"Charles Cler, Lead Game Designer at Ubisoft Paris, who worked on the movement of characters on Ghost Recon: Breakpoint, offers Stories an additional explanation when we talk to him about this need to go fast. “I also think that the players have evolved, they are no longer just teenagers. There are many players who have a job, a family, and who have shorter game sessions. And on these sessions, they want to make the most of it, advance the story, do the maximum number of missions. Hence, I think, a need for higher speed of play and movement. Forcing walking would be perceived as super frustrating, especially since running is a natural action that can hardly be prohibited without a solid narrative reason. "It's no coincidence that the cutscenes where the player can move his character without being able to run, in particular not to rush the narration,annoy more than one ."
Oh no. Charles doesn't understand me at all.

Or the genre... Or the history of the franchise and basic math.
"...the players have evolved, they are no longer just teenagers."
If you are a long time fan of the franchise, the only way it's possible for you to be a teenager is if you popped out of the womb with a controller in your hand. 2001-2020
The franchise was rated "M" from the beginning, so their target audience should never have been "teenagers".
"There are many players who have a job, a family, and who have shorter game sessions. And on these sessions, they want to make the most of it, advance the story, do the maximum number of missions."
The genre of Tactical shooter has been and never should be about speed. Slow is smooth, smooth is fast. Other genes exist to provide those different experiences.
When it comes to shorter play sessions, "making the most of it" comes from enjoyment of the time spent, not how many boxes you can check. NOBODY wants to "Steal the truck" and "Eliminate the squad" 12 times an hour.
The outcry from the community, with Breakpoint specifically, regarding players busy schedules was directly in response to Ubi's "speed over experience" design. Funneling players into the arcade run and gun style. Us 'evolved teenagers' specifically communicated we only have a limited time to play due to RL, don't force our limited game time to be
this garbage.
"Hence, I think, a need for higher speed of play and movement. Forcing walking would be perceived as super frustrating, especially since running is a natural action that can hardly be prohibited without a solid narrative reason"
Charles, what is the "Narrative reason" that stops you from running everywhere you go? Did you run from your bed to the front door this morning, did you run through the grocery store on your last trip? Have you been running all over the office all day?
And why does he think it has to be "forced" walking? The game allows walking, it also allows running. It's where you balance the benefits that makes one
the play style.
"It's no coincidence that the cutscenes where the player can move his character without being able to run, in particular not to rush the narration,annoy more than one ."
So, instead of creating depth, adding reason, using compelling story telling, just let players run?
Is the studio stuck in some sort of alternate dimension? Some sort of anti-logic zone? Are the walls painted with lead? Is it underneath power lines?
Am I alone here, in reading this article, and having my distrust that UbiParis has any competence
underscored? A highlight of how simple their thinking is, and how little effort they put in to solving issues, and how they have no respect for the genre?
Ubi guy 1: "Players have less time to spend in our game per session."
Ubi guy 2: "Let's make everything in the game totally inconsequential. So players can just move from one glowing dot to the next with no need to tell a story or for anything to make sense."
Charles Cler: "And we should make 'em run faster than Usain Bolt!"
Yves: "Good enough! Sell it!"
Blue, I do appreciate you sharing the article. I'd be interested in reading more things like this. But his mindset is soul crushing.