Quick Summary:
Quotes:
- Ubisoft's CEO notes that The Division represents Ubisoft's future, and that internally they now talk about the "before The Division" and "after The Division" eras of the company a la BC/AD for calendar years.
- The Polygon article talks to the creative directors of a whole bunch of their primary franchises along with the CEO and Chief Creative Officer.
- Ubisoft reaffirms that they're becoming a games-as-a-service company and strongly value online connectivity and especially the ability of players to play together going forward.
- A manager who used to helm The Crew before getting promoted notes that for live service games they intend to have updates and/or expansionsfor a while before releasing sequels, so Ubisoft's service games will have a longer shelf life. Think more like the 3+ years we see among other publishers most likely, but at least 2 years instead of annual.
- Ubisoft notes that how after Destiny gamers are far more accepting of having online-always games and it's a not really a problem for them anymore. Ubisoft has also worked hard on their server backend to make this more reliable.
- Ubisoft's Chief Creative Officer goes on for a while about how great online connectivity and especially playing together and having achievements and status to show off to other players is.
- Then there's a talk about the direction of each franchise. Feel free to spin off as many threads about that as you like.
Quotes:
Polygon said:"Internally, I've heard people saying that for Ubisoft there will be a 'before The Division' and an 'after The Division,'" Ubisoft CEO Yves Guillemot told Polygon in a recent interview. "That signifies how incredible we think the game is and how much we think it has to offer to players.
"The Division is a reference point for our future, and we certainly hope it is a game players will love."
How do you see these sorts of games evolving?
Serge Hascoet, CCO: At Ubisoft, we expect open world games to continue to grow in popularity. Our objectives include making them more cooperative, so that more players enjoy playing them together. Also, when the game suits it, why not make it more competitive, so that players can challenge each other and make a sport of it. We continue to believe that open worlds are conducive for the expression of the players, and that over time they will only improve in allowing people to have a sense of accomplishment through their play. Open worlds let players spend the time they have at their disposal, be it a little while or a long time. With these games, players can come back for years if they want. So our job is to keep delivering more attractive and more believable worlds that are of the highest possible quality.
Source: http://www.polygon.com/features/2016/3/8/11179934/ubisoft-division-interview-future-watch-dogs-2"Look at the biggest hits of the past few years," [Guillemot] said. "GTA, Fallout, Destiny, Watch Dogs; outside of Call of Duty and sports titles, the most successful and acclaimed games are open worlds. In 2008, open world games had less than 10 percent of the market. Now it's 33 percent. And almost all of the biggest and most popular titles have multiplayer or co-op options for players to enjoy if they want.
"We are in a good position to capitalize on these trends. We've got great franchises in place with Assassin's Creed, Far Cry, Watch Dogs and Rainbow Six. We're launching The Division, and we have Ghost Recon, For Honor and another new IP on the horizon. Now we have to deliver on all of these great franchises and make sure they have the level of quality and innovation that gets players excited and coming back for more."