It sure shows that even more now than before with WL. I still am a firm believer that it wasn't a GR but I am also a believer that it was indeed a very nice shooter, habit forming even but as you and I saw, the down spiral was palpable from one point onward until this, whatever you want to call BP.
My only problem is believing, as many here do, that if UBI gives the franchise to the Red Storm Team everything will go back to its proper order when I know, and I don't keep up much with this, that the majority of the Original Dev Team from Red Storm is no longer there. Then again, given the chance, I doubt they would turd it as bad as this one is/was.
That’s interesting and in some ways, a little concerning. It’s great if they’re all valued like that, but surely for a game to succeed it needs a clear vision. If you look at Wildlands, you can see this, but with BP, it’s confused. Do you think that’s one of the ways BP went wrong? Lack of creative direction? Or was it too many late and/or half implemented changes in direction?Originally Posted by AI BLUEFOX Go to original post
Even way, I’ll concede, that I think they’ve done a great job of trying to drag all the wayward parts of BP into something far more cohesive, but I still think it’s lack of clear path from the outset continues to hurt it.
It’ll be interesting to see what the next update brings in this regard. I’d like them to announce something about Motherland. I think it would give some hope they were confident about it.
I completely agree re creative vision and leadership. However I think it was the same leadership as worked on WL.
BP was impaired more by corporate interference and the drive to homogenise offerings and mass appeal. I mean Serge Hascoet had complete control over pretty much all of their franchises. No wonder everything has started feeling samey and neutered.
I genuinely think the team are as passionate about the franchise as we are, they just need a corporate hub that takes risks and offers autonomy. Fenyx Rising is an example of what happens when you let a team run with things. That was one of the most solid offerings Ubi has put out in a while.
I think the problems that manifested in BP were more a result of internal politics and corporate decision-making at a level that really doesn't understand the franchise or its fanbase.
That makes sense. You see that all over industry. Somebody making decision based, not on actual knowledge, but instead the fact that they are in charge and can.Originally Posted by vahndaar Go to original post
I'm talking about executives deciding the schedule of releasing information to the community. Executives aren't deciding that. That would be the production team, perhaps with input from the dev team and with the support of the marketing team. That's not something an executive would micromanage. I get that the typical thing to do is to blame "the executives" for everything, but executives aren't concerned with managing communication updates regarding post-launch content.They're concerned with managing business areas and with making money for the company. The leads of the various departments, aka, the lead devs, are probably the ones who are making these decisions.Originally Posted by Kean_1 Go to original post
Those "somebodies" are also part of the dev team.Originally Posted by Hugo-FOU Go to original post
When I said that the decision to withhold information is made by the studio executives, I didn't mean the heads of Ubisoft, like Yves Guillemot. No, I meant the people in charge of the team creating the game, like the Creative Director Eric Couzian, Executive Producer Nouredine Abboud, Game Director Elie Benhamou, etc.
There wasn't any indication of corporate influence unduly effecting Wildlands that I saw. The Wildlands team had complete autonomy, from producer Nouredine Abhoud and Eric Couzain to the rest of the Dev team from al I could tell. Without seeing their organisation, it appeared to be very flat with all opinions respected, but the exposure was very limited in terms of time so I couldn't be totally certain. You just pick up on the way people talk to each other and the body language. The Just Dance and Rabids teams were completely separate by the way; the studio is organised along franchise lines for the creative work as far as I could tell.
For Breakpoint, there was no involvement from any of us to see what was going on until the launch night. That was the first I knew of a new game, whereas Wildlands we'd play tested before the big E3 reveal in 2015. Clearly by then the influence from the central editorial team had taken hold, probably in no small part because of the success of Wildlands. It seemed pretty clear to me that the Dev Team realised they'd taken a wrong turn.
How do you go from Fallen Ghosts to brokepoint?
How did behemoth and raid ever fit into ghost recon?
Man hours expended on raid, behemoth etc would of been better spent improving AI
Sadly I still don’t think ubi has changed course sufficiently to correct for misconceptions implemented into brokepoint
Still holding out to be proved wrong