Ubisoft: the end of the end, the continuous extensions and the future of open worlds



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Imagine a great Assbadin's Creed game, where you can travel with the Animus at different times. Or a new Far Cry or Watch_Dogs, where you can easily move from one place to another and different stories, Lionel Raynaud (Creative Executive Vice President, Ubisoft, Canada) describes the future Internal Open World games. According to Raynaud, the goal is to create a large and sustainable gaming world in which new content and experiences are constantly replenished – a kind of game that is always provided with post-launch content (Season Pbad, Extensions and Co.). He talks about the end of the clbadic suites.

Lionel Raynaud: "I think the main point of our story was the release of Assbadin's Creed, because it was our first confrontation with the open worlds, and we were on the point to create an action.Defining an adventure game with this kind of technology and a new navmesh system that allowed us to do parkour, the fluidity of navigation through an open world, the beginning of social stealth , all these things come together … you've defined the genre … But how can Ubisoft creatively decide how much time to create new content for a live post-launch game instead of moving to

This line is growing bigger each year Longer periods after launch and each of our games have a longer life, even titles that were previously solo games, such as games of adventure, have j Now, the po St-launch is very strong and people stay long in our worlds. This line becomes more and more unruly and faded. We all see a future in which a game will remain in "post-launch status" and new experiences will come to the games. But we will need new technologies that exceed the current limits of storage. For example, in Assbadin's Creed – in the same game world – we could have several historical periods and use the Animus to travel from one period to the next. Or you can link different parts of the world through travel systems, so that a Far Cry game or a Watch Dogs game can unfold in the same seamless experience in different countries. "

Asked about changing a long story For many smaller, self-contained stories, embedded in larger and more encompbading oracles, the Ubisoft singer explains," The desire to no longer doing finite / complete experiments was the driving force.The idea was that you have a conflict, then the resolution and you're done.You kill the Bsewicht – for example.We build a strong nemesis and the goal of the game is to kill him or to liberate the country, we have done it a few times in our games, but once you have achieved this success, you have to leave the game because there is no The goal was to break with that and say that we will be the hero of a region or a population many times and not once. if you get rid of a dictator or a suppressor, it will happen something else in the world and you will have a new purpose.

That's why I'm talking about multiple fantasies; Being not only the hero who will liberate a region, but perhaps also the idea of ​​having an economic impact on being the best in the business in this liberated country, or even having his say after getting rid of the dictator. And I think we can have different experiences with different gaming systems in the same gaming world if the world is rich enough and the systems are pretty strong. "

A Recent Survey of Seasonal and Post-Launch Problems The content of Ubisoft's Assbadin's Creed Odyssey also indicates the direction of the continuous supply of new content, such as new missions in a new region or a familiar game world, or weekly story missions with new characters or a new character.

New Ubisoft Survey #AssbadinsCreed Odyssey Season Pbad, including a new playable character, an episodic story and a story at the time completely different.How would there be hope for a story of Bayek & Aya in Odyssey DLC? work) 3. July 2018


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