Call of Duty: Ghosts producer says fully destructible environments 'not very interesting'

Call of Duty: Ghosts is introducing some new elements to the series, like dynamic maps in multiplayer modes. Those points aren't entirely dynamic, though, instead relying on particular fracture points. Infinity Ward executive producer Mark Rubin says that decision was made to encourage strategy as players get to know the destructible points, rather than what they feel would just be a visual flourish.

"Everyone knows that can happen there, and someone's going to use it intelligently," Rubin told Eurogamer. "Some maps have traps you can set, that you can then use as part of your play strategy. So it's not always about destruction. Destruction isn't what everything is, from a dynamic maps sense. It's changing things. It's moving things. In some maps we haven't talked about, it literally is moving objects out of the way, or moving them back into the way. It becomes more of a map strategy rather than just, oh it looks cool to blow up a building."

Rubin said that they didn't want to make everything destructible, because that runs the risk of players leveling everything to the ground and making the map "just flat and not very interesting."

He also pointed out that since it's not limited to destructibility, they have freedom to try a variety of strategic wrinkles. A gas station in Octane can collapse, which will create new cover, while blowing up a particular wall in Strikezone can expose a hidden enemy. The most dramatic change comes in Freefall, a structure that slowly creates more destruction as it collapses.

As for the similarities to the Battlefield series and its well-known destruction mechanics, Rubin says that was coincidental. "I don't know if there was something in the air that made us both want to go in that direction," he said. "For the map designers, it just came to the point of natural evolution, and wanting to do something new with our maps."