Call of Duty Warzone Mobile is out to eliminate mobile gaming’s stigma
21.03.2024 - 11:11
/ digitaltrends.com
/ Giovanni Colantonio
Activision may be under new ownership at Xbox, but that’s not slowing down its flagship series. After a few years in development, Call of Duty Warzone Mobile is finally launching worldwide under the Microsoft banner. It’s a major moment for the shooter series that’s endured multiple industry changes over its long lineage. The new mobile game is the latest evolution for Call of Duty, bringing a high-quality battle royale experience to phones.
The importance of that evolution isn’t lost on Chris Plummer, the co-head of mobile at Activision. In an interview with Digital Trends ahead of Call of Duty Warzone Mobile’s launch, Plummer painted a picture of how much has changed in the game industry since Call of Duty Mobile launched in 2019. An industry-shifting war between Epic Games and Apple, an enormous acquisition that’s turned Xbox into a mobile king, and a gradual shift in the general attitude towards mobile games — all of that has led to this moment. Plummer believes that the old days of players bemoaning cash-grab mobile games are coming to an end. The industry just needed its killer app; he believes Warzone Mobile could be that game.
“We do feel like there is a moment in time where people’s devices have evolved, our tech has evolved, the way people expect to be connected has evolved,” Plummer tells Digital Trends. “It’s all kind of happening right now, and we feel like we have the game that can change people’s minds.”
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The road to Warzone Mobile
Call of Duty Warzone Mobile is part of a wider shift for the Call of Duty brand that started to roll out in 2019. That was when Activision took the series to phones with the award-winning Call of Duty Mobile. Since then, the franchise has steadily grown into its own ecosystem. The launch ofCall of Duty Warzone in 2020 would help unite console and PC players. To fully complete the circle, though, Activision would need to fully loop its mobile experience in.
“If we’re going to connect the audience, what does that mean?” Plummer says. “So that’s us talking to players a lot. What do you want, what do you expect from a player’s perspective? The progression piece was, by a mile, the biggest request. Like, it would be so cool if I could grind out a camo on my phone, and then I go back, and it’s there on my console or PC. Which is pretty hard to do, but if we could pull that off, it would make our audience happy. To do that, we needed to build the game on our own technology, which then opened up a lot of other ways to realize this