bashandslash.com joins JD_2020, community manager of Treyarch, to celebrate some anniversaries:
You can listen to the podcast here.
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For most of us in the PC community Call of Duty World at War began on September 28th, 2008 with Treyarch delivering a MP Beta demo. One year and two months later, we've received patch after patch, three free map sets, linux binaries, mod tools and CoDTV support.
The metrics are pretty impressive. For example, PC Patch v1.6 weighed in at 1.2 Gb and was probably one of the most thorough packages I have ever seen delivered by any developer post-release.
Patch 1.7, though not as large, was released just recently and continues to demonstrate Treyarch's commitment and resolve to the PC community. All these deliverables have been made without over-the-top hype that seem common in today's gaming releases. CoD:WW support has been provided professionally and without unnecessary fanfare. <!--more-->
With us to celebrate CoD:WW’s first year (and BASH’s third anniversary) is our special guest, Josh aka JD_2020, community manager at Treyarch.
This is a very comprehensive interview with Josh and we get into his long history in the PC community and talk a little bit about how he started at Treyarch.
We review Treyarch’s strong commitment to the PC platform and discuss its rich history (remember its precursor…Gray Matter Interactive?) of innovation in the CoD franchise.
Of course we talk CoD:WW.
We look back on some of the early design decisions and find out why there’s a Zombie mode in the game.
We discuss who writes the plot for the single player and how the maps are created.
We find out whether Treyarch follows the PC modding scene and whether they scout the community for talent.
We also talk about CoDTV and we delay it a bit more by inviting Garetjax on the cast…come on Mike…stop reading this and get back to finishing the code!
Thanks to JD for an entertaining cast…and thanks to our co-hosts and our IRC chatroom for the great questions.
The metrics are pretty impressive. For example, PC Patch v1.6 weighed in at 1.2 Gb and was probably one of the most thorough packages I have ever seen delivered by any developer post-release.
Patch 1.7, though not as large, was released just recently and continues to demonstrate Treyarch's commitment and resolve to the PC community. All these deliverables have been made without over-the-top hype that seem common in today's gaming releases. CoD:WW support has been provided professionally and without unnecessary fanfare. <!--more-->
With us to celebrate CoD:WW’s first year (and BASH’s third anniversary) is our special guest, Josh aka JD_2020, community manager at Treyarch.
This is a very comprehensive interview with Josh and we get into his long history in the PC community and talk a little bit about how he started at Treyarch.
We review Treyarch’s strong commitment to the PC platform and discuss its rich history (remember its precursor…Gray Matter Interactive?) of innovation in the CoD franchise.
Of course we talk CoD:WW.
We look back on some of the early design decisions and find out why there’s a Zombie mode in the game.
We discuss who writes the plot for the single player and how the maps are created.
We find out whether Treyarch follows the PC modding scene and whether they scout the community for talent.
We also talk about CoDTV and we delay it a bit more by inviting Garetjax on the cast…come on Mike…stop reading this and get back to finishing the code!
Thanks to JD for an entertaining cast…and thanks to our co-hosts and our IRC chatroom for the great questions.
You can listen to the podcast here.
Source
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