

Over Gears of War 2 and Gears of War 3, you see that allocation slightly change. "In Gears of War, it was 90 percent campaign and 10 percent multiplayer. "In the past we've had a difference in resource attribution," Fergusson says. Cobbled together in the final stretch of development, it was limited in scope. When Gears of War debuted in 2006, multiplayer was an afterthought, albeit an effective one. And while a traditional campaign is a major part of that initiative, more than ever, competitive multiplayer is where Gears of War 4's sights lie. The Coalition's mandate is to change that, to make Gears relevant again. "When we were that big, I think it was just assumed that people that were going to play the game were going to move on ," he says.īut in the almost five years since Gears of War 3 launched in 2011, the world has largely moved on to other things.

In discussing the migratory patterns of players over the course of the franchise's life, Fergusson explains that original Gears developer Epic Games could have certain expectations about multiplayer activity.
