Gameplanet: There's been a bit of controversy lately, a lot of people have been saying about Call of Duty that there's been a bit of a copy and paste nature, what do you say to criticism about that?

Glen Schofield: The copy and paste? Well, I gotta tell you, that really bugs me because I've spent 18, 19, 20 months of my life on the game, and the last thing we did was copy and paste. All you gotta do is look at the graphics, and some of the gameplay, and the big moments, and there's nothing about copy and paste there at all. We have built these bigger levels, they're vertical as well as they are horizontal, we're in Paris, New York, we're in the New York Harbour. We're in Berlin, Hamburg, the Himalayas and Africa, I mean, we are all over. I think that's just people who haven't seen our game.

Gameplanet: In New Zealand we have some pretty terrible internet, what networking technologies have you improved on in Modern Warfare 3?

Schofield: I can't really get into that, I apologise.

Gameplanet: Are you talking about anti-cheat measures at all yet?

Schofield: No.

Gameplanet: Is it true that there's no lead platform for Modern Warfare 3?

Schofield: That there's not a lead platform? Well, you know, when you're making a game, you start off with one of the platforms, and you start building on that. Eventually what you want to do is have the next platform catch up to it, but at this point we make sure that the consoles are the lead platforms.

Gameplanet: What's it like working with Infinity Ward?

Schofield: Oh it's been great. I mean, obviously you're talking about two really strong-willed teams, we just came away from making Dead Space which won an awful lot of awards. And of course, they've made the greatest first-person shooter franchise in the world, so you have two teams with strong ideas, really, really talented people, and this game could not have been done without that sort of power because it's so big. The campaign mode is huge, Spec Ops is 32 levels in its own, and then of course multiplayer where we've made all the changes and everything. You just need two really big teams like that, and we pushed each other. You know, at first our egos were like "we're going to do better, we're going to do better!" then we released we have the same goal. And it just made a better game.

Gameplanet: For fans of Modern Warfare 2, what do you think the thing is they'll love most about Modern Warfare 3?

Schofield: Well, that's a good question. What we did is we picked up the story right after Modern Warfare 2 ended, so it's a continuation of the story. They're going to get it, and they're going to understand the story right away because we've got some great flashbacks that go back. But we pick up right after they bombed Washington, now we're in New York, and we push it into Europe. So they're going to love the story, I think they're going to love all the care and detail we've put into the levels, into the story, into the audio – I mean, we really bought a lot to audio, and we've added some new characters, and let's just say that I think this is going to be a great pay-off for all the investment people have put into the last two games.

Gameplanet: Can you step us through some of the changes you've made to multiplayer, specifically the killstreaks?

Schofield: Sure. You know, the killstreaks were rewarding the guy who just went out there and had high bodycounts. And that's fine, we still want to do that. But we wanted to make sure the other players were getting rewarded as well, there were a lot of support people who were going after, and just trying to get the objectives in the game, and they weren't getting rewarded as much. Then, when it came to fighting, they were getting their butts handed to them. So what we wanted to do was try and make it a little bit more even, and customisable if you will. So we have the assault package, that's for the guy who wants to go out and get bodycount. We also have the support package, that's for the guy who is going after the objectives, so he can put on more armoured gear. He can lay down some mines or lay down some turrets, and be more in a support role. And then we have the specialist, and that's for the hardcore that just want to blow a lot of stuff away. They can get up to six perks.

Gameplanet: Are you looking to do a multiplayer beta to stabilize everything before the release?

Schofield: We're not talking about a beta right now.

Gameplanet: So you wouldn't be talking about a demo then either?

Schofield: We're not talking about that right now. I'm just focussed on making the game. I've got a few weeks left, and we're working like crazy on the game.

Gameplanet: So have you thought about Call of Duty – for the next one – maybe moving into a completely different time period? Is that out of the question?

Schofield: No it's not out of the question at all. When we first came on, Sledgehammer, we were actually working on a third-person action adventure game, and that was in a different time period. I don't think we're going to go back to that particular time period, but we've thrown a lot of different ideas around, and Sledgehammer is a team – you know, look back at our history of what we've made. I'm not really sure.

Gameplanet: Are you confident in post-release support, patching and so forth. Have you improved the infrastructure to deal with that?

Schofield: Yeah I am pretty confident in that. I can't talk a heck of a lot about it, but you're talking about a lot more people now. The last game was made by Infinity Ward, I don't know how many people – 80 to 100 – now you're talking about Infinity Ward and Sledgehammer, we're working on it together because it's such a big game, so you've got a couple hundred people there that can help support.

Gameplanet: Do you think the two year development cycle is long enough for you to do everything that you want to do with the game?

Schofield: You know, two years is long enough if you have a very seasoned team that knows how to not waste time, they jump into it, they do pre-pro[duction], they get into the game, but I think it remains to be seen for the next generation of games, it could be that it's not enough time.

Gameplanet: How have you found the integration with Elite into Modern Warfare 3? Has it been a difficult integration?

Schofield: The truth is that the Beachhead team has probably handled most of the difficult integration, they're the ones who are making Elite. Our goal and our job has been to make the game, so as far as the integration goes, we have a great integration but we don't have to bear a lot of that.

Gameplanet: So the game is still on schedule? What's the release date?

Schofield: Absolutely on schedule, yeah. It's coming out November 8 on PC, PS3, the 360, the DS, and the Wii.