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In a new feature interview with Call of Duty: Black Ops multiplayer lead Dan Bunting, he tells Gamasutra that experiences on prior series titles mandated a "bi

July 11, 2011

1 Min Read

Author: by Staff

In a new feature interview with Call of Duty: Black Ops multiplayer lead Dan Bunting, he tells Gamasutra that experiences on prior series titles mandated a "big agenda" to stop cheating. "There was kind of that turning point during [previous Treyarch COD title, World at War] life-cycle, and, coming away from that, we realized that it had to be a big agenda for us to develop the tools and infrastructure within the game to make sure that we could track and keep the online experience clean. "We've had about probably twelve to sixteenth months of development time spent on our security tools and infrastructure; it's very robust, and it's been incredibly successful in this game," Bunting told Gamasutra. As the multiplayer dev lead, Bunting oversees maps and DLC, and he said that player preference for certain maps in the game has somewhat surprised the team: "I think that a lot of our fans like the smaller maps, which is a little surprising to us because it's more chaotic and less predictable; you can get into some bad spawn situations, and there's a lot of killstreaks in the air, which makes it a lot more challenging to play on a small map. But it's funny that players seem to embrace that kind of chaotic experience." The full interview, which goes further into the development of Black Ops and discusses the team's strategy for DLC, is live now on Gamasutra.

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