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Call of Duty Zombies: An Oral History of the Unlikely Undead Phenomenon

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A life of its own.

There was a time not long ago when Call of Duty co-developer Treyarch was referred to, somewhat dismissively, as the B-team. For years it struggled to escape the shadow cast by Call of Duty 4: Modern Warfare, a game that fundamentally altered online multiplayer forever and cemented creator Infinity Ward's status as the series' rightful custodian. Treyarch's immediate follow-up to Modern Warfare, World at War, was widely criticized for clinging to the franchise's World War II roots despite Modern Warfare's efforts to push Call of Duty in some exciting new directions.

But for Treyarch, World At War wasn't about stagnation. It was about self-discovery. "In terms of where Treyarch got its identity, I think it starts at World At War," says senior executive producer and longtime Treyarch developer Jason Blundell. "There's a little bit of an edge to it. Previously Call of Duty had been very 'rah rah America.' Some could criticize it for being a little bit jingoistic at times. And Treyarch was searching for like, 'What's our take on it?'"

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Now Playing: Call of Duty: World at War Der Riese Map Pack 3

From the original Call of Duty: Black Ops
From the original Call of Duty: Black Ops

According to Blundell, Treyarch found its take by embracing its innate "anti-establishment" attitude, one that led to anti-heroes like Black Ops protagonist Alex Mason--a character convinced by a voice in his head to assassinate president John F. Kennedy. "At the time it was revolutionary speaking," says Blundell. "Inside the halls at Activision it was like, 'What are they doing to the franchise? They're going to kill us all!' That was exciting. I remember we used to go outside and drink coffee late at night, and I'd turn to some of the directors and say, 'We might be killing Call of Duty at this point.' I think that guided the studio's future."

In spite of these anxieties, Black Ops' daring narratives did not kill the franchise. In fact, the Black Ops trilogy eventually helped Treyarch supplant Infinity Ward as the series' premier development team, and in the process of turning its rebellious streak into an asset, Treyarch accidentally invented a signature. "World at War is where Zombies was first created," recalls Blundell. "It was made out of those little bits at lunchtime. It's literally made from the things from World at War. There was no speaking in the first one because there was no budget. There were no assets. That's why there's no VO. People always forget that."

Inside the halls at Activision it was like, 'What are they doing to the franchise? They're going to kill us all!' That was exciting.

Jason Blundell, Treyarch Senior Executive Producer

According to Blundell, there was no planning, no funding, and no support for its fledgling horde mode, and the final product was relatively bare bones as a result, with only a single room and a rudimentary weapon upgrade system to keep players interested. Still, there was something undeniably magnetic about the studio's pet project--at least to its creators. "There was that kind of rock-and-roll aspect of it that we all identified with and gravitated to," admits Blundell. "It's got that kind of edge to it, and it speaks to us, and I think it speaks to the fans."

The one party Zombies didn't speak to? Call of Duty publisher Activision. "Even though Activision gives us wonderful latitude to explore different ideas, there are also certain guidelines that we have to keep within," explains Blundell. "When it comes to Zombies, and if you look at the birth of it, it was done in the lunchtimes of World at War, which was already a very trying product in terms of schedule and so forth."

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In addition to scheduling and budgetary concerns, Activision may have been reluctant to include something as ludicrous as Nazi zombies in its otherwise weighty game about a real historical war. "World at War was a very serious game," observes Blundell. "It was talking about the Pacific campaign and World War II, and the campaign finished with the atomic bomb. Not a light topic whatsoever." Given Activision's understandable concerns, the devs struck a deal: "Activision enjoyed it. We enjoyed it. People playing it all around the office enjoyed it. And so it got put in. The deal was: we wouldn't promote it, we wouldn't talk about it. It was purely an Easter egg."

Originally, in order to unlock Nacht der Untoten--the very first Zombies map--players had to complete the single-player campaign. And prior to completing the campaign, there was absolutely no indication in the main menu or anywhere else that Treyarch's brand new horde mode even existed. Of course, that all changed the instant the internet got involved. "The outcry was so massive," marvels Blundell. "We didn't have as much social media exposure as we do these days, but we still heard it loud, which means that it was really loud. So we patched the game so that everyone had access to it, and then it just took off. It took off in a way that was incredible."

It was made out of those little bits at lunchtime. There was no speaking in the first one because there was no budget. There were no assets.

Jason Blundell, Treyarch Senior Executive Producer

What started as a playful afterthought lovingly assembled during the developers' free time quickly grew in size, sophistication, and significance. Three more Zombies maps were added to World at War. The original Black Ops drastically expanded the scope of the experience by introducing new mechanics and a deeper story. Both subsequent Black Ops games layered even more complexity on top of that foundation, adding countless Easter eggs and continuing the rapidly snowballing narrative. Zombies eventually grew so big that it actually started to appear in Call of Duty games developed by other studios, including the upcoming Call of Duty: Infinite Warfare--a game developed by Infinity Ward.

So how did it happen? What allowed Zombies to flourish to such an unprecedented degree? "It [expanded] because of the fans," says Blundell. "It sounds corny, but it's the reality of what happened." The ongoing zombies narrative is an excellent example. Even though Nacht der Untoten contained absolutely no story content whatsoever, fans and players "just started to make the story," according to Blundell. "I always joke with our lead writer Craig Houston that he didn't have to do any work because it was all written down at the beginning. They just went into it. It was, 'Who's that guy? What's that texture over there? Oh, look, I see the devil in the wall.' Crazy stuff that we hadn't even put in. We go, 'Oh, let's do something with that.' Then I think over time what we've done is just put more and more resources and attention behind it.

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"It's always been about playing with the fans," continues Blundell. "That was literally the only reason. The fans started writing it, and so we saw it as fan service to be able to reply back to them." And with each reply came an even louder response from fans, excited to see their ideas reflected in the game. "It became this kind of prophecy to the point where they were able to write and make more stuff than we could keep up with because there's just so many of them, and it's grown and grown and grown," says Blundell.

Fans also began to work together to uncover secrets, which meant Treyarch had to create deeper gameplay in order to challenge the community. "The need to put multilayer, multi-discipline complexity into the experience [emerged because players are] now working like a coordinated neural network," affirms Blundell. "The whole community coordinates. It's absolutely incredible. I can put an obscure thing like 'You have to throw a grenade at that wall over there,' and they will find that within 48 hours. You can look at it at the time when you're making it and say, 'There is no way anyone will ever think that.' But just due to the sheer numbers, it will happen. They will find that Easter egg."

Despite the community's continued success in foiling his every dastardly plan, Blundell remains committed to delivering deeper, more sophisticated puzzles--and more of that trademark Treyarch spirit--with every new map. "Back when those original maps came out, it wasn't anything like this. I celebrate the ingenuity of that and the passion behind that. It's also then my job to make it harder for them," laughs Blundell. "Even as we put more people on it and it becomes more of a serious endeavor to make a Zombies experience, one of my jobs as the director is to try and always keep that attitude alive. It's hard work to keep something organic and edgy as you become more built up and structured, but hopefully that's there and hopefully the enjoyment and the passion comes through in the DLCs we make."

From Call of Duty: Advanced Warfare
From Call of Duty: Advanced Warfare

Regardless of what the future holds for Call of Duty, Treyarch has already established a legacy thanks in part, if not entirely, to its humble undead friends. For that, Blundell seems genuinely grateful. "When we started out, no one thought that it could keep going and keep going," confesses Blundell. "My first map I got involved in was a map called Der Riese, which was on World At War. That's where we introduced a thing called Pack-a-Punch, which is the way to upgrade your guns. At the time, people were shouting heresy at me. The idea of upgrading. Then the teleporter. I was just crapping myself because my thought was, 'I better not destroy this thing that people are really enjoying.' It worked out well in the end."


butterworth

Scott Butterworth

Yes, his mother is Mrs. Butterworth.

Call of Duty: Infinite Warfare

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GameSpot has a zero tolerance policy when it comes to toxic conduct in comments. Any abusive, racist, sexist, threatening, bullying, vulgar, and otherwise objectionable behavior will result in moderation and/or account termination. Please keep your discussion civil.

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santinegrete

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Edited By santinegrete

Guilty pleasure. Enjoyed a lot my time with the borrowed game from a friend of a friend. Kinda wish Activision priced it's old games more fairly.

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DragonessAthena

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Irony at it's best. Treyarch was insulted by gamers everywhere for making WW2 CoDs. Now those same gamers are whining and crying about how they want to go back to WW2 games. Nope, no more WW2 for you, you didn't want it then, you're not getting it now.

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WhoIsTheDrizzle

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You can't beat the original nazi zombies.

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stevhall88

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@WhoIsTheDrizzle: You can't beat any of the games zombies.

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stevhall88

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Edited By stevhall88

@computernoises: lol i see now.

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WhoIsTheDrizzle

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@computernoises: it was the bees knees

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SonyPony4eva

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I never cared for zombies. My cousin is obsessed with it, but I always put the controller down after round 10. It is too repetitive and serves no purpose lol.

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MaxKael

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Cannot agree more. COD 5 & 7 are my favorite zom games. I also bought 9 but it really sucks. I don't know why they change a delicate and exciting survival game into a complex puzzle-solving game. I spent a lot time on 9 but found without searching the solutions on the internet I can never find out the anwsers. But what's the meaning of that. This is NOT what COD zom should be. I used to fight against endless zombies in the Der Riese and KINO DER TOTEN. What attracts me most is the breath-taking tension of survival together with the exhilarating feel of getting powerful (better guns, equipment, perks, pack-a-punch). I always fought alone for as long as 5 hours to go to 50-or-so rounds and die as it should be like in reality (another attractive point, the endless mode with the doomed end of death or quit). I even draw the maps to help me find a better place to guard or a rout to run safely. Never get tired of it. I love it so much coz it is simple direct and imposing. But after cod9, never get attracted.

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thetwitt

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Edited By thetwitt

Good Article GameSpot. Call of duty actually a great game.

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uninspiredcup

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My gods, an actual article. On gaming. Gamespot be prankin.

Good article though.

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Gunmaster51

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Zombies on World at War was amazing. I remember spending an entire summer just playing W@W zombies every night with buddies. Shi No Numa and Der Riese are two of the best zombies maps ever made (along with a couple from Black Ops 1). But the zombies mode in the new games kinda sucks now. The new maps feel way too bloated and there's way too much going on and too much you have to do. The best part about the original zombies maps was that they were simplistic and surviving with your back against the wall was the primary focus. They had that classic horde mode feel.

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stevhall88

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@Gunmaster51: What kind of a complaint is that? "The new maps way too much going on". That's like me being a baby and saying my cookies have too man chips in them, GMAFB.

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PsychicKiller82

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Great Article!

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da_chub

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Left for dead was always my fav zombie game.

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martintule24

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@da_chub: I never played that but hopefully they'll make it backwards compatible on the Xbox one or make a remastered version.

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Moose-Fitz

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@martintule24: 1 and 2 are already backwards compatible.

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martintule24

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@moose-fitz: right on thanks for the info I'm about to buy the first one then didn't know it was ready.

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Camou504

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I remember watching the easter egg reveal trailers for World At War on gametrailers. I really didnt see it going this far tho. I forced my lil sis to play it back in the day and now shes buys every Treyarch call of duty and met some loyal friends from playing the game.

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se7en1989

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Never cared much for zombies.

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PsychicKiller82

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@se7en1989: What is wrong with you?

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darksouls

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@PsychicKiller82: This

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deactivated-5cf0a2e13dbde

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I have always thought it was like a crappy version of Killing Floor.....

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stevhall88

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@hillelslovak: that's because you probably play multiplayer 12 hours a day.

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Momster

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Nice interview, but should've fact checked it. Blundell keeps trying to rewrite history to make himself look better. First clue: anyone who works in games knows they didn't make anything during "lunch time". The team was crunching and working 100 hour weeks. Zombies was created on weekends and late nights, something Activision may be ashamed of. Blundell keeps trying to piggy back on their hard work, not his own. He had nothing to do with Zombies until after it was already successful.

How many of the original creators of Zombies survived the Blundell takeover? He keeps rewriting history to make himself look like an Zombie originator when in fact that WaW Zombie mode had tons of original assets, Raygun, AI, drops, mystery box assets all created by hard working devs, not a producer.

There's your story Scott Butterworth. Dig a little deeper instead of acting as another Activision marketing pawn.

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butterworth

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Edited By butterworth

@momster: That's an interesting take. I certainly agree that people have a habit of portraying themselves in a positive light, and it's true that many developers are overworked, underpaid, and under-appreciated, which is especially galling when you consider how much money certain games make.

However, your account of events feels bitter and misguided. For example, in the final quote of the article, Blundell openly states he didn't start working on Zombies until Der Riese, which was the final DLC map for World at War. That doesn't really fit with your claim that he's trying to rewrite history and cast himself as one of Zombies original creators.

Also, yes, there were tons of original Zombies assets created by hardworking devs...but not at first. As I mention in the article, the first ever Zombies map was a single room. All the weapons/textures/everything were borrowed directly from the main game. Go boot up your copy of World at War and see for yourself.

Finally, you're right, it's unlikely the devs *literally* only worked on Zombies during their lunch breaks. They may have taken time after work or on weekends as well. However, other longtime Treyarch team members have shared a similar version of events, including Mark Lamia. It's entirely possible the team was working 100 hour weeks, but Zombies was, by all accounts, a labor of love.

I appreciate your skeptical nature, as we should definitely hold both companies and reporters accountable. But I'm not sure your interpretation of events really holds much water. What are you basing your assessment on anyway? If you're an ex-Call of Duty developer who can provide inside insight, definitely email me!

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Boonimal23

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@butterworth: love it when the writers reapond to posts. Keep up the engagement! By the way, have you played hyper light drifter? I'm hooked.

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It's a perfect encapsulation - one of the most tired out boring tropes in media in general paired with the most tired out boring shooter franchise. No wonder it was "popular"

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PsychicKiller82

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@Thanatos2k: it's still popular because Treyarch is number one in the fps genre!

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gamingdevil800

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Coming in 2018 Treyarch is proud to present Call Of Duty Zombies The Game...

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nurnberg

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I know a lot of people play COD games just for zombies. The zombie modes seem as popular as the multiplayer itself.

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darksouls

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Edited By darksouls

@nurnberg: I agree. It's the only thing I like about Call of Duty anymore.

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stevhall88

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This is one of my favorite games of all time, and its not even a game, its a mode. They put so much effort into this mode its not even funny. The story and the easter egg's for zombies is straight up awesome.

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Kr3Yc3K

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Edited By Kr3Yc3K

hehe oral

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YagerMyster

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@Kr3Yc3K: Butterworth's oral sucked. :p TLDR, I was hoping for oral "con-text".

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DarthRevenX

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Edited By DarthRevenX

@Kr3Yc3K: Why you commie pinko!!!! LOLZ

*EDIT: Mr. Buzzcut from Beavis & Butthead said that line on an episode.....

also your comment should have read

------

huh huh, he said oral

heh heh heh

[cus that's how they laughed, one usually went heh and the other went huh]

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