<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Campaign Design - vo.rs</title><link>https://vo.rs/tags/campaign-design/</link><description>Latest from the Campaign Design desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 14 Oct 2025 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/campaign-design/" rel="self" type="application/rss+xml"/><item><title>Titanfall 2: The Best Campaign Nobody Bought</title><link>https://vo.rs/respawn/titanfall-2-the-best-campaign-nobody-bought/</link><description>&lt;![CDATA[<p><em>Titanfall 2</em> came out on 28 October 2016.<em>Battlefield 1</em> had arrived on 21
October.<em>Call of Duty: Infinite Warfare</em> landed on 4 November. Respawn&rsquo;s game
was released by EA into a fourteen-day gap between EA&rsquo;s own military shooter and
the biggest annual shooter on earth, and it was flattened. Patrick Söderlund,
then running EA Studios, said publicly the following year that the timing had
hurt the game and that they had misjudged it. That is the whole tragedy in one
paragraph, and it is the reason the game is now shorthand for a certain kind of
industry injustice.</p><p>Nine years on, the injustice framing has calcified into a meme, which does the
game a disservice.<em>Titanfall 2</em>&rsquo;s campaign survives on its own merits: it does
something structurally unusual that almost nobody has copied since, and the
reason nobody has copied it is that it is expensive, wasteful, and hard. The bad
luck is a footnote to a design worth studying.</p><h2 id="one-mechanic-per-level-then-bin-it">One mechanic per level, then bin it</h2><p>The standard shooter campaign teaches you a verb in hour one and spends the next
seven hours escalating it. More enemies, bigger rooms, a boss.<em>Titanfall 2</em>
does the opposite: each level introduces a mechanic, extracts a single good idea
from it, and throws it away before you get bored.</p><p>You get a level where the terrain itself is the assembly line: a factory that
builds rooms in front of you as you move through them, so the level is being
constructed at the speed you traverse it. You get a level built around a
time-shift device that flips you between two eras of the same facility with a
button press, where the enemies, the geometry and the light all change and your
momentum does not. You get a gauntlet — a speed-run training course with a
leaderboard, sitting inside a campaign, teaching you your own movement by
timing it.</p><p>Respawn has been open about how this came about: the team built playable
prototypes first, small self-contained toys, and then designed levels around the
ones that felt good. The time-shift level, &ldquo;Effect and Cause&rdquo;, came out of that
process under designer Mohammad Alavi. The result is a campaign that reads like a
compilation album, and it is short — five or six hours — precisely because a
mechanic gets one level and then leaves.</p><p>This is a real design position, and it costs money. Every one of those toys is
bespoke engineering for a single level, thrown away afterwards. It is why the
game has no filler and also why nobody in a boardroom wants to greenlight it. A
campaign built this way cannot amortise its costs across a sequel. Compare<a href="/respawn/doom-eternal-the-shooter-as-puzzle/">Doom Eternal: The Shooter as Puzzle</a>,
where id built one economy and spent eighteen hours proving it. Both are
disciplined. Only one is repeatable.</p><h2 id="why-the-movement-is-the-actual-argument">Why the movement is the actual argument</h2><p>The mechanics-per-level structure gets the headlines. The thing underneath it is
better.</p><p>Pilot movement in<em>Titanfall 2</em> is a wall-run, a double jump, and a slide that
preserves speed, and the crucial property is that none of them are on a cooldown
or a meter. Chaining them is a matter of the level agreeing to be chained. So
every space in the game is authored twice — once for a player walking through it
and once for a player who never touches the floor — and the design&rsquo;s whole
character comes from that second reading.</p><p>What this produces is a feeling almost nothing else in the genre offers: the
levels are legible<em>as movement</em>. You look at a room and you see a route rather
than a set of cover positions. When the time-shift level asks you to jump
between eras mid-wall-run, the reason it works is that both eras were built to
be run through, so the switch never breaks the line you are drawing through the
space.</p><p>The Titan half is the counterweight, and it is smarter than it looks. BT-7274 is
slow, heavy, and armed with loadouts you swap by taking them off dead Titans, and
the deliberate friction after twenty minutes of pilot movement is what makes both
halves read. A game that was all wall-running would flatten into noise inside an
hour. The campaign alternates the two registers relentlessly — light and fast,
then heavy and considered — and the rhythm is the reason six hours never sags.</p><p>There is a design lesson here that the industry mostly ignored: the pleasure of
mobility depends on periodically taking it away.</p><h2 id="the-one-that-got-away">The one that got away</h2><p><em>Titanfall 2</em>&rsquo;s time-shift level shipped two weeks before<em>Dishonored 2</em>
(11 November 2016), which contains &ldquo;A Crack in the Slab&rdquo;, a level built on the
same idea — a device that flips you between two time periods of the same
building. Two studios, parallel development, no possibility of copying, both
landing the trick in a fortnight of each other. It is one of the strangest
coincidences in level-design history, and the fact that both are widely
considered their game&rsquo;s best level suggests the idea was simply sitting there
waiting for hardware that could hold two versions of a space in memory at once.</p><p>The genuine ancestor of &ldquo;one bespoke mechanic per chapter&rdquo; is older:<em>Half-Life</em>
(Valve, 1998), which introduced a set piece, resolved it, and moved on, and
whose sequel built a physics toy and then spent a chapter on the gravity gun
before dropping it. Respawn&rsquo;s team came out of Infinity Ward, which came out of
2015 Inc., which made<em>Medal of Honor: Allied Assault</em> — a lineage that has been
building scripted, single-use spectacle since 2002.<em>Titanfall 2</em> is what that
tradition looks like when the spectacle is handed to the player as a system
rather than played at them as a cutscene.</p><h2 id="what-went-wrong-and-what-happened-after">What went wrong, and what happened after</h2><p>The release window is the famous part. The less famous part is the aftermath.
Respawn&rsquo;s multiplayer — free maps for everyone, no season pass carving up the
population — was the most player-friendly network model any big publisher shipped
that year, and it was undermined for years by sustained attacks on the servers
that left matchmaking unreliable or unusable for long stretches. A community
project, Northstar, eventually stood up unofficial servers so people could play.
EA rolled out fixes in 2024 that restored official matchmaking. That an eight-
year-old shooter needed rescuing twice, once by its players and once by its
publisher, is a fair summary of how the game has been treated.</p><p>EA acquired Respawn in 2017. The studio then made<em>Apex Legends</em>, set in the same
universe, released it in February 2019 with no announcement, and it became one of
the biggest games in the world. Every wall-run and double jump in<em>Titanfall 2</em>
is money that eventually arrived, just wearing a different hat.</p><h2 id="the-verdict">The verdict</h2><p>The campaign is six hours long and has no fat on it whatsoever, and that is a
genuinely rare sentence to be able to write about a AAA shooter. The mechanics
are disposable by design, the movement is the best in the genre, the pacing
between pilot and Titan is exact, and the whole thing is over before it can
disappoint you. Its reputation as the great lost shooter is deserved on the
merits and has nothing to do with the release date.</p><p>The reservations are real. The story is thin — competent, warm, thin — and the
emotional weight it goes for in the last hour is doing a lot of work on very
little setup. The Titan boss fights against the Apex Predators are the least
interesting encounters in the game, arriving on a schedule and reading as a
different, more ordinary shooter&rsquo;s idea of structure. And six hours is six hours;
the campaign gives you a movement system that only becomes properly expressive
around hour four.</p><p>It is on PC, PlayStation and Xbox, it is old enough to be permanently cheap, and
it runs on everything. The campaign alone justifies it.</p><p>What to play next:<a href="/respawn/doom-eternal-the-shooter-as-puzzle/">Doom Eternal: The Shooter as Puzzle</a>
for the opposite structural bet — one system, endlessly deepened — and<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread: The Series Remembers What It Is</a>
for another design that treats mobility as the thing being authored rather than
the way you get to the authoring.</p><h2 id="spoilers-below">Spoilers below</h2><p>&ldquo;Effect and Cause&rdquo; is the level everyone names, and it deserves it, but the
better piece of design is &ldquo;Into the Abyss&rdquo; — the factory that assembles the level
in front of you. It is the game&rsquo;s thesis made physical: the space is being
authored at the speed you move, and you are outrunning your own level designer.</p><p>BT&rsquo;s ending works despite the setup being thin, and the reason is mechanical
rather than narrative. You have spent six hours climbing into and out of BT,
being caught by BT, being thrown by BT across gaps you could not cross alone. The
throw is a verb you have executed dozens of times. When the last one comes, the
game asks you to perform an action you have internalised, one final time, with a
different meaning attached — the feeling arrives through your hands, having been
rehearsed for six hours under another name. That is what games can do that film cannot, and
Respawn got there through a mechanic they had been quietly teaching since level
two.</p><p>The Ark and the Fold Weapon plot is disposable. Nobody remembers it. Everybody
remembers the throw.</p>
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