Originally Posted by
En0-
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Hello Booped,
To make things clear: There is nobody at Ubisoft telling RedLynx what we should do. We're totally free of our strategy and projects. We just have to make at least as much money as we spend. We present our plans regularly for the studio and for the projects, we get feedback but any project that comes from RedLynx is because the team decided to do it. Ubisoft is here to support us and the relationship is very healthy.
Obviously, doing a game like Trials is expensive and appeal to a niche. There is a reason why there is almost no clone of Trials and none of the few ones are really successful: it requires a tons of very unique skills to develop and they are very different from most of the more mainstream games. But that's a risk as much as a strength. Up to us to find the right balance between uniqueness and audience large enough to support our ambitions.
I think RedLynx games have 3 components:
- Skill based: physic based gameplay, leaderboards, etc...
- Community based: UGC, competitions, events, long term support...
- Unexpected silliness: At a first sight, the game is very serious (competition, gameplay skills, etc...) and when you dig in you find all sort of craziness (Easter eggs, challenges, skill games, squirrels, penguin...)
So depending on the size of the project, we'll always have 2 or 3 of these components more or less developed. A big project will have all 3 very developed, a small project will probably have only 2 of these components.
I think that's what makes RedLynx games unique and where the team is great at, but also what the players expect.
Cheers,