In what has been the most anticipated game, in the truest sense of the term, of this entire generation so far, Watch Dogs stands alone. While some players wish aspects of Watch Dogs would have turned out one way, Ubisoft believes they need to be careful with what they do change as they work on a Watch Dogs sequel.
Ubisoft is synonymous with the open-world genre, and they have earned that reputation with their immersive franchises like Far Cry, Assassin’s Creed and now Watch Dogs. A Watch Dogs sequel hasn’t been announced quite yet, but Lionel Raynaud, who is Ubisoft Montreal’s vice president of creative, spoke about the balance Ubisoft will need to be mindful of when it comes to changing certain aspects of Watch Dogs.
“If you focus on forums and social media, that’s a very specific part of the spectrum of players. They tend to be very vocal, experienced players who influence a lot of the larger community, but they’re also quite different from what a mainstream player would say about Watch Dogs.
“So we need to be careful not to change the things that most players liked, just because the ones who didn’t like those things are the most vocal,” Raynaud said.
Personally, the hype-machine was partly responsible for some not feeling like expectations were not met. However, that was not the verdict we delivered this past May. Watch Dogs did experience serious commercial success and it’s more than worth noting Ubisoft’s desire to fix what may have been flawed and improve the series moving forward.
Resting on laurels and past success never benefits a game and it doesn’t look like Ubisoft will allow that to happen. Speaking further to the idea of complacency, Raynaud said people at Ubisoft Montreal can at times focus too much on the things they could’ve done better, rather than the things they excelled at.
“Even when we release a good game our creative teams tend to focus on what they could’ve done better… I have never met anybody at Ubisoft Montreal that was so proud of what they did that they became complacent – it’s the opposite.
“When you develop a game you always experience many crises during development. It hurts and it stays, even after the release of a good game. What I need to do is celebrate and congratulate the teams, give them confidence in the games we’re making and reassure them of their talents – because they tend not to believe that,” Raynaud said.