Earlier quoted context omitted.
I think the global stat ledgers and unified multiplier progression paths lend themselves to qualities normally associated with other "massive" games. True, the maps are limited in player size, but the feeling that there is a huge world of individual characters of varying class/strength/expertise that you may randomly encounter is pretty similar. It's like WoW battelegrounds/instanced dungeons minus the persistent wor…
C'mon that's just silly. The "massive" part of an MMO is kind of an important attribute and ~20 players is about as non-massive as you can get. Quake in 1996 supported 16 players and there were leaderboards and ladders. It's not an MMO and neither is COD.
Quake in 1996 supported 16 players and there were leaderboards and ladders
If you're comparing the multiplayer experience of CoD and BF to Quake I have to wonder if you've ever played those titles. They aren't simply "leaderboards", they are detailed character RPGs that take a lot of grinding and deliberation over gear, just like an MMO, and that is what makes them stand out as blockbusters compared to other FPS games in the genre - your high level CoD character is on display to potentially any other player that participates in the CoD community, Quake leaderboards were just a list of kills, no persistent character growth.