The Call of Duty franchise is a first-person shooter genre based game that has seen large amounts of success in its multiplayer aspect. Call of Duty’s fun comes from the “on the edge” experience of being on a battlefield. It is also important to note that first person shooter game’s fun lies in how well you’re able to stack up against other players in the game. With this in mind, you could credit Call of Duty’s business success to how easily graspable its made a first-person shooter for newer players. It would seem as though Call of Duty’s business model is one that heavily relies on making sure every player is able to see success in their games. This business goal is achieved by minimizing the amounts of reaction time, dexterity, critical …show more content…
In Call of Duty and many other first-person shooter games, you must do this by making sure that each player is able to get a meaningful amount of kills when they play a match. The noob complex functions as a way to dumb down the gameplay just enough so that everybody can get their fair share of kills per game. This is an effective business strategy because in this style of gaming, newer players and new customers are going to be at a distinct disadvantage when it comes to getting kills up against more skilled or veteran players of that game. Call of Duty’s noob complex accomplishes giving weaker players a chance to get kills by lowering how long it takes to get kills, designing the battlefields so that finding players to kill becomes relatively easy, and by making it harder for skilled players to consistently beat …show more content…
Call of Duty’s business model implemented ideas very similar to business models of tobacco companies. In an effort to put fun back into dumbed down game play, Call of Duty seeks to give particularly newer players an extremely fun first couple of games until they can get the hang of the game more. Id argues that Call of Duty attempts to give these newer players high amounts of enjoyment out of the game by indirectly lowering the enjoyment veterans of the series get out of the game. Through the use of in-game mechanisms designed to both to aid new and struggling players as well as hinder more skilled players they achieve this goal. Granting players that die a lot extra health to do better with is just one of many more in game mechanisms used to accomplish this task. This concept acts as a way to get newer player really interested in the game at the beginning in hopes that they won't ever put down the game after that because they are doing better than they’d expect at