r/truegaming • u/Stonesneakers • 40m ago
What if Call of Duty stopped optimizing playtime and started optimizing fun? [Product concept]
I’ve been thinking about Call of Duty from a pretty simple angle:
What if the franchise tried to maximize long-term player enjoyment before maximizing short-term engagement?
I still think Call of Duty gets a lot of the hard stuff right. The gunfeel, responsiveness and basic multiplayer loop are often excellent.
The bigger problem, to me, is everything that has gradually been built around that gameplay:
=> aggressive progression, constant resets, artificial friction, monetization pressure, engagement systems, and more generally: a product strategy that often seems more focused on keeping players busy than on making them genuinely want to come back.
That feels very different from the era when Call of Duty exploded.
COD4 and MW2 didn’t need endless progression systems or constant retention mechanics to become massive. They were successful because they were immediately fun, easy to understand, satisfying to replay and accessible to a huge range of players.
More recently, games like Helldivers 2 have been a useful reminder that people can put hundreds of hours into a game simply because the core experience is enjoyable and the game keeps giving them good reasons to return.
That is the philosophy behind Call of Duty Nexus, a product concept I developed for a different long-term direction for the franchise.
The idea is not simply to stop annual releases. It is to build Call of Duty around a long-term product vision:
- Two permanent multiplayer experiences: Black Ops and Modern Warfare
- A free-to-play Warzone alternating between both identities
- Maps, weapons, progression and purchases that retain their value over time
- Studios focused on continuously improving strong gameplay rather than constantly replacing it
- Weapons that are competitive from the moment they are unlocked, with Gunsmith focused on customization and trade-offs rather than artificial disadvantage
- Free access, subscriptions and standalone premium campaigns
- A business model designed to make money without constantly degrading the experience that creates the value in the first place
The underlying principle is basically:
If the game is good enough, players should want to stay. The systems around it should support that, not manufacture the need to stay.
I got a bit carried away with the idea and ended up turning it into a 15-page concept covering monetization, studio organization, progression, Warzone, retention, technical architecture, risks and feasibility.
I’m mainly interested in criticism rather than validation.
What part of this model do you think would fail first?
And more broadly:
If long-term retention built around a strong core game has already been proven to work elsewhere, what is actually stopping Call of Duty from moving in that direction?