Ubisoft‘s CEO had a bold comment.
The French company released a lot of open world titles in the past few years, but they tended to be similar to each other (for example, Far Cry 4’s map was almost verbatim copied over to Far Cry Primal…), and still, Yves Guillemot, the CEO had a comment in EDGE (quoted by WCCFTech), which made our rainy Sunday start off nicely:
„The Legend of Zelda: Breath of the Wild took a lot of things that existed in Far Cry and other Ubisoft games, but did them perfectly. I think the most important thing is not the systems as they are, it’s how they can be perfected; how they can give the player the best experience possible.
The same system can be in two games, and not be seen as the same thing. The job is to make sure that you have a certain number of possibilities and that you can combine them in such a way that provides a great experience. When systems are similar, it’s because developers have not been able to take full advantage of what those systems could bring.
When a system is good at providing fun, the team knows that that will work – and at the end of the day what counts is the experience. But we are taking more and more time on our games so that they are very different from one another. That has always been the objective. But if you look at many of the games that are being launched – even the last Sony game, Horizon: Zero Dawn – again, they took some of the same systems that we have. Because, in the industry, we always look at other games and other publishers. A game is very complex, so it helps us to provide a good experience.”
Aside from him seemingly forgetting that Sony recently launched Uncharted: The Lost Legacy, he managed to go a step further with his multiplayer focus within Ubisoft comment: „It’s the kind of game that is more and more in demand from players. As a company, we have to adapt to this evolution in demand. So it’s a question of generation: some people have been playing linear adventures, and they tend to want to continue to play that kind of game, even if they’re starting to open to other types of games. For each revolution or disruption, there are steps where you are in the middle, and the new thing is not yet very interesting. The first people that try the game might say ‘It’s good, but it’s not as good as I expected’ and sometimes they don’t want to try it again. But after a while, you improve the quality of this new experience, and you arrive at a level where the new people who try it love it. It always takes time to change mentalities. For us, we had no choice but to introduce the types of product that most of the customers, most of the players, wanted.”
Source: WCCFTech
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