Skip to content
Advertisement ・ Go Ad Free

Potential Call of Duty League third mode, inspiration from other studios, and tilting the production director – Things we learned in our Modern Warfare 4 multiplayer interview

Joe Cecot and Jacky Reynolds join us to talk about Call of Duty: Modern Warfare 4’s big changes and Infinity Ward’s methodology

Potential Call of Duty League third mode, inspiration from other studios, and tilting the production director – Things we learned in our Modern Warfare 4 multiplayer interview
Published:

There is a lot to take in for 2026’s Call of Duty title. Modern Warfare 4 features a lot of what you know and love about the series, but the team didn’t just set out to make a generic sequel. Finding the balance between a grounded and gritty game while maintaining player fun is important to them. During an interview with Studio Multiplayer Creative Director Joe Cecot and Multiplayer Design Lead Jacky Reynolds at Infinity Ward, I dove into a couple of topics of interest in regards to multiplayer, and got several intriguing answers.

Modern Warfare 4 is real, and looks to embrace more fun over realism
An hour-plus preview leaves me hopeful of the direction for the much-maligned Call of Duty series

First, I wanted the inside baseball on how Infinity Ward makes a game. What is their methodology, and how does it come across in how they made Modern Warfare 4?

Joe immediately addressed this, pointing out that they have multiple methodologies, even a new one implemented in this game. In previous games, Infinity Ward would make changes for the health of the game, but sometimes those changes were at the expense of fun, or created friction in feel. They don’t want to stop trying new things – after all, you have to take big swings to keep things fresh, but those things can’t take away from the fun.

These big swings are how the new extended movement systems have come into play. IW identified mantling as a key item that limited movement. Now, they’ve figured out how to maintain momentum, let you strafe in mantle, ADS, or be ready to slide. Seeing it in action for myself, you never get that feeling of losing control, which is impressive.

The other mantra involves new content for Modern Warfare 4. That new content will only be added for two purposes: to add a new experience for creating fun, or to solve a problem for players. This can come in the form of new tools or scenarios in-game, but one thing guides both – don’t just make new stuff for the sake of making something new. It has to be new, cool, and fun.

Jacky added onto the sentiment, mentioning how they want to make sure everything in Modern Warfare 4 is also carefully balanced. They think of it as a living, breathing ecosystem, and as designers, they wear a lot of hats and try to imagine themselves in the boots of the players in how they approach the game. Some people are fast and fluid, like myself as an entry fragger, while others play positionally, like my dad. They want to make sure the game works for both players, with careful consideration of game modes, movement, equipment, and more. Supporting each playstyle is important, as is balancing them against each other so you’re not fighting against the game to maintain their playstyle.

At this point, Joe chimed in about a new game mode. It’s experimental, and called Inflation, where you kill players to collect cash for high scores. That description doesn’t do it justice as it’s essentially a high stakes team deathmatch. Sometimes it works, others it doesn’t, and all the while they’re balancing it to maximize the fun factor – that guiding star they mentioned earlier. At any rate, it creates excitement in a way TDM doesn’t always achieve.

Jacky worked on another new mode that’s quite intriguing called Hijacked. He is particularly fond of Uplink, and given MW4’s lack of a tug-of-war type mode, this adds much-needed variety to the mode suite. It’s been a tough road, as these non-advanced movement games don’t always lend themselves to these kinds of modes. But now, after putting in the effort, they’ve managed to create an action-packed concept that feels like a Call of Duty League mode.

In building these two modes, the team was aiming to create new and compelling competitive modes. All of the decisions were to support that, and it shows. In Hijacked, you have a data spike you’re charged with delivering to the enemy data tower (which makes it sound almost like a reverse capture the flag with Overload vibes). You can either carry it, where it replaces your lethal slot, or throw it in to score a point. Recently, they’ve even added passing the data spike to friends! Since it’s in the lethal slot, it also works like a throwing knife, so you can flick it at an opponent to get a kill, if you’ve got the skills and reflexes.

Although it’s not locked in, Hijacked is at least in the minds of Joe and Jacky for the CDL in Modern Warfare 4. Overload is the current third mode next to Hardpoint and Search and Destroy in Black Ops 7. That said, without advanced movement, it just wouldn’t work in this game. Control would be the obvious choice for replacement, but I’m not alone in saying that it’s worn out its welcome.  It seems the team might agree as it didn’t appear in the list of launch modes in the earlier presentation. I love what I’m hearing about Hijacked, and hope we get a chance to try it out in whatever beta comes later in 2026.  I’m especially eager to kill an enemy with the data spike before dunking it home on the data tower – that’s an achievement I need on my belt.

My second question brought Sledgehammer Games into the picture. Modern Warfare III wasn’t led by Infinity Ward, even if they did provide some development support for the project. While the game had its problems, the multiplayer made a big impact on the community. Were there any qualities from MWIII the team saw that directed Infinity Ward as they developed Modern Warfare 4?

The answer was a tad more simple than I expected, but equally as vague. They always talk with other studios. There are meetings where they talk about features and what each game is going to be carrying forward so they don’t step on each other's toes.

Infinity Ward did play Modern Warfare III, there were certain things they really enjoyed and they took notice of the increased pace and moved a few things around. That said, IW wanted to level up as well in their next game. They didn’t just look to Modern Warfare III or Black Ops 6 and 7 for inspiration, instead glancing over the entire FPS landscape to get ideas. They wanted their game to be more fluid and responsive, but they also wanted it to be real, and not just that they hit a slider and sped the pace up. This drove them to tear down and rebuild the mantle system, as well as other subsystems. It’s also why hipfire changed dramatically. They aimed for learnable, but balanced, and it looks like they’re making good progress in that direction.

Even with this broad net being cast to draw inspiration from the global FPS genre, they still recognize and are big fans of the work of the other Call of Duty studios. Jacky brought up being inspired by Treyarch and Sledgehammer both, but also recognized that it’s healthy for each studio to be in its own lane. It allows them to have friendly competition, and each to iterate and improve with each installment. He made a great analogy that they’re all different flavors of ice cream – they may all taste good, but they’re unique in their own ways.

From here, I moved into questions regarding the mechanics. After two years of Treyarch, I’m admittedly adjusted to their slower time-to-kill. In my playtime, I noticed the slightly faster TTK; it took roughly one less bullet compared to BO7 to get my kill in MW4. Is this version of the TTK set in stone? Or is it still a work-in-progress?

Joe responded that these kinds of things aren’t ever truly “set in stone”. They’re working on it, and they’ve done feedback sessions where they’ve heard that the submachine guns were crushing it but assault rifles weren’t performing at the ranges they should be. Tweaks are constantly occurring, which is even more of a job than you’d think considering they have to weigh it in multiplayer, hardcore, DMZ, and Warzone. Joe does feel like they’re zeroing in on the best feeling TTK, as this is a tad longer than the previous titles. They want it to be “just right”, and that takes time and iteration.

Jacky elaborated here that IW had increased the TTK at further ranges because players were getting beamed across the map. They still want those hero moments to exist – you’ll still get those miraculous 1v3s and 1v4s. The change was more about not punishing players from a distance, forcing you to get up close and personal to go on a tear or hit a flank route to clutch up.

What I’d like to see in Call of Duty 2026 (which is probably Modern Warfare 4)
Less doors, improved pace, open matchmaking, and more

One mechanic I had to ask about was the huge change to the riot shield. As mentioned in my recent “What I'd like to see in Call of Duty 2026” article (bookmarked above), I hate the dadgum thing. Now, after trying this newly designed riot shield, I might be changing my mind. What was the tipping point of making such a change, and why so drastically?

Given this change was directed by Jacky (it’s his baby), he answered this one. It goes back to the idea mentioned above of what’s healthy for Modern Warfare 4. People were turtling with the riot shield permanently, so something had to be done. It became a crutch, forcing players to adapt to something that didn’t have the best counters.

To pry players out of that turtle position, the first alteration was turning it into a field upgrade. You can’t abuse it if you don’t get to use it off spawn. Secondly, they wanted it to be breakable. Even so, they didn’t want to destroy its viability, and sacrifice lethality for your utility. 

To keep the shield viable, it now takes the place of the deployable cover from Modern Warfare ‘19 and II. This was a great opportunity to allow players to plant the riot shield as cover (along with you not dying in the animation as you did with deployable cover), but with the aforementioned caveats to the design. Now, it takes longer to use, and it’s breakable. Finding a solution for multiple problems, while also keeping available to players who like it without damning opposing players to the hell of dealing with it is an achievement by Infinity Ward in creative thinking and balance.

These adjustments also lean into Infinity Ward’s tactical philosophies. When you pop the riot shield as a field upgrade, you’re not just holding it and laughing as people shoot aimlessly at you to no avail. You have to plan your out, because eventually, it’s going to break. Maybe you’ll use it to back away, maybe you’ll plant it and mount up to shoot back, possibly you’ll just run at the enemy and try to whack them to death with its massive steel structure, but in any case, this version drives you to think rather than cheese a mechanic.

Apex Attachments was another part of the grand mechanic shift I saw during my time at Infinity Ward. They’re an awesome idea, but given their relation to Aftermarket Parts and Operator Attachments from the other studios, I was curious about the correlation to weekly challenges or events. Are Apex Attachments inspired by the AMPs, and are they being developed with weekly challenges in mind?

Weeklies keep being mentioned to the team and by the team, but they don’t have specifics they’re ready to share quite yet. What they do have is that every gun at launch, and acknowledgement that every post-launch weapon will feature an Apex Attachment at the end of the progression tree. Outside of that, the information on seasonal and challenge content hasn’t been finalized.

The team shared that these Apex Attachments have been a challenge to develop. There’s such a wide variety of what they can be, making balance a challenge. Some guns have adverse fire where they fire faster but overheat, there’s a shotgun with a port-loaded slug that’ll add distance to your shot, and there’s a throwing knife underbarrel for a marksman rifle. They’ve looked at the theming of each weapon to try and explore what would be cool to expand its use-set, as well as being a great reward at the end of the progression rainbow.

They also view these special slots on weapons for the Apex Attachments as a reward. Once unlocked, it allows for a sixth attachment on your weapon – somewhat of a cheat code. That said, while it feels worth it, Infinity Ward have worked hard to make sure they are balanced and not meta breakers. They’re new toys to run around and play with.

Lastly, I always like to hear about behind the scenes events during these visits. Closing out the multiplayer interview, I wanted to know a fun story from their time building Modern Warfare 4.

What Jacky brought up was absolutely hilarious. In their work of learning how to support all of these different playstyles, every Friday the team plays each other in a hyper-competitive setting – intensified trash talk and all. They play on Killblock, the new randomized map, and do Gunfight as their mode. The same groups of people were always facing off against each other, so as it had turned into a tournament setting, they decided to 3D print WWE-style championship belts. Whoever wins gets bragging rights and the ability to deliver mad smack talk for the entire week up to the next Friday. Then, it was time to defend it.

Apparently, one of the production directors named Steve talked a lot of smack up until it was time to play. He’s a really good player so he was really trying to earn that beltl. For whatever reason, when it came time to play, he’s quite tiltable. With this information, they would get into his head and cause him to lose a round, which continued to compound until, unfortunately, his team lost. Up to this point, he has never gotten to hold the belt. Joe kept referring to a quote from Steve as he was losing, with him saying, “It’s happening again” in the most sad voice.

Jacky’s team currently holds the belt, and when they get the dub, they shake each other's hands and break out the posh English: “Splendid, have an excellent weekend”. All the while, poor Steve sits there, head in hands, bemoaning another loss. While the story is quite funny, it’s a testament to the competitive aspect Infinity Ward is all about. They’re having a blast playing their own game, talking smack, and they want that to spread to the community. At the end of the day, isn’t that what it’s all about?


Our thanks again to the amazing Studio Multiplayer Creative Director Joe Cecot and Multiplayer Design Lead Jacky Reynolds from Infinity Ward for taking the time to chat with us. Call of Duty: Modern Warfare 4 arrives on October 23rd, 2026. It’ll be available on Xbox Series consoles, PlayStation 5, Nintendo Switch 2, and PC. Stay tuned for more Call of Duty: Modern Warfare 4 intel right here on GamingTrend, and if you happened to miss our multiplayer preview, check that out here.

David Burdette

David Burdette

David Burdette is a gamer/writer/content creator from TN. He loves PlayStation, Star Wars, Marvel, & many other fandoms. He also plays way too much Call of Duty.

All articles

More in Interviews

See all

More from David Burdette

See all
Advertisement ・ Go Ad Free

Sponsored content