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Home»Gaming»Modern Warfare Narrative Director Says Story Is About the Bonds Between People

Modern Warfare Narrative Director Says Story Is About the Bonds Between People

Modern Warfare’s campaign could be a surprise. At least if Infinity Ward succeeds in delivering its vision for it. In an interview with Escapist Magazine,…

Simone FerrandoBy Simone FerrandoOctober 9, 20192 Mins Read
Modern Warfare
This article is over 6 years old and may contain outdated information.

Modern Warfare’s campaign could be a surprise. At least if Infinity Ward succeeds in delivering its vision for it.

In an interview with Escapist Magazine, Infinity Ward narrative director, Taylor Kurosaki shared some details on the single-player campaign.

Kurosaki words reveal that this time, Infinity Ward wants to deliver a more grounded story. Not only something that feels real, but that also can deliver a mixed set of emotions.

“We have made a story that is relevant to the situations found in the war on terror and in conflict zones today…This isn’t about sophomoric shock value; it’s about telling a meaningful story where characters are thrown into conflict and need to resolve it.”

Kurosaki said that the word “fun” shouldn’t be used as a “catch-all” for videogame experiences.

“I reject using the term ‘fun’ as a catch-all for the experience games should deliver. Do we use the term ‘fun’ to describe what makes a novel or a film successful? How about engaging, thrilling, suspenseful, hopeful, thoughtful? In the same way that other forms of entertainment deliver the full spectrum of human emotions, the interactive medium should as well.”

Then Infinity Ward narrative director gave his own definition of Modern Warfare’s campaign.

“The story of Modern Warfare is not depressing; it’s about the bonds between people…There are moments of loss, moments of humor, and moments of celebration. It’s cathartic and as strange as it sounds to say this, catharsis is fun.”

Modern Warfare Also Feels and Looks More Real

As we have experimented first hand during the beta, the game looks and feels more realistic. And that’s in part a consequence of wanting to create a more grounded story. That needs to be supported by a design and gameplay as realistic.

“A grounded story means it’s emotionally accessible. In the same way, we want the stakes of the gameplay to be relatable. Our design is edge-of-your-seat scenarios, grounded in a plausible reality.”

Related Topics
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Simone Ferrando
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I’m an Italian guy who likes talking and writing about video games. When I’m not involved in videogames, you can find me practicing handstands (with mediocre results), or lifting hay bales on my tiny, little farm.

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