Q: At e3 last year, you guys hinted that there was some kind of connectivity online. Sort of someone else watching you or friends. How is that all going to work with the various different parts?
A: So connectivity is definitely important to us. and there are two ways that will work. And we are not saying everything yet, but I think I can make things a lot clearer today. In both demos we showed of watchdogs, we teased that there are other players involved while you are playing what seems to be single player. Basically what we are trying to do is start blending the line between offline and online; between multiplayer and singleplayer. When you're playing an action-adventure game you want to do an epic adventure. The last thing you want to do is go into a lobby and play capture the flag when you're in multiplayer. The multiplayer will also be happening when you're playing singleplayer. You will cross paths
Q: So they're not two different modes?
A: There are fully multiplayer contexts, but we will have players crossing paths even in singleplayer. What we showed in the demo today is true out -- that player just doing free roaming in the city. There was another player had a contract to tail him -- to basically steal information from him -- and the whole time he was there. You know, you couldn't necessarily see him -- sometimes he was through cameras, sometimes he was phyiscall there, and at the end the first player saw him and basically countered him.
Q: So how do you avoid it being annoying if you just want to enjoy the story yourself. You know, I don't want someone chasing me, I just want to play the game?
A: So obviously we will give control to the player to manage that. But we've found ways of having players interact that don't lead to griefing. We want it to be a positive experience.