Call Of Duty Ghosts is linear with Easter Egg sub missions (sort of) explained by Mark Rubin
Infinity Ward‘s Mark Rubin has explained Call Of Duty: Ghosts‘ PS4 take on the branching paths introduced in Treyarch’s Black Ops 2. That system previously let you make defined gameplay choices at specific points. Rubin says Ghosts won’t use the same system and instead promises something ‘Easter egg-ish”.
Call Of Duty Ghosts’ Easter Egg sub missions
“We’re doing something a little different,” explains Rubin. “You know, we’re obviously two studios and [we] make games differently so we don’t want to just repeat what [Treyarch] has done”. While he then utters the dreaded, “We’re not talking about it too much right now”, he did go on to basically explain it all.
“I’m trying to think how I can word this correctly, We do have a way where we… it’s almost ‘Easter eggish’ – if you figure out in the level that there is something you can do, you get some other objective and some other part of the mission that you didn’t know [about] if you didn’t sort of do something”.
“You might find something, if you grab it, then something opens up later in a different mission”
This apparently happens on multiple levels and won’t follow the more direct left/right style choices of BLOPs2. “We don’t have the same branching system [Treyarch] do, obviously. But there is basically this way that, when you are in a mission, you might find something, if you grab it, then something opens up later in a different mission, or something happens later in that mission, that wouldn’t have happened if you didn’t do them”. When asked for clarification on the ‘the things’ you pick up Rubin explained that these objects were something that would occur, “several times throughout the whole campaign”.
So, in short, Ghosts won’t branch in the same way as Black Ops but instead side objectives will be activated by collecting special items, possibly pieces of intel or other objects.
Call Of Duty Ghosts PS4 gameplay. Subscribe for more PS3 & PS4 videos.