Interview: Yale Miller, Sr. Producer of ‘Call of Duty: Ghosts’

Call of Duty (CoD) is well known in the gaming world — Activision’s modern war franchise has tasked the gamer to participate in near and far combat on a massive scale. But with CoD: Ghosts, a new chapter is being written: one that will go beyond the gamer’s expectations of what constitutes “immersive” as the geometry of the world changes in a dynamic fashion “on the fly.” As an example, there’s “Free Fall,” in which the gamer is dropped into a shattered skyscraper on the brink of collapse. How terrifying is that? But that’s not all, so to get the skinny, we turn to Senior Producer, Yale Miller.

Man Cave Daily
What’s different about Call of Duty: Ghosts?

Yale Miller
With Call of Duty: Ghosts we are opening up an opportunity for a new story that can be driven by the graphic power and abilities of the next-gen consoles. What these consoles offer us is the ability to tell a completely different kind of story compared with what we’ve told before.

America has been crippled, it’s on its knees. In the past, you, the gamer has always been this overpowering superpower — no matter what was happening you could always count on the calvary coming if needed. But now the dynamic has changed — there is no calvary — and so you are not just fighting to win, you’re fighting to survive. That’s the basic underlying premise for the Ghost Squad.

Man Cave Daily
What is the Ghost Squad?

Yale Miller
It’s made up of remnants of U.S. Special Forces. The Ghost Squad has always been around, but they’ve always been more shadowy than shadows. But now with all that’s going on, they’re in the forefront, not just for taking on the needed tasks but as a rallying cry for the U.S.

Man Cave Daily
So what can you do in CoD: Ghosts that wasn’t possible before?

Underwater Ambush

Underwater Ambush (credit: Activision)

Yale Miller
It’s a more immersive experience when playing the game — thanks to the video and audio and animations that are at a higher level to pull the gamer in. For example, there’s full underwater combat with a realism that we can now do in a way we couldn’t ever do before; now it can really feel like you’re there in the midst of what’s going on — it’s just amazing.

Man Cave Daily
Is the immersive element of the game the most important?

Say hello the PlayStation 4

Say hello the PlayStation 4 (Activision)

Yale Miller
The immersive element is just one component, one of the many we’ve added. The most important thing about Call of Duty: Ghosts is that it’s fun. When you play the game there’s an immediate “Wow this is Call of Duty!” reaction. Everyone on the team worked hard; from having the animation flow liquidly and for the low-latency effect to keep the gamer active and involved. It’s a story to experience from start to finish, with epic levels to play through. Everything comes together to make this the best of its type in the industry.

Man Cave Daily
The online element of CoD: Ghosts is big, right?

Yale Miller
Online is a huge deal — multiplayer is massive for us and we spent huge amounts of time making sure the multiplayer experience is amazing, whether it’s new animations, better map designs, new game modes or the constantly changing environments — we’re making sure that multiplayer, as always, is a huge, huge part of the game.

Man Cave Daily
Do you need to have a high level of experience with CoD in order to succeed at playing Ghosts?

Federation Day Rappel (credit: Activision)

Federation Day Rappel (credit: Activision)

Yale Miller
No, as always there’s different levels of difficulty to choose from, but everyone can find something fun to do, whether you’re a new gamer or not. We’ve worked hard to make sure that no matter what level you might be, once you get your hands on Call of Duty: Ghosts it’ll be a great experience for you.

Call of Duty: Ghosts will be released in November 2013 for the PlayStation 3, Xbox 360, PC and Wii U. The Xbox One and PlayStation4 versions will be released later this year.

We bet the theme song's playing in your head right now.

We bet the theme song’s playing in your head right now.

Marshal Rosenthal is a Los Angeles-based freelance writer specializing in technology, consumer electronics and pop culture. Visit his website.

Mark Setrakian in exo-suit with training robot used in the time challenge featured in the premiere episode.

Mark Setrakian in exo-suit with training robot used in the time challenge featured in the premiere episode.

Marshal found the sound of the future in Christopher Tyng’s 31st Century Beat and learned how to build his own battle bot when he interviewed Sy-Fy’s Mark Setrakian in Slaughterbots: Roll Out!

More from Marshal Rosenthal

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