Call of Duty (6): Modern Warfare 2: Multiplayer (video game)
!!!!! SPOILER ALERT !!!!!!
This is the War Handwavium score for the PS3 video game “Call of Duty, Modern Warfare 2″ (Mw2), specifically the online multiplayer game.
Approximate score: 1 million points
MW2 has two different modes, single player and multiplayer.
In single player, the player plays against AI’s run by the computer and the player progresses through different challenges with a thin backdrop of a “storyline”. The story is pretty thin, and pretty outrageous, and by itself would score pretty high on the War Handwavium scale. For example, in one chapter in the game, Russians have invaded the US in a sneak attack and the player must fight them in the streets of an American suburb. That chapter is titled “Wolverines” in reference to the movie “Red Dawn”. And both the game and the movie are pretty outrageous.
In multiplayer mode, the player must connect their game system to the internet and play against other human beings. There isn’t any “story” backdrop between games like there is single player mode. There are a bunch of different maps upon which the multiplayer games take place. And in multiplayer, you get to choose your character “class”, choosing what weapons you want to carry, what “perks” you want, and so on, compared to the single-player game where you’re cast into a fixed character depending on where you are in the game.
Although the multiplayer games don’t have an overlying story between games like single-player, the multiplayer games do have different mission goals depending on which game you decide to play. In “Team Deathmatch”, you and your team must kill the other players as often as possible. I say “as often as possible” because once you kill an opponent, the computer recycles that player to a new location and enters the game again. To win the game, your team must kill the other team players more than the other team kills your team players. Other games include “Domination” which is a capture the flag game. Your team wins the game by maintaining ownership of three flags on the map. The only way to gain control of a flag, though, is to sit on it for ten seconds, which means the opposing team will try to kill you while you’re a sitting duck on the flag, which means, in the end, even “Domination” ends up having as its ultimate goal to kill as many opponents as possible.
There is no storyline in multiplayer to interconnect the individual games. Instead, the player gets to “level up” as they accumulate more experience points. The higher up in levels you are, the more weapons and perks that are available to you as a player. There are 70 levels in MW2. And once you reach 70, you can enter “prestige mode” and reset back to level 1. Entering prestige mode means you lose all your level weapons and perks and start at level 1 again. But you get to keep any “accolades” and titles and medals you received. The only functional advantage of Prestige mode is that you get to create an extra character class for every 2 levels of prestige that you complete. There are a total of 10 prestige levels in MW2.
I originally planned on scoring MW2 multiplayer by going all the way to prestige level 10, but I realized that it was taking far too long to get there and by the time I hit prestige 5, the game had grown stale for me and I believe all the war handwavium relating to the game had become apparent to me (more on this later). So, I got to level 70, prestige 5 (halfway through the game) and decided that was a good point to approximate what it would take to get to level 70, prestige 10.
First the numbers. At the point I reached level 70, prestige 5, I had the following statistics:
experience points 2.5 million
rank: commander
Number of players I killed: 30,000
longest kill streak: 24
times I died: 33,000
time played: 14 days
Luckily the game counted all the stats for me. And time played of 14 days was actual playing time at the controls, not how long I had the game installed on my PS3. So, 14 days means I was playing the game for 20,000 minutes.
The things I do for my readers.
So, the first question is, how do I calculate the war handwavium score from these statistics?
Paper targets: I killed 30,000 opponents, which translates into a score of +90,000. And the times I died? The interesting thing about MW2 is that while almost all your rewards are based off of killing opponents, there are almost no negative consequences for dying. When you die, just hit a button and you start playing in the same game with full ammo and full health. The only thing is the location where you’ll start is random. But even that isn’t entirely true because at a certain level, you can start using something called “Tactical insertion” which allows you to light a flare and place it where you want to respawn if you die.
When you create a character class, you start off with a small selection of weapons. An M4 assault rifle, for example. The rifle has a bunch of possible attachements, such as a grenade launcher, thermal scope, etc. But you can’t get any of those attachments at first. The only way to get a grenade launcher attachment for your M4 is to use the M4 in a game and kill 10 opponents with the weapon. The only way to get an ACOG sight for your M4 is to use the M4 in a game and kill 150 opponents.
The attachments you win are specific to the weapon you win them for. Once you have a thermal sight for your M4, you can’t mount the thermal sight on any other weapon. It only mounts on your M4. If you want a thermal sight on another weapon, say, an M16, then you have to use the M16 and kill 170 opponents with the M16.
But the important point is this: Killing opponents directly correlates to player rewards. Dying has almost no disadvantages.
White hat deaths: Dying in MW2 multiplayer has almost no disadvantages.
Dying takes no advantages away from the player. You get experience points for killing opponents. You don’t lose any experience points when you die. You get weapon attachments when you kill opponents. You don’t lose any of those attachments because you died too many times.
This actually affects game play in fundamental ways.
Since there is almost no cost to dying, players often charge around out in the open, spraying and praying, hoping to rack up some kills to unlock weapons and get experience points, and these people suffer no consequences when their characters die.
Put real people in the same situation where real guns are involved and getting shot means you’re dead and not respawning somewhere, and those real people will act much more differently. They’ll keep their head down. They’ll stay behind cover. They’ll try to remain concealed. They won’t go charging out into the open when they don’t know where the opponents are.
There is a concept of “killstreak” in MW2 multiplayer. If you can kill a certain number of opponents without dying, then you can call in various killstreak rewards. This includes stuff like airstrikes and attack helicopters, among others. So, dying means you don’t get a killstreak reward, but the only way to get a killstreak reward is to kill without dying, so again, it rewards and reinforces the notion of war without cost. Kill 25 people without dying and you get to call in a tactical nuke that kills everyone and you and your team *win* the game.
Because there is no significant cost to dying in MW2, there is no reason that player deaths should count as negative points against the War Handwavium score.
Also, I feel I should note that I played MW2 with a goal of getting through the levels as quickly as possible. Therefore, I usually tried to gain experience points not just by killing opposing players but by getting experience points by unlocking weapon attachments and perks and other features. I seldom played MW2 with a weapon that had all the weapon attachments unlocked. Once I unlocked all of a weapons attachments, I’d start using another weapon. Sometimes this meant I’d stop using a “good” weapon and start using a not-so-good weapon. But the goal was experience points and gaining levels.
Someone playing the game simply for play might stick with the same weapon even after all the attachments were unlocked, at which point, they’d have to kill more opposing players to gain the same number of levels. Which is a long winded way of saying that my kill count of 90k is probably a minimum count. If you played without focusing on achieving levels, by the time you reached Prestige 5, you might have a lot more kills than I did.
There are some other parts to MW2 that affect its score:
No Friendly Fire: Most games in MW2 multiplayer do not have friendly fire. There are a couple, called “Hardcore”, which do have friendly fire, but players are not compelled to play hardcore for any reason. All levels and weapons and equipment, basically all player *rewards*, can be achieved without playing hardcore. You can get medals and titles and badges by playing hardcore, but those don’t directly affect game play in any functional way.
Because players never have to deal with friendly fire, I’m adjusting the War Handwavium score with a multiplier of 1.5
No Civilians: There are 16 maps in the MW2 game (4 additional maps are available in a “pack” that players can purchase for extra money). Out of the 16 maps, 14 of them take place in setting one would normally expect civilians. (the two maps that would not expect civilians are “Wasteland” (an area that features trenches and bunkers) and “Sub Base” (a submarine base). A number of maps are placed in urban or suburban areas (Favela, Highrise, Invasion, Karachi, Rundown, Skidrow, Terminal, Underpass). A couple take place at industrial sites that would normally have civilian workers (Derail, Quarry, Rust, Scrapyard).
Yet for all these urban, suburban, and industrial locations, there are zero civilians in the multiplayer game.
In the single-player game there are a couple of challenges which involve shooting bad guys while there are civilians running around in the same area. But there are no civilians AI’s in multiplayer.
As a player, if you get enough kills without dying you can call in a B2 airstrike that can pretty much wipe out every opponent on the map. But most of the maps you’re bombing are civilian areas. And there are no civilian AI’s in these areas. So, you don’t have to worry about your bombs hitting civilians. This is a major concern for real military operations. It is nonexistent for MW2 multplayer.
Because there are no civilian AI’s in MW2, but 14 of 16 maps are civilian maps, I’m adjusting the War Handwavium score by a multiplier of 1.5.
Wolverine Level Healing Powers: If you get injured in MW2 but don’t die, you will automatically start healing yourself. I’m not sure about the exact time frame, but I think if you were down to one-percent health, I would guess that you could be fully healed again in maybe 30 seconds or less. No medics, no first aid, no bandages, no surgery, no nothing. You just magically heal.
I’m sure it was done for game-play, to make the game more fun, to allow people to keep playing. But it reinforces the idea of War Handwavium myth of war: That war isn’t dangerous.
For Wolverine healing powers, I’m adjusting the War Handwavium score by 1.25.
Nerf weapons: Once you play MW2 long enough, and once you start playing with all the different weapons available, you start noticing that all the weapons in MW2 basically do the same approximate amount of damage. Almost all weapons require at least two shots to kill a player. Even a Barett fifty caliber sniper rifle, which in real life is used by the Coast Guard to stop boat, and can take out an engine block with a single shot, can penetrate most brick and cinder block walls and still kill a person behind it, in MW2, you’ve got to shoot someone twice with a basic Barett .50 to kill them. True, you can get one shot kills in MW2 if you use “stopping power” or if you get a headshot, but a 50 cal round to the torso would kill any human being, and a 50 cal round to an appendage would amputate the appendage.
Another example of nerf weapons is MW2 version of claymore mines. Real claymore mines have an effective range of 50 meters. (meaning they can be expected to kill any human within 50 meters of the mine) In the MW2 game, claymores are a joke. They have an effective range that I would estimate to be something like 2 yards. Any further away and you live.
I can understand why the makers of MW2 did this: It makes the game easier to play. People can run around and get shot and keep playing, rather than have to die and deal with all the sucky negative consequences of dying.
And MW2 multiplayer does have more realistic weapon effects when you play “Hardcore” modes, but you can get all the level advancements you want without playing hardcore.
For nerf weapons, I’m adjusting the war handwavium score by 1.25.
Absurd Marksmanship: MW2 multiplayer has some absurd marksmanship models. weapons in MW2 do have different accuracy models based of of their mechanical abilities. For example, the AK47 is less accurate than the M16. The effect player actions has on marksmanship makes me wonder if the people who designed the game ever fired a real weapon in their lives.
In the center of the screen is a crosshair suspended in midair. The size of the crosshair reflects the general level of accuracy you have at that particular moment. If you are walking fast, the crosshairs are big, because the bullets can go all over the place if you try shooting while running. If you are walking slow, the crosshairs will be smaller. And if you are standing still, the crosshairs will be even smaller, and their size will be controlled by the mechanical accuracy of the weapon. My issue is that the size of the crosshairs appears to be no different whether you’re standing still, kneeling, or shooting prone. Military marksmenship tests generally different shooting positions for different target ranges: standing at 200 yards, kneeling or sitting at 300 yards, prone at 500 yards. In MWw, the size of the crosshair is a function of the weapon and how fast you’re moving. There doesn’t appear to be any significant change in accuracy between standing, kneeling, or prone. And there doesn’t appear to be any concept of shooting from a position where your weapon is resting on something stationary, like, for example, a window sill.
By itself this wouldn’t seem to be a big deal, but it has an effect on game play if you look for it: players often run around the map, looking for opponents, and when they see an opponent, they stop dead in their tracks, the size of their crosshair drops, they shoot, they kill, and then they start running again. In real life, someone prone has a major accuracy advantage over someone shooting while standing. Which means that you have an accuracy advantage for standing still. But a lot of scenes in MW2 play out with everyone running around full speed, stopping when they see somene, shooting them, and then sprinting back to full speed again.
As part of “absurd marksmenship” there is also the issue that transitioning from standing to kneeling to prone to kneeling to standing doesn’t make your crosshairs go away. You can shoot anytime as you transition. As you transition from standing to kneeling, the size of your crosshairs should jump, once you’re kneeling, they should be smaller than they were when standing. As you transition from kneeling to prone, the crosshairs should disappear completely for a moment. You cannot shoot with any accuracy while you’re moving your body to lie down on your belly. Once on your belly, the crosshairs should be extremely small because you’ve got a lot of accuracy when prone. But body transitions, changing from one shooting position to another, should decrease accuracy during transition or make shooting impossible altogether.
I’m not sure if MW2 has absurd marksmanship models on purpose, if it makes the game more playable, or if it’s just a result of the fact that maybe the designers never fired a real weapon before in their lives.
Either way, because of the Absurd Marksmanship models in MW2, I’m adjusting the War Handwavium score by 1.25.
Absurd Hand to Hand combat:
In MW2, hand to hand combat is always a single knife attack kills the target. Always. The only way an attack doesn’t kill is if you miss the target. If you hit, they die. And in MW2, players often sprint around the field, looking for bad guys, and it can take time to stop sprinting, shoulder a weapon, aim, and fire. So, instead, what happens is the player sprints around the field, and if they encounter a bad guy at close range, they knife them and kill them in a single attack.
Compare this to the bloody reality that would be close combat using fixed bayonets, and MW becomes laughable.
Absurd hand-to-hand combat is another 1.25 multiplier.
No prisoners: The game doesn’t even support the notion of prisoners of war. You have to kill the opponents to make any progress.
Mulitpler 1.25
Paper targets: 30,000 kills => 90,000 points
White hat deaths: no negative effects, therefore no points
no friendly fire: x1.5
no civilians: x1.5
wolverine healing powers: x1.25
nerf weapons: x1.25
absurd marksmanship models: x1.25
absurd hand to hand: 1.25
That results in 90k points and a multiplier of 5.5* for a grand total of 494,384 points. Or, roughly, 500k points.
And this is for playing halfway through the prestige levels, only prestige 5 out of 10. So, estimating that the number of kills will be double that, the the final war handwavium score for playing Call of Duty, Modern Warfare 2, in Multiplayer mode, from beginning to prestige 10, is roughly one million points.
Final War Handwavium Score for Call of Duty, Modern Warfare 2, multiplayer mode: One Million points.
If the makers of Call of Duty, Modern Warfare were interested in lowering their score and making the game more realistic, here are a few comments:
The majority of the score comes from the high kill count. This could be compensated against if dying actually had some negative consequences, then I could justify counting the number of times I died against the score. But since dying has no negative consequences in the game, I’m not counting it.
Make friendly fire required for all games.
Add civilians, make killing a civilian cost experience points. Make B2 bombing runs have to worry about civilian casualties.
Get rid of the Wolverine-style healing powers. Make getting wounded an issue that has to be dealt with. Maybe have AI medics or have another player get experience points for giving first aid.
Get rid of the nerf weapons. If you don’t want the game to get lopsided because a Barett 50 in the game would grossly tilt the game in favore of whoever has a Barett 50, then remove the Barett 50 from the choice of weapons.
Make the marksmanship models more realistic. The run-and-gun playing style just reinforces the unrealistic view of war.
Absurd hand-to-hand. I don’t even know what to tell you. Drop it.
Add support for capturing prisoners. Hand to hand should not be instant kill, but a button could attempt instant prisoner. Opposing player cannot choose to not surrender. Something. But make it a player option to choose to do hand-to-hand (and not be instant death) or choose to take prisoner (and be instant prisoner).
Maybe if you try to take a prisoner and the person is wounded, then they must surrender. This might work if you didn’t have wolverine healing powers. If being wounded was a real issue then when confronted with hand to hand while wounded, you’d be more likely to surrender.