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Modern Warfare 2's Jesse Stern Interview

Xbox 360 PC PlayStation 3 Interview by John Gaudiosi

27 November, 2009

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Modern Warfare 2 writer Jesse Stern made headlines earlier this month when he spoke about the background to the infamous "No Russian" level in Infinity Ward's latest blockbusting first-person shooter. But who is Jesse Stern, and how did he get involved in Call of Duty in the first place? Friend-of-Eurogamer John Gaudiosi tracked him down.

Eurogamer: What games did you play growing up?

Jesse Stern: Let's see. I was pretty much a videogame junkie I guess. My first console was the Atari 400. I played a lot of Missile Command and Pac-Man and Centipede. I had a Nintendo and was a Super Mario Bros. junkie. I played Zelda and all that stuff. And then I think I probably peaked out with GoldenEye on the N64. I think [that's] as far as games that made an impression. I think GoldenEye was the gold standard and once I finally managed to pull myself away from GoldenEye I found I had a lot more time to devote to becoming a writer. My career seemed to take off a bit when I quit playing videogames.

Eurogamer: What are your thoughts on how far videogames have come?

Jesse Stern: When I first worked with Infinity Ward on Call of Duty 4, I had absolutely nothing to draw upon. They were talking about all these games that were contemporary games that I hadn't played at all so I had to get re-educated. I couldn't believe what I had missed in maybe four years when I put down the controller. I think it's just incredible. I think it's a completely modern art form. It's pretty amazing.

Eurogamer: Were you at least familiar with the Call of Duty franchise?

'Modern Warfare 2's Jesse Stern' Screenshot 1

Jesse Stern: I had heard of it but I had never played it until I had one of my agents give me a copy of Call of Duty 2, which I think had been out a little while already, and said, "Here, try this." He threw me Call of Duty 2 and The Sims and I didn't have a PC. I had a PS2, so I played Call of Duty 2 [presumably Big Red One - Ed] and thought it was pretty amazing.

It was terrifying to me. I thought it was really scary and I was playing with a friend of mine and we'd take turns doing the single-player campaign with who's looking out and yelling. There was a guy on your right and a guy on your left, go over there and do that. That's how I always played Resident Evil in college. My buddy would run the controller and I would yell at him, so I kind of liked the collaborative experience of it. It made me so tense and I like the exhilaration and the feeling. It gets your heart pounding.

So I called up my agent and they ended up setting up a meeting. They were in the midst of getting Call of Duty 4 going and had an outline and an idea of what the story was and had already started building it. There was some debate about how to proceed, which direction with the story, and I guess they brought me in to kind of break the tie.

I said, "Here's what I'd do. I'd take this out and move it over here and I'd move this over there and I think you need one more level over here," and I pitched them a thing and wrote up about a three-page treatment and then I left and didn't hear anything from them. About four months later I get a call saying we got an offer for you and I guess they were ready for me.

'Modern Warfare 2's Jesse Stern' Screenshot 2

So I came in and started working with those guys about halfway through Call of Duty 4, which was interesting because that story and the way that gameplay unfolded changed a lot. We were still figuring out a lot of things. We were testing and experimenting and there were things in the narrative of that game that I think we were really going out on a limb.

There are flashbacks in there and your player gets killed and there's nothing you can do about it. You get shot in the face in the opening title sequence. A bomb goes off. There's an entire level where all you do is die. There are things in that videogame that, when I was growing up, I wouldn't have known what people were talking about and they said that's how it works.

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Comments: 1-16 of 16 in total

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Negotiator
27/11/09 @ 14:47
#1
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What a useless bunch of questions.
tobsen
27/11/09 @ 14:52
#2
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/cue cynical remark about how cynical of a game MW2 really is
cianchristopher
27/11/09 @ 15:00
#3
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Pretty shit interview, pretty good game!

Check out the soldier's interview re: Operation Flashpoint: Dragon Rising!

Pretty good interview, pretty shit game!
brof
27/11/09 @ 15:18
#4
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I read all the questions and thought that the answers will not be interesting to waste my time with...

the No Russian level does not make any sense, is boring and at the edge of porn or snuff. That's why everybody is angry about. Because it is utter shit
Edited 1 times, most recently on 27/11/09 @ 15:21
superted1974
27/11/09 @ 15:28
#5
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It had a writer?
paketep
27/11/09 @ 15:33
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Pretty crippled game, pretty fucked up company. And the storyline in MW2 looks like it was written by an 8-year-old. No question about that?.
actionfitz
27/11/09 @ 16:05
#7
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What makes Call of Duty Tick?

I know! its "keeping people focused on the deep depression", "taking all the fun out of making video games" and the company culture of “skepticism, pessimism, and fear”...
You know when you've been Koticked!
INSOMANiAC
27/11/09 @ 16:14
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We need more Call Of Duty articles please ! MORE MORE MORE !
BOBBYLUPO
27/11/09 @ 16:50
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I'm sure there was a good story in there but it was hard work trying to find it.

one minute you're a private and because you don't die you're immediately chosen to infiltrate a terrorist organisation? Riiiiiight. It would have made more sense to have opened on the lift scene, had the Afghanistan level as a flashback that happened an indeterminate time ago, and then continued with the airport level.

And let's not forget the narrative dead end that was the VIP in the mansion. Or the contrived reason to re-introduce Price, the nonsensical betrayal by Shepherd and the way they just leave Makarov to get on with whatever he was doing next (blowing up a kitten sanctuary probably).


Come to think of it, the story was balls. It would be nice if they toned down the implausibility for part 3, but I think they've already shit the bed, metaphorically speaking.
Ducklord
27/11/09 @ 19:32
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I didn't understand any of the story from MW2 :( Had to resort to wikipedia...

Lukey__b
27/11/09 @ 23:10
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There was a story?!
Ducklord
28/11/09 @ 12:22
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I use the term loosely :P
JensonJet
28/11/09 @ 14:35
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I understand why people may complain about the convoluted implausible story, but I think people forget it's a war game. The videogame equivalent of Rambo or thereabouts. A game that revolves around shooting people and blowing stuff up. If I cared for a smart story or a factually correct account of the SAS, terrorism and any other subject matter dealt with in the game I certainly wouldn't expect to find satisfation in a mass-market American produced entertainment product like a videogame. Call of Duty's popularity (as far as I'm aware) isn't down to it's storytelling.

What I'd like to pick up on is this line "Infinity Ward is all about giving people what it is they're looking for in a videogame and trying to think of the things that people don't know how to ask for yet and give them that too."

Then I guess I'm the only gamer on the planet that wants a co-op campaign mode or a map maker/editor! Or maybe I just don't know how to ask for them!
Zaiz
29/11/09 @ 22:06
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CoD4's story was vastly superior, and based pretty solidly in a sort of hypothetical chain of events. Now, while it wasn't perfectly accurate, why should fiction have to be? People love Tom Clancy but, uh, don't go calling it out for making up a fictional assassination.

Oh, and @boneparte, the reason they gave you the American missions was to put the whole story together, and that's kind of Call of Duty's thing to switch between multiple characters. CoD4's single player would have been far less good without the American missions. The American missions are kinda the basis of the entire storyline, and provide the motive and everything else for the events to push forward. It'd be kinda silly to omit them, don'tcha think?
Harmonica
30/11/09 @ 10:20
#15
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Goodish interview, relatively shit game with a shit story, who cares.

"Why do you think Modern Warfare has connected with so many gamers around the world?

Jesse Stern: I wish I knew."

Bout sums it up.
Christian_Otte
30/11/09 @ 11:44
#16
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Well, that was boring.

Comments: 1-16 of 16 in total

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