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Ubisoft CEO explains 'difficult' decision to reboot Rainbow Six: Patriots

Developer wanted to 'lead with multi-player'

Ubisoft CEO Yves Guillemot has explained the "difficult" decision to reboot Rainbow Six: Patriots, which today was re-unveiled as the multiplayer-centric Rainbow Six: Siege.

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Speaking to CVG ahead of Ubisoft's E3 press conference, Guillemot said the rebuild ensured its Montreal studio could design the game around the online experience, rather than a traditional single-player campaign - a break from the firm's usual approach.

"We realised that we needed to go first with multiplayer," he said.

"Before when we made games, we were leading first with single-player and then taking the systems from that to do multi-player. With Rainbow Six we said, 'OK, we have to change our way of doing things' - lead with mutli-player first and then make single-player from that.

"That's what made us change the game totally. We decided to restart with that in mind. The decision came from what we were seeing in the marketplace and because we wanted to do a 60 frames-per-second multi-player game."

Guillemot insisted the decision "came from the gameplay side" and wasn't directly influenced by any negative reaction to Patriot's 2011 reveal as a story-heavy FPS.

"The only chance we had to come with something that would be impressive in the online FPS arena was to have 60 frames-per-second and no limits imposed by having single-player. That's what made us change direction.

"In a way it was difficult because you have to say 'OK, let's do a write-off'. But the business has become a bit clearer; if you don't make the right decisions, it tells you at the end you've made a big mistake. The longer you wait, the bigger the mistake is.

"In a way the decision is easier to make now than it was before. Before we could say, 'OK, we'll still sell a couple of million units and monetize our investment'. Today if you are not at the right quality level, nobody will buy. Nobody will like it.

"There are lots of factors to take into account. We know that with all of our teams, when their game doesn't sell, they are unhappy. It's not only about succeeding with gamers, it's succeeding with the teams. When they spend three years of their lives making something, they want to see success at the end."

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