In an interview with US Gamer, Infinity Ward executive producer Mark Rubin explained why the studio believes In sticking with linear designs for the campaigns, as it believes it is important in regards to story-telling.
“We want to guide the player through the story and have a story happening,” he said.
“We don’t want to go into the open-world idea of, ‘I can do whatever I want. I can break my story. I can make my story uninteresting.’ It’s a weird, fine balance.
“We want to ensure that the player gets the story and the experience that we’re trying to craft for them, but not have that ‘Press Y to watch the cutscene!’ feel, or put the player in a position where they can make the wrong decision and get stuck or get lost or otherwise not feel like they’re part of the story.”
Rubin explained that Infinity Ward wants to submerge the player fully into the story, and the studio believes that keeping the experience linear, assists in creating a movie-like experience.
“One of the first things that can happen when you get away from what we try to plan for you is that you realize you’re in a video game. ‘Let’s go see if the toilets flush!’ Flush the toilets. ‘Oh, look, the toilets flush!’ That’s cool. I did it in Duke Nukem every time I saw a toilet,” Rubin explained.
“But it pulls you out of the story. You remember that you’re in a game. For us, it’s always about making sure that the player feels like they’re in a movie, that they’re in this cinematic experience. I really think that kind of stuff can pull you away from there.”