and one specific level in particular.

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The level is called No Russian. And reading the

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description of this from our sources, it is incredibly

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heavy. It actively tested the limits of what

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was considered culturally acceptable in the video

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game medium. Let's walk through exactly what

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happens in this sequence, relying purely on the

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text here. You play as an undercover CIA agent.

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Right. Your objective is to infiltrate a Russian

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terrorist cell led by Makarov. To gain their

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trust and maintain your cover, you participate

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in a mass shooting of civilians at a security

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checkpoint in a Moscow airport. And the level

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design does not shy away from the visceral horror

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of the situation. The text notes that the scene

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is highly graphic. Yeah. Screens are heard throughout

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the airport. Injured civilians are depicted crawling

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away, leaving blood trails or perching themselves

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on tables as they bleed out. The only legitimate

00:12:19.659 --> 00:12:22.399
targets you eventually face are waves of security

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personnel and heavily armed riot squads out on

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the tarmac. Now, a crucial detail our sources

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mention is that you are never actually forced

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to pull the trigger on the civilians. You can

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choose to simply walk alongside the terrorists

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and watch the events unfold. Which is an important

00:12:37.960 --> 00:12:40.360
distinction. Furthermore, the game explicitly

00:12:40.360 --> 00:12:43.340
gives you a content warning beforehand and allows

00:12:43.340 --> 00:12:45.620
you to skip the level entirely without suffering

00:12:45.620 --> 00:12:48.080
any penalty to your progression or the story.

00:12:48.659 --> 00:12:52.399
But despite those caveats, the backlash was immediate

00:12:52.399 --> 00:12:55.490
and severe. Prior to release, footage leaked

00:12:55.490 --> 00:12:58.429
online, and once the game was out, the condemnation

00:12:58.429 --> 00:13:00.549
was widespread. Who was speaking out against

00:13:00.549 --> 00:13:03.029
it? Well, the source material details reactions

00:13:03.029 --> 00:13:04.909
from prominent British religious leaders, for

00:13:04.909 --> 00:13:07.769
example. Alexander Goldberg of the London Jewish

00:13:07.769 --> 00:13:10.909
Forum expressed deep worry about children playing

00:13:10.909 --> 00:13:13.370
it. Okay. Fasan Mohammed of the British Muslim

00:13:13.370 --> 00:13:15.389
Forum described it as an intimate experience

00:13:15.389 --> 00:13:18.210
of enacting terrorism. Stephen Lowe, the retired

00:13:18.210 --> 00:13:20.669
bishop of home, outright called it sickening.

00:13:20.759 --> 00:13:22.840
And it wasn't just religious leaders expressing

00:13:22.840 --> 00:13:26.480
concern. Journalists like Mark Cieslak of BBC

00:13:26.480 --> 00:13:29.720
News stated the level saddened him. specifically

00:13:29.720 --> 00:13:32.539
because it disproved his long -held theory that

00:13:32.539 --> 00:13:34.759
the video game industry had finally grown up.

00:13:35.000 --> 00:13:36.899
Right, there was this debate about maturity in

00:13:36.899 --> 00:13:39.679
gaming. On the flip side, you had staunch defenders

00:13:39.679 --> 00:13:42.500
arguing that this was strictly an M -rated game,

00:13:42.820 --> 00:13:45.200
it was meant for adults, and it should be treated

00:13:45.200 --> 00:13:48.000
with the exact same creative latitude as an R

00:13:48.000 --> 00:13:50.840
-rated movie exploring dark themes. Which brings

00:13:50.840 --> 00:13:53.120
up other cultural missteps noted in the text,

00:13:53.480 --> 00:13:56.019
highlighting a studio culture that was perhaps

00:13:56.019 --> 00:13:58.059
pushing the envelope without always considering

00:13:58.059 --> 00:14:00.360
the broad - implications. Like what else happened?

00:14:00.519 --> 00:14:03.080
For example, in a multiplayer map called Karachi

00:14:03.080 --> 00:14:06.080
set in Pakistan, they mistakenly used Arabic

00:14:06.080 --> 00:14:08.860
on the signs and banners instead of Urdu. Which

00:14:08.860 --> 00:14:11.679
is a pretty glaring oversight for a game striving

00:14:11.679 --> 00:14:14.960
for absolute hyperrealism. Yeah, exactly. There

00:14:14.960 --> 00:14:17.059
was also an issue with a promotional video they

00:14:17.059 --> 00:14:19.720
posted on YouTube featuring baseball player Cole

00:14:19.720 --> 00:14:22.039
Hamels. Oh, I read about this. It was framed

00:14:22.039 --> 00:14:24.460
as a public service announcement against throwing

00:14:24.460 --> 00:14:26.620
too many grenades in multiplayer what players

00:14:26.620 --> 00:14:30.549
call grenade spam. But the video used an acronym,

00:14:31.470 --> 00:14:34.769
FAGS, which was widely criticized by gaming journalists

00:14:34.769 --> 00:14:37.789
as condoning homophobic slurs. The community

00:14:37.789 --> 00:14:39.950
manager claimed it was a joke about gamer stereotypes,

00:14:40.490 --> 00:14:42.409
but they ultimately pulled the video after realizing

00:14:42.409 --> 00:14:45.129
it crossed the line from edgy to offensive. So

00:14:45.129 --> 00:14:48.370
what does this all mean? The no -Russian level,

00:14:48.409 --> 00:14:51.549
specifically, forces us to confront how we view

00:14:51.549 --> 00:14:54.610
video games versus other art forms. Because,

00:14:54.809 --> 00:14:56.970
let's be honest, imagine sitting in your living

00:14:56.970 --> 00:14:59.230
room watching a Quentin Tarantino movie or a

00:14:59.230 --> 00:15:01.990
Martin Scorsese film. If you saw an undercover

00:15:01.990 --> 00:15:04.070
cop doing something horrific to maintain his

00:15:04.070 --> 00:15:06.509
cover in a cartel, you wouldn't blink. It might

00:15:06.509 --> 00:15:09.029
even win an Oscar for its gritty realism and

00:15:09.029 --> 00:15:11.409
challenging themes. Does the physical act of

00:15:11.409 --> 00:15:13.649
holding a controller fundamentally change the

00:15:13.649 --> 00:15:16.279
moral math of engaging with dark art? raises

00:15:16.279 --> 00:15:18.240
an important question about the double standards

00:15:18.240 --> 00:15:21.080
often applied to video games. The core difference

00:15:21.080 --> 00:15:24.080
in why this level sparks such a visceral, undeniable

00:15:24.080 --> 00:15:26.779
reaction is interactivity. Right, because you

00:15:26.779 --> 00:15:29.519
are physically involved. Exactly. In a film,

00:15:29.700 --> 00:15:32.340
you are a passive observer. You are watching

00:15:32.340 --> 00:15:34.720
a director's vision unfold from a safe distance.

00:15:35.759 --> 00:15:38.259
But a video game requires your active participation.

00:15:38.879 --> 00:15:41.019
Even if you choose not to shoot the civilians

00:15:41.019 --> 00:15:44.820
in no Russian, you are physically moving the

00:15:44.820 --> 00:15:47.019
joystick to walk in step with the terrorists.

00:15:47.019 --> 00:15:49.480
Wow, yeah. You were navigating the physical space

00:15:49.480 --> 00:15:52.299
of the massacre. The emotional weight of simulated

00:15:52.299 --> 00:15:54.799
terrorism hits entirely differently when you

00:15:54.799 --> 00:15:56.539
were the one pressing the buttons to move the

00:15:56.539 --> 00:15:58.740
character forward. It transforms you from an

00:15:58.740 --> 00:16:01.360
audience member into an accomplice. And that

00:16:01.360 --> 00:16:04.039
distinction was so potent that the level was

00:16:04.039 --> 00:16:06.500
heavily censored in several international versions

00:16:06.500 --> 00:16:09.120
and removed entirely from the game in Russia.

00:16:09.759 --> 00:16:11.940
The medium's interactivity is its absolute greatest

00:16:11.940 --> 00:16:14.159
strength for immersion. But it's also why it

00:16:14.159 --> 00:16:17.100
faces far more intense moral scrutiny than film,

00:16:17.139 --> 00:16:19.539
television, or literature. Which really brings

00:16:19.539 --> 00:16:21.960
us back to you listening to this deep dive right

00:16:21.960 --> 00:16:24.080
now. Whether you consider yourself a hardcore

00:16:24.080 --> 00:16:26.480
gamer who remembers the adrenaline rush of getting

00:16:26.480 --> 00:16:29.259
a 25 kill streak, or someone who only casually

00:16:29.259 --> 00:16:31.580
plays puzzle games on your phone, or just someone

00:16:31.580 --> 00:16:34.360
fascinated by how pop culture evolved. It touches

00:16:34.360 --> 00:16:36.899
all of those areas. It really does. Call of Duty.

00:16:37.210 --> 00:16:40.090
Modern Warfare 2 is an absolute masterclass.

00:16:40.429 --> 00:16:42.769
It shows us how bleeding -edge technology, a

00:16:42.769 --> 00:16:45.350
deep understanding of human psychology through

00:16:45.350 --> 00:16:47.830
those multiplayer reward loops, and a willingness

00:16:47.830 --> 00:16:50.509
to court massive controversy can all combine

00:16:50.509 --> 00:16:53.409
to create a billion -dollar cultural flashpoint.

00:16:53.509 --> 00:16:56.070
Its impact is undeniable. I mean, the fact that

00:16:56.070 --> 00:16:58.470
the single -player campaign was given a full,

00:16:58.789 --> 00:17:01.509
ground -up visual remaster in 2020 for modern

00:17:01.509 --> 00:17:04.630
consoles proves how enduring its legacy is. Right.

00:17:04.789 --> 00:17:07.840
The mechanics have popularized the constant the

00:17:07.840 --> 00:17:10.180
customizable loadouts, the premium map packs,

00:17:10.519 --> 00:17:12.359
they're still foundational to the games industry

00:17:12.359 --> 00:17:14.960
today. It's set a template that entire massive

00:17:14.960 --> 00:17:17.819
studios are still copying, but it also leaves

00:17:17.819 --> 00:17:19.460
us with something really challenging to think

00:17:19.460 --> 00:17:21.500
about. We talked earlier about the developers

00:17:21.500 --> 00:17:24.519
wanting to blur the line between a game and reality

00:17:24.519 --> 00:17:26.859
with their technology and their storytelling.

00:17:27.059 --> 00:17:29.680
Yeah. As virtual reality headsets become more

00:17:29.680 --> 00:17:32.680
mainstream and as gaming engines become truly

00:17:32.680 --> 00:17:35.569
indistinguishable from real life, Will society

00:17:35.569 --> 00:17:38.450
ever fully accept the interactive medium as a

00:17:38.450 --> 00:17:40.910
legitimate space for exploring extreme moral

00:17:40.910 --> 00:17:44.170
ambiguity? Or, as the graphics get more and more

00:17:44.170 --> 00:17:46.569
photorealistic, is the no -Russian debate just

00:17:46.569 --> 00:17:48.769
going to repeat itself over and over again with

00:17:48.769 --> 00:17:50.769
every technological leap? It's a tough question.

00:17:50.970 --> 00:17:52.410
Something to chew on the next time you pick up

00:17:52.410 --> 00:17:52.829
a controller.
