1 00:00:04,400 --> 00:00:07,800 Speaker 1: Welcome to tech Stuff, a production from I Heart Radio. 2 00:00:12,119 --> 00:00:14,800 Speaker 1: Hey there, and welcome to tech Stuff. I'm your host, 3 00:00:14,960 --> 00:00:17,959 Speaker 1: Jonathan Strickland. I'm an executive producer with iHeart Radio and 4 00:00:18,000 --> 00:00:21,840 Speaker 1: I love all things tech and welcome to our third 5 00:00:22,079 --> 00:00:26,119 Speaker 1: installment on the history so far of the video game 6 00:00:26,120 --> 00:00:30,040 Speaker 1: developer company Ubisoft. Now. In our first episode, we learned 7 00:00:30,040 --> 00:00:33,800 Speaker 1: how five brothers in France diversified the family business of 8 00:00:34,320 --> 00:00:39,440 Speaker 1: selling farming equipment by getting into hardware and software distribution. 9 00:00:39,640 --> 00:00:43,120 Speaker 1: You know computer hardware and software as you do. We 10 00:00:43,240 --> 00:00:45,839 Speaker 1: also learned how they took that business and then they 11 00:00:45,840 --> 00:00:50,159 Speaker 1: built a new company centered around developing and publishing video games, 12 00:00:50,440 --> 00:00:54,240 Speaker 1: and how that company, Ubisoft, grew steadily. And in the 13 00:00:54,280 --> 00:00:57,840 Speaker 1: second episode, we followed up on Ubisoft having a success 14 00:00:57,840 --> 00:01:02,040 Speaker 1: with a game called Raymond and an early acquisition of 15 00:01:02,040 --> 00:01:05,800 Speaker 1: a US based video game developer called red Storm, and 16 00:01:05,840 --> 00:01:09,280 Speaker 1: how the company launched into an era of expansion that 17 00:01:09,440 --> 00:01:14,240 Speaker 1: was impressive by any measure. The company opened up new studios, 18 00:01:14,319 --> 00:01:18,640 Speaker 1: they bought out other companies, they acquired assets from organizations, 19 00:01:18,720 --> 00:01:23,480 Speaker 1: some of which were also coincidentally founded by those brothers, 20 00:01:23,920 --> 00:01:26,880 Speaker 1: and all while a bigger fish in the form of 21 00:01:26,920 --> 00:01:31,039 Speaker 1: Electronic Arts was circling the company with a threat of 22 00:01:31,040 --> 00:01:34,120 Speaker 1: a hostile takeover. Now, at the end of that last episode, 23 00:01:34,120 --> 00:01:36,720 Speaker 1: we learned that e A divested itself of a large 24 00:01:36,800 --> 00:01:39,640 Speaker 1: number of shares and Ubisoft, and with the threat of 25 00:01:39,640 --> 00:01:43,560 Speaker 1: a hostile takeover fading away, Ubisoft pushed even harder to 26 00:01:43,680 --> 00:01:49,080 Speaker 1: grow while launching and advancing franchises like Far Cry, Assassin's Creed, 27 00:01:49,120 --> 00:01:53,840 Speaker 1: and numerous Tom Clancy related video game titles. Another asset 28 00:01:54,240 --> 00:01:57,400 Speaker 1: that originally belonged to a different company founded by one 29 00:01:57,400 --> 00:02:01,400 Speaker 1: of the Gilmo brothers was a Quebec studio that had 30 00:02:01,520 --> 00:02:05,000 Speaker 1: been part of long Tail Studios, and that trace its 31 00:02:05,000 --> 00:02:08,560 Speaker 1: origin back to Gerard Guillman. And that's a case in 32 00:02:08,639 --> 00:02:12,920 Speaker 1: point right. Anyway, Ubisoft would purchase that Quebec studio from 33 00:02:12,960 --> 00:02:16,320 Speaker 1: long Tail, and long Tail would retain its other studios 34 00:02:16,320 --> 00:02:19,520 Speaker 1: for the time being, and then you know, Ubisoft just 35 00:02:19,600 --> 00:02:22,960 Speaker 1: folded that into Ubisoft's Quebec office. And I realized, I 36 00:02:23,000 --> 00:02:28,720 Speaker 1: keep saying Quebec and Quebec and that's just me, I guess. Anyway, 37 00:02:28,840 --> 00:02:31,839 Speaker 1: as I mentioned in the last episode, ubi Soft had 38 00:02:31,919 --> 00:02:35,960 Speaker 1: recently purchased a company called Alliant, which what made free 39 00:02:35,960 --> 00:02:38,799 Speaker 1: to play games, and we would soon see elements of 40 00:02:38,840 --> 00:02:42,040 Speaker 1: the free to play micro transaction strategy work its way 41 00:02:42,040 --> 00:02:46,359 Speaker 1: into various Ubisoft games, even those that are not themselves 42 00:02:46,480 --> 00:02:49,000 Speaker 1: free to play games. We would see that micro transaction 43 00:02:49,400 --> 00:02:52,880 Speaker 1: make its way into Triple A titles. So let's see 44 00:02:53,040 --> 00:02:55,560 Speaker 1: what happens next, because this episode should bring us up 45 00:02:55,560 --> 00:02:59,040 Speaker 1: to present day, and it's going to include some particularly 46 00:02:59,120 --> 00:03:03,520 Speaker 1: dramatic story, including another possible hostile takeover and widespread allegations 47 00:03:03,600 --> 00:03:07,680 Speaker 1: of serious misconduct within the company. In two thousand twelve, 48 00:03:08,040 --> 00:03:10,919 Speaker 1: Ubi Soft released Far Cry three. Now, if you recall, 49 00:03:11,000 --> 00:03:13,400 Speaker 1: the original Far Cry game came out of a different 50 00:03:13,440 --> 00:03:17,640 Speaker 1: development studio called Crytech. Cry Tech built a game engine 51 00:03:17,760 --> 00:03:21,600 Speaker 1: called the cry Engine and built the original Far Cry 52 00:03:21,639 --> 00:03:24,959 Speaker 1: in that game engine. Then Ubisoft bought that i P 53 00:03:25,480 --> 00:03:27,600 Speaker 1: for the Far Cry series, as well as the right 54 00:03:27,639 --> 00:03:31,640 Speaker 1: to use that particular version of the cry Engine, and 55 00:03:31,680 --> 00:03:36,160 Speaker 1: from that moment forward, the cry Engine forked into two pathways. 56 00:03:36,320 --> 00:03:39,320 Speaker 1: At Crytech, it remained the cry Engine and continued to 57 00:03:39,400 --> 00:03:43,480 Speaker 1: evolve there. Under Ubisoft it would turn into the game 58 00:03:43,520 --> 00:03:47,480 Speaker 1: engine called Dounia, and it would evolve separately. So these 59 00:03:47,520 --> 00:03:51,560 Speaker 1: diverging pathways, UBI Soft continued to tweak and build onto 60 00:03:51,560 --> 00:03:54,080 Speaker 1: the Dounia engine, and far Cry three came out of 61 00:03:54,240 --> 00:03:58,760 Speaker 1: Dounia two, which included some new features like global lighting 62 00:03:59,040 --> 00:04:01,600 Speaker 1: and lighting and video games is a really big deal, 63 00:04:01,720 --> 00:04:04,840 Speaker 1: which I get sounds pretty obvious, because, after all, our 64 00:04:04,960 --> 00:04:07,800 Speaker 1: vision is based off of how light interacts with the 65 00:04:07,920 --> 00:04:12,480 Speaker 1: environments around us. A lot of recent focus on video 66 00:04:12,560 --> 00:04:16,120 Speaker 1: game graphics has really been about the interplay of light 67 00:04:16,640 --> 00:04:20,279 Speaker 1: with different surfaces. You may have heard of ray tracing 68 00:04:20,480 --> 00:04:23,440 Speaker 1: that mostly refers to the way light behaves with specific 69 00:04:23,520 --> 00:04:27,640 Speaker 1: types of surfaces, like a pane of glass or a 70 00:04:27,680 --> 00:04:31,400 Speaker 1: reflective puddle of water. Well, the Dounia two engine was 71 00:04:31,480 --> 00:04:34,840 Speaker 1: kind of a step toward that direction, although ray tracing 72 00:04:34,839 --> 00:04:37,120 Speaker 1: wouldn't really be a thing you would hear about in 73 00:04:37,160 --> 00:04:41,320 Speaker 1: the video game world for a bit longer. Far Cry 74 00:04:41,440 --> 00:04:45,640 Speaker 1: threes pre sales were a little bit underwhelming. Now, just 75 00:04:45,720 --> 00:04:48,680 Speaker 1: in case you're not aware somehow, pre ordering or pre 76 00:04:48,760 --> 00:04:51,640 Speaker 1: sales that just means you lay down your cold hard 77 00:04:51,680 --> 00:04:54,960 Speaker 1: cash for a game before that game is even available, 78 00:04:55,320 --> 00:04:57,920 Speaker 1: and the idea is that the moment the game does 79 00:04:58,000 --> 00:05:01,599 Speaker 1: come out, you've secured your coppy. Now, in the old days, 80 00:05:01,720 --> 00:05:05,920 Speaker 1: when physical media dominated the video game market, this was 81 00:05:05,960 --> 00:05:09,479 Speaker 1: something that gamers would do at retail stores, so that 82 00:05:09,640 --> 00:05:13,359 Speaker 1: when those game copies showed up to their local store, 83 00:05:13,839 --> 00:05:16,360 Speaker 1: they would have a reserved copy of their own, and 84 00:05:16,440 --> 00:05:19,480 Speaker 1: in theory, they wouldn't have to worry about the store 85 00:05:19,520 --> 00:05:23,080 Speaker 1: having sold out of the game before they were able 86 00:05:23,120 --> 00:05:27,000 Speaker 1: to get there. Today, in the era of digital delivery, 87 00:05:27,120 --> 00:05:30,640 Speaker 1: a pre order means that again in theory, anyway, you 88 00:05:30,640 --> 00:05:33,520 Speaker 1: should be able to download a game the moment it 89 00:05:33,560 --> 00:05:36,800 Speaker 1: goes live, and so your gaming experience will start as 90 00:05:36,800 --> 00:05:39,359 Speaker 1: soon as you've got enough of the game downloaded to 91 00:05:39,560 --> 00:05:41,839 Speaker 1: launch it, and so it's kind of dependent on your 92 00:05:42,080 --> 00:05:46,359 Speaker 1: internet connection speed. In recent years, companies have even allowed 93 00:05:46,400 --> 00:05:49,680 Speaker 1: downloads to begin way ahead of schedule. And then the 94 00:05:49,760 --> 00:05:52,480 Speaker 1: moment a game goes live is kind of like a 95 00:05:52,520 --> 00:05:55,960 Speaker 1: switch turning off, and it allows gamers to access a 96 00:05:56,000 --> 00:05:58,719 Speaker 1: game that has already been installed on their systems. So, 97 00:05:59,000 --> 00:06:01,240 Speaker 1: let's say a game goes live of at midnight, the 98 00:06:01,279 --> 00:06:05,000 Speaker 1: game has already been downloaded to the gamer's machine. It's 99 00:06:05,040 --> 00:06:09,080 Speaker 1: just that the activation code isn't uh isn't actually active 100 00:06:09,640 --> 00:06:12,480 Speaker 1: until midnight, and then boom, you can start playing game. 101 00:06:12,520 --> 00:06:15,680 Speaker 1: Companies love pre orders because it looks great on a 102 00:06:15,720 --> 00:06:18,839 Speaker 1: balance sheet, you know, to get those revenue numbers up early. 103 00:06:19,279 --> 00:06:22,720 Speaker 1: It's a great thing to share with shareholders, to say 104 00:06:22,720 --> 00:06:26,000 Speaker 1: to your your stockholders, hey, this game is going to 105 00:06:26,040 --> 00:06:29,840 Speaker 1: do incredibly well. It helps bring the share price of 106 00:06:29,920 --> 00:06:32,320 Speaker 1: your company up, The value of your company goes up. 107 00:06:32,560 --> 00:06:35,960 Speaker 1: Lots of positive things can happen due to those numbers 108 00:06:35,960 --> 00:06:39,920 Speaker 1: from a corporate standpoint, and it really helps balance out 109 00:06:39,960 --> 00:06:42,800 Speaker 1: the costs of development. And I mentioned that in the 110 00:06:42,880 --> 00:06:45,279 Speaker 1: last episode that those can get really high. We're gonna 111 00:06:45,320 --> 00:06:48,000 Speaker 1: talk more about that in this episode. But from a 112 00:06:48,120 --> 00:06:52,960 Speaker 1: gamer perspective, it satisfies an urge for gratification, at least 113 00:06:52,960 --> 00:06:56,479 Speaker 1: for the feeling that you get when a game comes 114 00:06:56,520 --> 00:06:59,760 Speaker 1: into your possession, But it also comes along with risks. 115 00:06:59,800 --> 00:07:02,800 Speaker 1: But as of the game isn't very good or if 116 00:07:02,800 --> 00:07:05,159 Speaker 1: it has a lot of bugs or other issues, then 117 00:07:05,320 --> 00:07:07,840 Speaker 1: the gamers who pre ordered it are stuck with it. 118 00:07:07,880 --> 00:07:11,600 Speaker 1: You didn't give the industry time to dive into and 119 00:07:11,680 --> 00:07:13,960 Speaker 1: dissected the game, right. You didn't get a chance to 120 00:07:14,040 --> 00:07:16,920 Speaker 1: read the reviews and find out if the game was 121 00:07:16,960 --> 00:07:20,119 Speaker 1: actually any good or if it was well made. Maybe 122 00:07:20,160 --> 00:07:22,600 Speaker 1: you saw an awesome trailer for the game and that 123 00:07:22,720 --> 00:07:25,480 Speaker 1: sold you on the experience, so you PLoP down your 124 00:07:25,800 --> 00:07:28,800 Speaker 1: sixty dollars or whatever to pre order the game. Only 125 00:07:28,800 --> 00:07:31,360 Speaker 1: when the day comes and you finally get it, you 126 00:07:31,400 --> 00:07:34,080 Speaker 1: realize that the playing experience just doesn't live up to 127 00:07:34,120 --> 00:07:37,200 Speaker 1: that trailer. If you pre order, you also typically pay 128 00:07:37,280 --> 00:07:41,080 Speaker 1: whatever the highest price is for that version of the game. 129 00:07:41,680 --> 00:07:45,040 Speaker 1: And sometimes games will launch and for whatever reason, it 130 00:07:45,040 --> 00:07:47,760 Speaker 1: becomes clear that there's just not a big place in 131 00:07:47,800 --> 00:07:50,680 Speaker 1: the market for that game, at least not as big 132 00:07:50,680 --> 00:07:54,040 Speaker 1: as what the company was anticipating, and typically companies will 133 00:07:54,040 --> 00:07:56,680 Speaker 1: mark down the price of a game when that happens. 134 00:07:57,200 --> 00:08:00,440 Speaker 1: Recapturing some of the cost of development is better than 135 00:08:00,480 --> 00:08:04,640 Speaker 1: not getting anything, so it can pay if you just 136 00:08:04,880 --> 00:08:07,360 Speaker 1: wait a little bit, even just for a short while, 137 00:08:07,840 --> 00:08:10,040 Speaker 1: to make sure that one the game is worth it, 138 00:08:10,120 --> 00:08:13,400 Speaker 1: and to maybe the price comes down so that even 139 00:08:13,440 --> 00:08:16,760 Speaker 1: if the game wasn't perfect, with the lower price, it 140 00:08:16,880 --> 00:08:20,560 Speaker 1: is worth it. Pre Orders would later introduce other issues 141 00:08:20,760 --> 00:08:24,080 Speaker 1: in the gaming industry in general. For example, one way 142 00:08:24,080 --> 00:08:26,120 Speaker 1: to encourage people to pre order a game is to 143 00:08:26,160 --> 00:08:30,880 Speaker 1: pay exclusive content to a specific outlets pre order system. 144 00:08:31,000 --> 00:08:33,319 Speaker 1: So if you were to pre order a game with 145 00:08:33,440 --> 00:08:37,400 Speaker 1: one retailer, then you would get one set of exclusive content. 146 00:08:37,760 --> 00:08:40,599 Speaker 1: But if you had gone with a different retailer, you 147 00:08:40,640 --> 00:08:44,000 Speaker 1: would get a different set of exclusive content, and there'd 148 00:08:44,000 --> 00:08:47,920 Speaker 1: be no way for a completionist to get everything because 149 00:08:48,600 --> 00:08:51,520 Speaker 1: of how that content gets sliced up like that. Now, 150 00:08:51,600 --> 00:08:53,440 Speaker 1: later on you might get a Game of the Year 151 00:08:53,559 --> 00:08:57,000 Speaker 1: edition that groups them all together, but that's much later, 152 00:08:57,440 --> 00:08:59,959 Speaker 1: and this would be something that gamers would complain about 153 00:09:00,200 --> 00:09:05,200 Speaker 1: with Ubisoft titles further on, particularly with Watchdogs. The Far 154 00:09:05,320 --> 00:09:08,160 Speaker 1: Cry three numbers, as I mentioned, were a little disappointing. 155 00:09:08,320 --> 00:09:10,800 Speaker 1: Now that being said, once the game came out and 156 00:09:10,920 --> 00:09:14,559 Speaker 1: reviews started coming in, sales actually started to pick up. 157 00:09:14,920 --> 00:09:18,400 Speaker 1: Most reviews praised the game play and the setting. There 158 00:09:18,400 --> 00:09:21,640 Speaker 1: were some criticisms that were leveled more against the story 159 00:09:21,760 --> 00:09:25,440 Speaker 1: and the characters, which saw gamers take on a protagonist 160 00:09:25,520 --> 00:09:27,760 Speaker 1: who is trying to rescue his friends who have been 161 00:09:27,760 --> 00:09:31,640 Speaker 1: captured by modern day pirates and smugglers. Some critics felt 162 00:09:31,880 --> 00:09:34,040 Speaker 1: that the speed at which your character, who kind of 163 00:09:34,280 --> 00:09:37,520 Speaker 1: starts off just as a normal average guy, suddenly becomes 164 00:09:37,559 --> 00:09:40,719 Speaker 1: like an unstoppable killing machine was just unrealistic. And it 165 00:09:40,760 --> 00:09:43,439 Speaker 1: also follows the trope in which you've got a group 166 00:09:43,480 --> 00:09:46,800 Speaker 1: of natives who are incapable of helping themselves, and so 167 00:09:46,840 --> 00:09:49,760 Speaker 1: they have to rely upon some white champion to come 168 00:09:49,800 --> 00:09:53,800 Speaker 1: into the picture and save them. Ubisoft developers were creating 169 00:09:53,840 --> 00:09:56,719 Speaker 1: a game in which morality wasn't an absolute, so you 170 00:09:56,760 --> 00:10:00,600 Speaker 1: could play in a way that was, you know, considered 171 00:10:00,679 --> 00:10:04,280 Speaker 1: morally good or morally evil. But in the process they 172 00:10:04,320 --> 00:10:09,480 Speaker 1: also relied kind of heavily on some pretty negative narrative elements. 173 00:10:09,840 --> 00:10:12,280 Speaker 1: So far, Cry three would end up being a success, 174 00:10:12,360 --> 00:10:14,360 Speaker 1: but it would take a little more time for those 175 00:10:14,360 --> 00:10:18,360 Speaker 1: sales numbers to come up. Meanwhile, Ubisoft was really leaning 176 00:10:18,400 --> 00:10:22,760 Speaker 1: heavily on the Assassin's Creed franchise, releasing Assassin's Creed three 177 00:10:23,200 --> 00:10:25,599 Speaker 1: in two thousand twelve. Now, you might have heard me 178 00:10:25,679 --> 00:10:28,559 Speaker 1: say in the previous episode that Ubisoft is a company 179 00:10:28,559 --> 00:10:34,080 Speaker 1: frequently associated with crunch around this time, and crunch refers 180 00:10:34,080 --> 00:10:37,040 Speaker 1: to the amount of intense work that leads up to 181 00:10:37,080 --> 00:10:39,480 Speaker 1: the release of a game. When you look at the 182 00:10:39,480 --> 00:10:42,520 Speaker 1: release schedule of Assassin's Creed games, you start to realize 183 00:10:42,760 --> 00:10:46,320 Speaker 1: that this could be a pretty grueling schedule. Uh. I'll 184 00:10:46,320 --> 00:10:49,120 Speaker 1: just talk about the main release games in the Assassin's 185 00:10:49,120 --> 00:10:51,840 Speaker 1: Creed series. These are the ones that came out for 186 00:10:51,920 --> 00:10:55,480 Speaker 1: consoles and computer systems. But keep in mind there were 187 00:10:55,520 --> 00:10:58,800 Speaker 1: a ton of Assassin's Creed games, some of which were 188 00:10:59,040 --> 00:11:03,080 Speaker 1: released for handheld systems, some for mobile devices like smartphones, 189 00:11:03,480 --> 00:11:06,200 Speaker 1: some for computers and consoles, but they weren't part of 190 00:11:06,200 --> 00:11:08,560 Speaker 1: the main storyline. So I'm just gonna look at the 191 00:11:08,559 --> 00:11:11,360 Speaker 1: main one. You've got the first game in two thousand seven, 192 00:11:12,080 --> 00:11:14,560 Speaker 1: you had Assassin's Creed two, which came out two years 193 00:11:14,640 --> 00:11:17,640 Speaker 1: later in two thousand nine. Then you've got Assassin's Creed 194 00:11:17,679 --> 00:11:21,720 Speaker 1: Brotherhood and add on kind of to Part two that 195 00:11:21,760 --> 00:11:25,160 Speaker 1: came out in two and Assassin's Creed Revelations in two 196 00:11:25,160 --> 00:11:28,440 Speaker 1: thousand eleven, which also tied back to Assassin's Creed two. 197 00:11:28,840 --> 00:11:31,760 Speaker 1: Now I just mentioned that Assassin's Creed three came out 198 00:11:31,840 --> 00:11:35,960 Speaker 1: in two thousand twelve, Assassin's Creed four Black Flag, which 199 00:11:36,080 --> 00:11:39,000 Speaker 1: was again my personal favorite of all the Assassin's Creed 200 00:11:39,040 --> 00:11:41,480 Speaker 1: games that I have played, but I have not played 201 00:11:41,520 --> 00:11:45,600 Speaker 1: all of them. That one came out in Assassin's Creed 202 00:11:45,800 --> 00:11:49,080 Speaker 1: Rogue and Assassin's Creed Unity both came out in two 203 00:11:49,080 --> 00:11:53,000 Speaker 1: thousand fourteen, so we got two Assassin's Creed mainline games 204 00:11:53,040 --> 00:11:55,719 Speaker 1: that year. I have a little bit more to say 205 00:11:55,760 --> 00:11:59,240 Speaker 1: about unity in here. But just imagine two major releases 206 00:11:59,240 --> 00:12:02,200 Speaker 1: of a flagship franchise in the same year. That is crazy. 207 00:12:02,520 --> 00:12:06,200 Speaker 1: Assassin's Creed Syndicate would follow in two thousand fifteen, and 208 00:12:06,200 --> 00:12:10,439 Speaker 1: then we finally would get a one year gap between 209 00:12:10,520 --> 00:12:14,200 Speaker 1: major releases in the main storyline, with Assassin's Creed Origins 210 00:12:14,559 --> 00:12:17,920 Speaker 1: hitting in two thousand seventeen. Then we get Assassin's Creed 211 00:12:17,960 --> 00:12:21,440 Speaker 1: Odyssey in two thousand eighteen, then we get another one 212 00:12:21,520 --> 00:12:26,520 Speaker 1: year gap, and this year we got Assassin's Creed Valhalla. Now, again, 213 00:12:27,160 --> 00:12:30,280 Speaker 1: those are just the major games. There are at least 214 00:12:30,280 --> 00:12:34,280 Speaker 1: an equal number of other titles that are spinoffs of 215 00:12:34,320 --> 00:12:37,240 Speaker 1: this franchise, but they don't qualify as part of the 216 00:12:37,280 --> 00:12:40,920 Speaker 1: main sequence of Assassin's Creed titles. Now, it was almost 217 00:12:40,920 --> 00:12:45,280 Speaker 1: as if the Assassin's Creed franchise was like a sports game, 218 00:12:45,400 --> 00:12:47,600 Speaker 1: because you know, every year we expect to see a 219 00:12:47,679 --> 00:12:52,480 Speaker 1: new version of specific sports franchises like Madden right, and 220 00:12:52,520 --> 00:12:56,240 Speaker 1: we expect to see an updated player roster to reflect 221 00:12:56,240 --> 00:12:59,560 Speaker 1: the most current version of teams in various sports. But 222 00:13:00,360 --> 00:13:04,160 Speaker 1: we were getting that in this fantasy sci fi Assassin 223 00:13:04,320 --> 00:13:08,760 Speaker 1: based game series. There was a real danger of oversaturating 224 00:13:08,800 --> 00:13:11,720 Speaker 1: the market and burning out the player base, not to 225 00:13:11,760 --> 00:13:15,360 Speaker 1: mention working the developers into an early grave. Though to 226 00:13:15,360 --> 00:13:17,760 Speaker 1: be fair, it wasn't like the exact same group of 227 00:13:17,800 --> 00:13:20,600 Speaker 1: developers were making every single game in the series. This 228 00:13:20,679 --> 00:13:24,800 Speaker 1: was spread out across the global network of studios at 229 00:13:24,880 --> 00:13:29,320 Speaker 1: UBI Soft, with specific studios kind of taking point on 230 00:13:29,600 --> 00:13:33,959 Speaker 1: the big titles. Ubisoft Montreal was largely responsible for the 231 00:13:34,000 --> 00:13:37,560 Speaker 1: main development of the main series, but this also meant 232 00:13:37,559 --> 00:13:39,560 Speaker 1: that as Zubi Stuft tried to keep up the pace, 233 00:13:39,679 --> 00:13:43,200 Speaker 1: it would occasionally release games that, at least initially were 234 00:13:43,400 --> 00:13:48,440 Speaker 1: pretty darn broken. Assassin's Creed three had its historical setting 235 00:13:48,480 --> 00:13:51,920 Speaker 1: take place during the American Revolutionary War, so it actually 236 00:13:51,920 --> 00:13:56,480 Speaker 1: took place in the American colonies. The game added lots 237 00:13:56,600 --> 00:13:59,640 Speaker 1: of new features to the Assassin's Creed franchise, including the 238 00:13:59,640 --> 00:14:03,640 Speaker 1: ability to command a ship like a sailing ship, and 239 00:14:03,679 --> 00:14:06,920 Speaker 1: that would become a much larger part in Black Flag later, obviously, 240 00:14:06,960 --> 00:14:09,800 Speaker 1: because that's a that's a pirate game. But it also 241 00:14:09,920 --> 00:14:12,640 Speaker 1: featured a pretty long lead up to the point where 242 00:14:12,720 --> 00:14:17,040 Speaker 1: anything assassiny happens. You're playing that game for a long 243 00:14:17,120 --> 00:14:19,880 Speaker 1: time before you start getting into something that feels like 244 00:14:19,920 --> 00:14:24,960 Speaker 1: Assassin's Creed. Now, overall, the game got positive reviews, though 245 00:14:25,120 --> 00:14:28,200 Speaker 1: a lot of articles that rank the various entries of 246 00:14:28,240 --> 00:14:32,200 Speaker 1: the Assassin Creed series will frequently put Part three in 247 00:14:32,240 --> 00:14:36,000 Speaker 1: the bottom half. It's not the bottom bottom, it's not 248 00:14:36,080 --> 00:14:38,440 Speaker 1: the worst of the games, but it typically does not 249 00:14:39,000 --> 00:14:42,480 Speaker 1: merit inclusion in the top fifty percent on a lot 250 00:14:42,520 --> 00:14:46,640 Speaker 1: of lists. In two thousand thirteen, Ubisoft made another pair 251 00:14:46,680 --> 00:14:51,000 Speaker 1: of acquisitions, purchasing the Future Games of London studio out 252 00:14:51,000 --> 00:14:55,160 Speaker 1: of um well it says here London, the UK, and 253 00:14:55,280 --> 00:15:00,280 Speaker 1: also the Digital Chocolate studio that was in Barcelona, Spain. Now, 254 00:15:00,320 --> 00:15:04,360 Speaker 1: these studios focused primarily on developing games for mobile and 255 00:15:04,480 --> 00:15:09,960 Speaker 1: social networking platforms. Also side note, the company Digital Chocolate 256 00:15:10,360 --> 00:15:13,880 Speaker 1: was founded by Trip Hawkins. Now that's the guy who 257 00:15:13,960 --> 00:15:18,280 Speaker 1: founded Electronic Arts, which coincidentally was the company that for 258 00:15:18,280 --> 00:15:20,040 Speaker 1: a while looked like it was on the verge of 259 00:15:20,600 --> 00:15:24,360 Speaker 1: doing that hostile takeover of Ubisoft. But Trip Hawkins had 260 00:15:24,440 --> 00:15:27,160 Speaker 1: left long before that. And he's also the guy who 261 00:15:27,240 --> 00:15:30,240 Speaker 1: was behind the failed three D O console, which I 262 00:15:30,360 --> 00:15:35,040 Speaker 1: covered in a recent tech Stuff series. Anyway, Ubisoft acquired 263 00:15:35,240 --> 00:15:39,560 Speaker 1: the Barcelona studio, but not the overall company of Digital Chocolate. 264 00:15:40,040 --> 00:15:44,160 Speaker 1: Hawkins had already stepped down from leadership at Digital Chocolate 265 00:15:44,200 --> 00:15:46,960 Speaker 1: a year earlier, and the company would only be in 266 00:15:47,000 --> 00:15:50,680 Speaker 1: business for one more year before it sold off its 267 00:15:50,720 --> 00:15:53,840 Speaker 1: games to another company, so it didn't stick around for 268 00:15:54,000 --> 00:15:58,480 Speaker 1: very long. That summer, Ubisoft went public with some news 269 00:15:58,520 --> 00:16:02,040 Speaker 1: that wasn't so pause. Someone had managed to find a 270 00:16:02,120 --> 00:16:08,120 Speaker 1: vulnerability in Ubisoft's corporate network, probably through a web vulnerability, 271 00:16:08,280 --> 00:16:12,800 Speaker 1: and they breached Ubisoft systems. According to the company, this 272 00:16:12,880 --> 00:16:15,440 Speaker 1: meant that up to fifty eight million people may have 273 00:16:15,560 --> 00:16:19,440 Speaker 1: had their user names, their email addresses, and their encrypted 274 00:16:19,480 --> 00:16:24,080 Speaker 1: passwords exposed. Now that's obviously not great, but it could 275 00:16:24,080 --> 00:16:26,680 Speaker 1: have been a lot worse. The fact that the passwords 276 00:16:26,680 --> 00:16:30,640 Speaker 1: were at least encrypted means they weren't immediately useful to 277 00:16:30,680 --> 00:16:33,480 Speaker 1: the hackers. The hackers would first need to break that 278 00:16:33,600 --> 00:16:37,760 Speaker 1: encryption to get at the passwords that were encrypted underneath. 279 00:16:38,240 --> 00:16:41,360 Speaker 1: But it serves as a great reminder for all of us. First, 280 00:16:42,000 --> 00:16:46,640 Speaker 1: we should all choose strong passwords for the services we use. Second, 281 00:16:46,920 --> 00:16:50,440 Speaker 1: we should use a unique password for every single service, 282 00:16:50,880 --> 00:16:54,560 Speaker 1: because if someone manages to breach a service you use, 283 00:16:55,080 --> 00:16:57,560 Speaker 1: they could potentially get at your password, And if you're 284 00:16:57,600 --> 00:16:59,800 Speaker 1: using the same password everywhere. You've just handed them the 285 00:16:59,880 --> 00:17:03,240 Speaker 1: key ease to everything, right. You don't want to do that. 286 00:17:03,800 --> 00:17:06,760 Speaker 1: It can really put you at risk. Or if you're 287 00:17:06,800 --> 00:17:09,880 Speaker 1: trying to be really careful and you find out that 288 00:17:10,000 --> 00:17:13,199 Speaker 1: your password was potentially stolen, then you have to go 289 00:17:13,240 --> 00:17:17,000 Speaker 1: through the hassle of changing that password for every service 290 00:17:17,040 --> 00:17:20,320 Speaker 1: you use, which is not super fun. The third point 291 00:17:20,359 --> 00:17:22,720 Speaker 1: I would like to remind people to do is to 292 00:17:22,880 --> 00:17:26,399 Speaker 1: get a password vault program to keep all your passwords. 293 00:17:26,440 --> 00:17:29,080 Speaker 1: A lot of them also have password generators built in, 294 00:17:29,480 --> 00:17:32,360 Speaker 1: and those will create really strong passwords on your behalf 295 00:17:32,600 --> 00:17:35,200 Speaker 1: and keep track of them. Uh. It takes a lot 296 00:17:35,200 --> 00:17:37,760 Speaker 1: of the work out of trying to practice good security habits, 297 00:17:37,760 --> 00:17:43,399 Speaker 1: so quick reminder there. Ubisoft stated that this security breach 298 00:17:43,480 --> 00:17:47,000 Speaker 1: did not touch any systems that stored payment information, so 299 00:17:47,359 --> 00:17:50,159 Speaker 1: that was also a big relief. People with accounts on 300 00:17:50,280 --> 00:17:54,200 Speaker 1: Ubisoft services received messages that urged them to change their passwords, 301 00:17:54,280 --> 00:17:57,440 Speaker 1: since a determined hacker might actually go through the trouble 302 00:17:57,520 --> 00:18:00,280 Speaker 1: to decrypt passwords if they had enough time. I'm in 303 00:18:00,400 --> 00:18:05,639 Speaker 1: processing power. Security experts criticized Ubisoft, saying that it failed 304 00:18:05,680 --> 00:18:09,760 Speaker 1: to be transparent about what security measures were actually in place. 305 00:18:10,280 --> 00:18:13,040 Speaker 1: A few experts pointed out that while passwords may have 306 00:18:13,119 --> 00:18:16,959 Speaker 1: been encrypted, there was no indication as to how Ubisoft 307 00:18:17,000 --> 00:18:21,440 Speaker 1: was encrypting them, and weak encryption could really be an issue. Generally, 308 00:18:21,520 --> 00:18:26,280 Speaker 1: the response was that Ubisoft's approach didn't inspire confidence, and 309 00:18:26,359 --> 00:18:29,639 Speaker 1: a more recent hack this year seems to give a 310 00:18:29,680 --> 00:18:33,160 Speaker 1: bit of credence to those concerns. Now, when we come back, 311 00:18:33,359 --> 00:18:36,760 Speaker 1: we'll revisit the subject of hackers, except this time it 312 00:18:36,800 --> 00:18:40,000 Speaker 1: will be within the context of playing a hacker in 313 00:18:40,080 --> 00:18:43,159 Speaker 1: a video game. But first, let's take a quick break. 314 00:18:50,560 --> 00:18:54,520 Speaker 1: In Ubisoft launched a new I P in the form 315 00:18:54,720 --> 00:18:58,280 Speaker 1: of Watchdogs. The game series is set in a world 316 00:18:58,480 --> 00:19:02,199 Speaker 1: not too different from our own, one in which electronic 317 00:19:02,240 --> 00:19:06,720 Speaker 1: devices gather endless amounts of data that corporations then used 318 00:19:06,720 --> 00:19:11,560 Speaker 1: to make let's see, I think the technical term is 319 00:19:12,080 --> 00:19:16,440 Speaker 1: gobs of money. In each of the games, you play 320 00:19:16,560 --> 00:19:21,720 Speaker 1: as a hacker protagonist or sometimes multiple protagonists, who has 321 00:19:21,760 --> 00:19:27,320 Speaker 1: to navigate this dystopian surveillance world and compromise systems and 322 00:19:27,760 --> 00:19:31,199 Speaker 1: turn the technology against the corporate overlords, and navigate the 323 00:19:31,320 --> 00:19:36,000 Speaker 1: seed criminal underbelly of society, and generally try and accomplish 324 00:19:36,160 --> 00:19:40,520 Speaker 1: specific goals that may or may not be selfish. Ubisa 325 00:19:40,640 --> 00:19:44,040 Speaker 1: Montreal was responsible for the first title in the series, 326 00:19:44,240 --> 00:19:47,240 Speaker 1: and they would also create the sequel that would come 327 00:19:47,240 --> 00:19:51,679 Speaker 1: out in the third game in the series, watch Dogs. 328 00:19:51,880 --> 00:19:56,520 Speaker 1: Legion just recently launched in but this one actually came 329 00:19:56,520 --> 00:20:00,840 Speaker 1: out of Ubisoft Toronto, not Montreal. Now, I've mentioned a 330 00:20:00,840 --> 00:20:04,280 Speaker 1: few times about how games have become incredibly complex and 331 00:20:04,400 --> 00:20:07,520 Speaker 1: as a result, the cost of development goes up, which 332 00:20:07,520 --> 00:20:10,119 Speaker 1: in turn puts a lot more pressure on finding ways 333 00:20:10,160 --> 00:20:12,879 Speaker 1: to make a profit from a game. And just to 334 00:20:12,880 --> 00:20:17,119 Speaker 1: give you some perspective, the budget for the first Watchdogs game, 335 00:20:17,480 --> 00:20:22,960 Speaker 1: which had been in development since before, was nearly seventy 336 00:20:23,200 --> 00:20:26,879 Speaker 1: million dollars. Now these days, it's not unusual for a 337 00:20:26,920 --> 00:20:29,720 Speaker 1: triple A title to have a budget comparable to what 338 00:20:29,760 --> 00:20:34,320 Speaker 1: you would see for a feature length film, which is incredible. 339 00:20:34,560 --> 00:20:39,840 Speaker 1: In addition, around one thousand people worked on Watchdogs, and 340 00:20:40,040 --> 00:20:43,479 Speaker 1: Ubisoft Montreal built it using a brand new game engine 341 00:20:43,560 --> 00:20:49,000 Speaker 1: called Disrupt, which Ubisoft Montreal had also built. Those guys 342 00:20:49,040 --> 00:20:53,359 Speaker 1: are pretty busy. The title sold four million copies in 343 00:20:53,400 --> 00:20:57,000 Speaker 1: its first week, which broke the company and the industry's 344 00:20:57,160 --> 00:21:00,320 Speaker 1: then record for most copies of a brand new I 345 00:21:00,520 --> 00:21:03,679 Speaker 1: P sold within that first week. It would then go 346 00:21:03,720 --> 00:21:07,040 Speaker 1: on to sell at least another six million copies, So 347 00:21:07,240 --> 00:21:11,920 Speaker 1: that first Watchdogs game wasn't without some road bumps upon 348 00:21:11,960 --> 00:21:15,560 Speaker 1: its release. Some people were upset that Ubisoft created not one, 349 00:21:16,040 --> 00:21:20,359 Speaker 1: not two, but four different Collectors editions of the game. 350 00:21:20,840 --> 00:21:24,520 Speaker 1: In addition, a few people alleged that Ubisoft had purposefully 351 00:21:24,560 --> 00:21:28,760 Speaker 1: and artificially made the game look better graphically when they 352 00:21:28,800 --> 00:21:32,240 Speaker 1: did a video preview of the title at E three. 353 00:21:32,840 --> 00:21:35,840 Speaker 1: They claimed that the end game, the one that actually 354 00:21:35,880 --> 00:21:39,960 Speaker 1: came out, that the graphics had been downgraded. Ubi Soft, 355 00:21:40,000 --> 00:21:45,639 Speaker 1: for its part, categorically denied this claim. Critics praised the 356 00:21:45,640 --> 00:21:49,560 Speaker 1: game's gameplay and the setting of Chicago, but there was 357 00:21:49,640 --> 00:21:53,119 Speaker 1: a less of a positive consensus about the story and 358 00:21:53,160 --> 00:21:55,919 Speaker 1: the characters of the game. Now, I'm going to go 359 00:21:55,960 --> 00:22:00,240 Speaker 1: ahead and close out the Watchdogs discussion here because as 360 00:22:00,280 --> 00:22:03,159 Speaker 1: I just think it makes more sense to to follow 361 00:22:03,240 --> 00:22:05,360 Speaker 1: up on that rather than the go year by year. 362 00:22:05,720 --> 00:22:08,800 Speaker 1: So the sequel, Watchdogs Too, came out two years after 363 00:22:08,840 --> 00:22:11,040 Speaker 1: the first game. So this one came out in Twix, 364 00:22:11,640 --> 00:22:14,879 Speaker 1: and this one was set in San Francisco, and the 365 00:22:14,920 --> 00:22:18,640 Speaker 1: protagonist was again a hacker, but a different character than 366 00:22:18,680 --> 00:22:21,440 Speaker 1: from the first game. Would be Soft tweaked a lot 367 00:22:21,440 --> 00:22:24,639 Speaker 1: of the gameplay elements after having received feedback on the 368 00:22:24,680 --> 00:22:28,800 Speaker 1: first Watchdogs game, and Watchdogs two would launch with a 369 00:22:28,800 --> 00:22:33,400 Speaker 1: few glitches and bugs, which frustrated critics and fans, but 370 00:22:33,560 --> 00:22:36,320 Speaker 1: it would be Soft would fairly quickly follow up the 371 00:22:36,400 --> 00:22:39,679 Speaker 1: launch with a game patch that helped smooth out these problems. 372 00:22:40,359 --> 00:22:44,160 Speaker 1: Generally speaking, critics also seemed to like the tone of 373 00:22:44,200 --> 00:22:46,720 Speaker 1: the second game more than they liked the tone of 374 00:22:46,760 --> 00:22:50,560 Speaker 1: the first game. The original Watchdogs had a fairly serious tone, 375 00:22:50,920 --> 00:22:54,080 Speaker 1: and the sequel had some more lighthearted and silly moments, 376 00:22:54,480 --> 00:22:57,680 Speaker 1: and also had a protagonist who wasn't so stoic as 377 00:22:57,720 --> 00:23:00,399 Speaker 1: the main character of the first game. Many people, however, 378 00:23:00,480 --> 00:23:03,600 Speaker 1: also pointed out that the main character of the second game, 379 00:23:03,640 --> 00:23:06,720 Speaker 1: his name is Marcus, was written in such a way 380 00:23:06,800 --> 00:23:10,440 Speaker 1: as to make him a good person within the narrative 381 00:23:10,520 --> 00:23:13,879 Speaker 1: of the game. And that's fine, except the game also 382 00:23:13,920 --> 00:23:17,800 Speaker 1: allows players to do stuff like harm or kill innocent 383 00:23:17,920 --> 00:23:22,080 Speaker 1: bystanders that doesn't affect the way the story unfolds, So 384 00:23:22,400 --> 00:23:27,600 Speaker 1: you could play Marcus like a homicidal maniac, but narratively speaking, 385 00:23:27,600 --> 00:23:30,000 Speaker 1: within the game, you would be treated as if you 386 00:23:30,040 --> 00:23:33,320 Speaker 1: were still this really good guy with a strong moral code. 387 00:23:33,440 --> 00:23:36,680 Speaker 1: So there's a bit of a disconnect there. Like Far 388 00:23:36,760 --> 00:23:39,959 Speaker 1: Cry three, the pre or sales for Watchdogs two didn't 389 00:23:40,119 --> 00:23:43,680 Speaker 1: meet company projections. It would take more time for players 390 00:23:43,680 --> 00:23:46,520 Speaker 1: to commit to buying the game and reaching the sales 391 00:23:46,560 --> 00:23:50,040 Speaker 1: figures that Ubisoft had been hoping for. And then we've 392 00:23:50,080 --> 00:23:55,359 Speaker 1: got watch Dog Legion, developed primarily by Ubisoft Toronto. This 393 00:23:55,400 --> 00:23:58,800 Speaker 1: title came out in late October twenty twenty after being 394 00:23:58,840 --> 00:24:01,919 Speaker 1: delayed half a year. Um and I'll talk a little 395 00:24:01,920 --> 00:24:05,640 Speaker 1: bit about the decision to postpone games towards the end 396 00:24:05,680 --> 00:24:08,960 Speaker 1: of this episode, and I'm sure the pandemic didn't help 397 00:24:09,000 --> 00:24:13,960 Speaker 1: at all, But this game shifts the action to London, England, 398 00:24:14,320 --> 00:24:17,840 Speaker 1: and it also features a pretty neat concept for the protagonists. 399 00:24:17,840 --> 00:24:22,120 Speaker 1: So instead of playing as an established main character and 400 00:24:22,200 --> 00:24:25,120 Speaker 1: playing that character all the way through, in Legion, you 401 00:24:25,160 --> 00:24:29,359 Speaker 1: pick a starting character. But then you can also switch 402 00:24:29,520 --> 00:24:33,800 Speaker 1: identities as you play as characters who are recruited into 403 00:24:33,840 --> 00:24:39,240 Speaker 1: an underground hacker resistance organization. So recruiting someone gives you 404 00:24:39,280 --> 00:24:41,920 Speaker 1: access to them as a playable character, and each in 405 00:24:42,160 --> 00:24:46,360 Speaker 1: game candidate has their own skills and quirks. Some might 406 00:24:46,359 --> 00:24:49,760 Speaker 1: be really good at hacking industrial equipment, some might be 407 00:24:49,800 --> 00:24:51,639 Speaker 1: able to call upon friends to help them out in 408 00:24:51,680 --> 00:24:54,280 Speaker 1: the scuffle. And there's also a spy who is a 409 00:24:54,320 --> 00:24:59,159 Speaker 1: total James Bond gadget guru type. London is pretty dang dystopian, 410 00:24:59,480 --> 00:25:03,160 Speaker 1: even for a Watchdogs game with an authoritarian government that's 411 00:25:03,200 --> 00:25:07,440 Speaker 1: cracking down on the hacker group. The game has received 412 00:25:07,440 --> 00:25:11,119 Speaker 1: fairly positive reviews, though not as high as the previous 413 00:25:11,160 --> 00:25:15,000 Speaker 1: games in the franchise. Also, I mentioned earlier that there 414 00:25:15,119 --> 00:25:19,960 Speaker 1: was another Ubisoft data breach in and it ties into 415 00:25:20,040 --> 00:25:25,640 Speaker 1: Watchdog Legion because a ransomware group. You may have remembered 416 00:25:25,640 --> 00:25:28,720 Speaker 1: that I just recently did an episode about ransomware. But 417 00:25:29,000 --> 00:25:32,320 Speaker 1: a group called e Gregor claimed to have copied the 418 00:25:32,320 --> 00:25:35,639 Speaker 1: source code for Watchdogs Legion and then threatened to release 419 00:25:35,680 --> 00:25:40,000 Speaker 1: it if they weren't paid off. And at first there 420 00:25:40,080 --> 00:25:44,159 Speaker 1: was some skepticism about whether or not they had access 421 00:25:44,280 --> 00:25:47,800 Speaker 1: the the source code. Uh, and then apparently they were 422 00:25:47,840 --> 00:25:51,320 Speaker 1: not paid off, and then not too long ago, the 423 00:25:51,359 --> 00:25:55,760 Speaker 1: source code has been found with various tracker programs leaked 424 00:25:55,760 --> 00:25:59,560 Speaker 1: on the internet. So that's kind of yikes. Alright, So 425 00:26:00,520 --> 00:26:06,240 Speaker 1: back to Ubisoft's timeline. In two thousand fourteen, Ubisoft would 426 00:26:06,280 --> 00:26:10,680 Speaker 1: release Assassin's Creed Unity, often cited as one of the 427 00:26:10,760 --> 00:26:14,439 Speaker 1: lesser entries in the main series because of some bugs 428 00:26:14,440 --> 00:26:17,200 Speaker 1: and other issues. The company also opened up the door 429 00:26:17,359 --> 00:26:21,439 Speaker 1: for more criticism as well when gamers discovered that there 430 00:26:21,440 --> 00:26:26,000 Speaker 1: would be no playable female characters for multiplayer. There was 431 00:26:26,040 --> 00:26:29,359 Speaker 1: a call on Ubisoft to explain why that was, and 432 00:26:29,400 --> 00:26:33,800 Speaker 1: the explanation the company gave boiled down to it would 433 00:26:33,800 --> 00:26:37,760 Speaker 1: have been too hard to include playable women. Essentially, it 434 00:26:37,760 --> 00:26:40,520 Speaker 1: would have been too much work to put in that 435 00:26:40,800 --> 00:26:43,919 Speaker 1: art and the animations, and that in turn caused a 436 00:26:44,000 --> 00:26:47,119 Speaker 1: series of discussions in which critics and even a former 437 00:26:47,200 --> 00:26:51,960 Speaker 1: Ubisoft developer questioned their reasons that they gave. The messaging 438 00:26:52,040 --> 00:26:56,960 Speaker 1: was clear from external sources anyway, Representation in games was 439 00:26:57,080 --> 00:27:00,159 Speaker 1: really starting to matter now. You could argue actually that 440 00:27:00,800 --> 00:27:05,000 Speaker 1: it always mattered, it just wasn't paid attention to until 441 00:27:05,840 --> 00:27:11,439 Speaker 1: relatively recently. Let's get back to and what would another 442 00:27:11,520 --> 00:27:15,639 Speaker 1: year be like without an acquisition or fifteen would be 443 00:27:15,640 --> 00:27:19,640 Speaker 1: Soft bought a French game company called Ivory Tower, which 444 00:27:19,680 --> 00:27:23,640 Speaker 1: had developed the online racing game The Crew, and would 445 00:27:23,680 --> 00:27:28,960 Speaker 1: be Soft also acquired a Halifax studio from a well, hey, 446 00:27:29,040 --> 00:27:33,280 Speaker 1: look at that, long Tail Studios, the same Guillamont founded 447 00:27:33,320 --> 00:27:36,200 Speaker 1: studio that gave UBI softmore developers in Quebec a few 448 00:27:36,240 --> 00:27:42,000 Speaker 1: years earlier. Yep, long Tail Halifax, which originally launched in 449 00:27:42,040 --> 00:27:46,200 Speaker 1: two thousand nine, would become UBI Soft Halifax in two 450 00:27:46,280 --> 00:27:51,639 Speaker 1: thousand fifteen. Speaking of Ubi Soft Quebec, the studio was 451 00:27:51,720 --> 00:27:55,880 Speaker 1: the lead developer in its first Triple A title that year, 452 00:27:55,960 --> 00:27:59,679 Speaker 1: that being Assassin's Creed Syndicate. Now. In this game, the 453 00:27:59,680 --> 00:28:02,879 Speaker 1: player would be able to control a pair of protagonists 454 00:28:03,000 --> 00:28:06,320 Speaker 1: and their brother and sister team, which allowed players to 455 00:28:06,320 --> 00:28:09,120 Speaker 1: control a woman assassin for the first time in the 456 00:28:09,160 --> 00:28:13,560 Speaker 1: main series of games. Now, there had been smaller Assassin's 457 00:28:13,600 --> 00:28:18,840 Speaker 1: Creed spinoff titles that had a female protagonist already, which 458 00:28:18,880 --> 00:28:21,520 Speaker 1: was another piece of evidence actually that seemed to contradict 459 00:28:21,560 --> 00:28:25,080 Speaker 1: the women are too hard to insert into the game 460 00:28:25,160 --> 00:28:29,639 Speaker 1: argument that they used for Unity. Syndicate got mixed to 461 00:28:29,840 --> 00:28:33,840 Speaker 1: generally positive reviews. I have this game. I've played it, 462 00:28:33,920 --> 00:28:36,320 Speaker 1: but I never finished it. I think I got about 463 00:28:37,119 --> 00:28:40,200 Speaker 1: maybe halfway through before I just kind of lost interest. 464 00:28:40,640 --> 00:28:43,440 Speaker 1: And I also always preferred to play as the sister 465 00:28:43,600 --> 00:28:47,280 Speaker 1: ev to the brother Jacob. Uh. She was just a 466 00:28:47,360 --> 00:28:51,120 Speaker 1: much more interesting character to me, much more intelligent, and 467 00:28:51,360 --> 00:28:54,280 Speaker 1: was much more stealth based, and Jacob was like, I 468 00:28:54,360 --> 00:28:57,840 Speaker 1: hit them with my stick real hard. Anyway. On some 469 00:28:57,960 --> 00:29:01,160 Speaker 1: missions you just can't choose. You have to play one 470 00:29:01,400 --> 00:29:04,960 Speaker 1: or the other. You don't get the option. So whenever 471 00:29:05,000 --> 00:29:07,280 Speaker 1: I had to play Jacob, I did. But I always 472 00:29:07,320 --> 00:29:08,920 Speaker 1: looked forward to switching back to Evie because I just 473 00:29:08,960 --> 00:29:12,080 Speaker 1: thought she was a more interesting character. The game was 474 00:29:12,120 --> 00:29:14,720 Speaker 1: set in London in the nineteenth century. It had a 475 00:29:14,800 --> 00:29:20,200 Speaker 1: very steampunk sensibility to it, like the Assassin's Hit Him Blade. 476 00:29:20,240 --> 00:29:24,080 Speaker 1: You had also had like a grappling hook, something that 477 00:29:24,200 --> 00:29:26,600 Speaker 1: some reviewers really didn't like because they felt that it 478 00:29:26,680 --> 00:29:30,160 Speaker 1: kind of took away from the other assassin screed games. Uh. 479 00:29:30,280 --> 00:29:33,560 Speaker 1: I don't think so, but that's just my opinion. It 480 00:29:33,600 --> 00:29:36,600 Speaker 1: also got dinged by critics for other gameplay features, namely 481 00:29:36,600 --> 00:29:39,000 Speaker 1: trying to control a horse and cart on the streets 482 00:29:39,000 --> 00:29:41,680 Speaker 1: of London and various high speed chases and race sequences, 483 00:29:41,720 --> 00:29:44,440 Speaker 1: And yeah, that part of the game was not so 484 00:29:44,520 --> 00:29:48,560 Speaker 1: much fun for me. Much later, various people who worked 485 00:29:48,760 --> 00:29:52,760 Speaker 1: on Syndicate would reveal that bringing Evie into the series 486 00:29:53,040 --> 00:29:57,000 Speaker 1: was a serious challenge because there were internal obstacles that 487 00:29:57,080 --> 00:30:01,000 Speaker 1: writers and developers had to navigate and a yield resistance 488 00:30:01,280 --> 00:30:03,600 Speaker 1: to allowing the team to make Evy a significant part 489 00:30:03,640 --> 00:30:06,280 Speaker 1: of the game in the first place. The general philosophy 490 00:30:06,360 --> 00:30:09,440 Speaker 1: seemed to be a belief that games with a female 491 00:30:09,440 --> 00:30:12,080 Speaker 1: protagonist just don't sell. I mean, that was the message 492 00:30:12,080 --> 00:30:15,920 Speaker 1: they were getting over and over again. And the gamers 493 00:30:15,960 --> 00:30:18,320 Speaker 1: just don't want to play games that have women as 494 00:30:18,360 --> 00:30:20,280 Speaker 1: the protagonist. They just prefer to have, you know, good 495 00:30:20,280 --> 00:30:24,200 Speaker 1: old manly men instead. Now, that attitude went all the 496 00:30:24,240 --> 00:30:27,480 Speaker 1: way up to Sage Escoway, who had been serving as 497 00:30:27,520 --> 00:30:32,080 Speaker 1: the head of creative in Ubisoft for more than a decade, 498 00:30:32,080 --> 00:30:34,840 Speaker 1: almost two decades at that point, and he could get 499 00:30:34,920 --> 00:30:38,560 Speaker 1: really involved with a major plot and character decision in 500 00:30:38,640 --> 00:30:41,840 Speaker 1: Ubisoft games even at that point. So ultimately, if he 501 00:30:41,840 --> 00:30:44,520 Speaker 1: didn't want it in the game, then it wasn't gonna 502 00:30:44,640 --> 00:30:47,800 Speaker 1: go into the game, and he was really dead set 503 00:30:47,800 --> 00:30:52,120 Speaker 1: against having according to other reports anyway, dead set against 504 00:30:52,160 --> 00:30:55,479 Speaker 1: having a female protagonist. Now, sticking with us for a second, 505 00:30:55,640 --> 00:30:58,959 Speaker 1: this issue would again come up in a later Assassin's 506 00:30:59,000 --> 00:31:02,120 Speaker 1: Creed entry. Out of Assassin's Creed Odyssey. Now that one 507 00:31:02,160 --> 00:31:05,320 Speaker 1: came out in two thousand eighteen, and recently as of 508 00:31:05,360 --> 00:31:08,920 Speaker 1: this year, stories have emerged that the development team originally 509 00:31:08,960 --> 00:31:14,360 Speaker 1: wanted to make a character called Cassandra the Soul protagonist 510 00:31:14,440 --> 00:31:18,560 Speaker 1: for this game, but they were shot down by Askaway 511 00:31:18,560 --> 00:31:21,400 Speaker 1: and his team, and the reason that they were given 512 00:31:21,440 --> 00:31:24,040 Speaker 1: was that again that idea that women heroes just don't 513 00:31:24,040 --> 00:31:28,520 Speaker 1: sell games, which, hey, someone should probably let the tomb 514 00:31:28,600 --> 00:31:31,560 Speaker 1: Raider teams know about that, because that seems like a 515 00:31:31,600 --> 00:31:37,360 Speaker 1: problem anyway. Because of that opposition, the developer team was 516 00:31:37,480 --> 00:31:41,280 Speaker 1: compelled to give gamers a choice so they could play 517 00:31:41,360 --> 00:31:45,400 Speaker 1: as Cassandra, as had been intended from the start, or 518 00:31:45,440 --> 00:31:48,920 Speaker 1: they could choose to play as her brother, Alexios. Now 519 00:31:48,960 --> 00:31:51,880 Speaker 1: we'll get back to sexism and misogyny and stuff before 520 00:31:51,920 --> 00:31:53,840 Speaker 1: the end of this episode. It is not a good 521 00:31:53,880 --> 00:31:57,600 Speaker 1: look and in fact makes us look like another you 522 00:31:57,800 --> 00:31:59,800 Speaker 1: B company that I've talked about in the past, that 523 00:31:59,840 --> 00:32:03,760 Speaker 1: be Uber. That's how bad it gets. But one other 524 00:32:03,840 --> 00:32:07,400 Speaker 1: thing that happened in that will focus on next is 525 00:32:08,360 --> 00:32:12,520 Speaker 1: remember when Electronic Arts quietly scooped up a significant percentage 526 00:32:12,520 --> 00:32:15,600 Speaker 1: of ownership and Ubisoft and that led to that fear 527 00:32:15,760 --> 00:32:19,600 Speaker 1: of a hostile takeover. Well, let's get ready to repeat 528 00:32:19,680 --> 00:32:22,720 Speaker 1: history like we're going into the Animus, to go back 529 00:32:22,800 --> 00:32:28,240 Speaker 1: into time, because in the fall of Vivendi, another French 530 00:32:28,320 --> 00:32:32,200 Speaker 1: company which has a history even more complicated than Ubisoft does, 531 00:32:32,680 --> 00:32:35,920 Speaker 1: revealed that it had purchased a big chunk of uby 532 00:32:36,000 --> 00:32:39,320 Speaker 1: Soft shares, And we get ready to go on that 533 00:32:39,480 --> 00:32:44,000 Speaker 1: hostile takeover ride all over again. Before we do that, though, 534 00:32:44,360 --> 00:32:55,040 Speaker 1: let's take another quick break to thank our sponsors. Eve 535 00:32:55,200 --> 00:32:59,520 Speaker 1: Guilmant stated that Ubisoft would fight off any hostile takeover 536 00:32:59,560 --> 00:33:04,280 Speaker 1: attempts from Vivindy, But boy howdy, it sure did look 537 00:33:04,600 --> 00:33:07,040 Speaker 1: like that was how this story was gonna go. It 538 00:33:07,040 --> 00:33:11,280 Speaker 1: looked like Vivindi was ultimately going to take over ubi Soft. 539 00:33:11,840 --> 00:33:17,640 Speaker 1: Between twenty fifteen and eighteen, Vivendi would continually attempt to 540 00:33:17,760 --> 00:33:21,880 Speaker 1: increase its holdings and Ubisoft getting larger and larger percentages 541 00:33:21,880 --> 00:33:26,440 Speaker 1: of shares in the company. Meanwhile, the Guilman brothers, whose 542 00:33:26,520 --> 00:33:29,560 Speaker 1: shares in the company amount to about nine percent of 543 00:33:29,640 --> 00:33:33,720 Speaker 1: total ownership back in twenty we're doing everything they could 544 00:33:33,760 --> 00:33:36,800 Speaker 1: to increase their own holding in uby Soft and secure 545 00:33:36,880 --> 00:33:40,320 Speaker 1: votes from other shareholders to prevent Vivindi from taking over, 546 00:33:40,880 --> 00:33:44,520 Speaker 1: and at one point, Vivindi pressured ubi Soft to try 547 00:33:44,560 --> 00:33:48,800 Speaker 1: and have them include Vivendi executives on the Ubisoft board 548 00:33:48,800 --> 00:33:52,280 Speaker 1: of directors. You know, after all, according to their argument, 549 00:33:52,760 --> 00:33:56,480 Speaker 1: Vivendi owned more than of the company at that point, 550 00:33:56,960 --> 00:33:59,000 Speaker 1: and they argued that that should give them a seat 551 00:33:59,040 --> 00:34:01,480 Speaker 1: at the table at the board of directors. But the 552 00:34:01,520 --> 00:34:04,520 Speaker 1: Guilman brothers countered this argument. They said that such an 553 00:34:04,600 --> 00:34:07,840 Speaker 1: arrangement would be a conflict of interests because Vivendi and 554 00:34:07,920 --> 00:34:11,360 Speaker 1: Ubisoft were competing in the same market place. So the 555 00:34:11,400 --> 00:34:15,000 Speaker 1: brothers were successful and staving off that move, and the 556 00:34:15,000 --> 00:34:17,279 Speaker 1: two sides were in a bit of a stalemate, and 557 00:34:17,360 --> 00:34:20,080 Speaker 1: each side was trying to scoop up shares whenever they 558 00:34:20,080 --> 00:34:22,920 Speaker 1: became available on the market to prevent the other side 559 00:34:23,120 --> 00:34:27,760 Speaker 1: from getting controlling interest. In the meantime, even though Vivindi 560 00:34:27,880 --> 00:34:32,280 Speaker 1: repeatedly said it wasn't seeking a hostile takeover, the company 561 00:34:32,360 --> 00:34:37,360 Speaker 1: would acquire another Guilment operation, the game studio game Loft. 562 00:34:37,400 --> 00:34:39,920 Speaker 1: You might remember I mentioned that one in the last episode, 563 00:34:40,840 --> 00:34:43,640 Speaker 1: and how did Vivendi takeover game Loft while they did 564 00:34:43,680 --> 00:34:46,919 Speaker 1: it via a hostile takeover? So it would be Soft 565 00:34:46,960 --> 00:34:54,200 Speaker 1: executives weren't terribly convinced of Vivendi's sincerity regarding the whole No, seriously, seriously, dude, No, 566 00:34:54,520 --> 00:34:57,560 Speaker 1: I'm not after your company like that just didn't come 567 00:34:57,600 --> 00:35:02,040 Speaker 1: across as genuine. I imagine. In two thousand eighteen, after 568 00:35:02,360 --> 00:35:05,799 Speaker 1: the battle of attrition in which both sides were trying 569 00:35:05,840 --> 00:35:10,359 Speaker 1: desperately to counter the other, they came to some sort 570 00:35:10,400 --> 00:35:14,640 Speaker 1: of agreement and Vivindi agreed that it would divest itself 571 00:35:14,680 --> 00:35:17,000 Speaker 1: of its shares and Ubi software over the course of 572 00:35:17,000 --> 00:35:19,840 Speaker 1: the next couple of years, and at that point, Vivindi 573 00:35:19,960 --> 00:35:24,000 Speaker 1: owned more than twenty seven per cent of Ubi Soft. 574 00:35:24,080 --> 00:35:27,880 Speaker 1: That's incredible. Vivindy also agreed to a condition that it 575 00:35:27,920 --> 00:35:32,080 Speaker 1: would not acquire shares a Ubisoft for at least five years. 576 00:35:32,200 --> 00:35:37,160 Speaker 1: After this transaction, other investors, including the brothers themselves, would 577 00:35:37,200 --> 00:35:39,880 Speaker 1: buy up some of those Vivendi shares, kind of splitting 578 00:35:39,920 --> 00:35:43,480 Speaker 1: them up between them and one investor that acquired five 579 00:35:43,520 --> 00:35:47,960 Speaker 1: percent of all of the shares of Ubisoft was Tencent. 580 00:35:48,400 --> 00:35:52,040 Speaker 1: That's the Chinese conglomerate that has stake in multiple companies 581 00:35:52,080 --> 00:35:56,400 Speaker 1: around the world, and it has created tension in various markets, 582 00:35:56,440 --> 00:35:59,560 Speaker 1: but that's a story for another time. But they are 583 00:35:59,600 --> 00:36:03,560 Speaker 1: a significant holder in in the video games industry in general, 584 00:36:04,200 --> 00:36:07,719 Speaker 1: and this investment represented something of real value for Ubisoft 585 00:36:07,760 --> 00:36:10,240 Speaker 1: as well. It represented the chance to make a bigger 586 00:36:10,280 --> 00:36:14,120 Speaker 1: impact in the Chinese market, and that represents billions of 587 00:36:14,160 --> 00:36:19,879 Speaker 1: dollars in revenue, so it wasn't an unwelcome investment. While 588 00:36:19,960 --> 00:36:23,000 Speaker 1: Lubisoft and Vivendi were still jockeying for position in a 589 00:36:23,040 --> 00:36:26,919 Speaker 1: battle to own the company, Ubisoft kept doing the two 590 00:36:26,960 --> 00:36:30,160 Speaker 1: things that really it had become known for, publishing video 591 00:36:30,200 --> 00:36:34,799 Speaker 1: games and growing, expanding the company even more so. It 592 00:36:34,840 --> 00:36:37,440 Speaker 1: opened up studios in the Philippines, it opened up one 593 00:36:37,480 --> 00:36:40,600 Speaker 1: in Serbia, and it acquired a mobile game studio in 594 00:36:40,600 --> 00:36:44,799 Speaker 1: France called catch App. And Ubisoft did shut down one 595 00:36:44,880 --> 00:36:49,600 Speaker 1: studio in ten that was Ubisoft Casablanca in Morocco. Uh 596 00:36:49,800 --> 00:36:53,320 Speaker 1: They said that the way that the video games industry 597 00:36:53,400 --> 00:36:55,400 Speaker 1: was moving, there was just no real place for that 598 00:36:55,520 --> 00:36:59,040 Speaker 1: studio anymore, so that one got shut down. But also 599 00:36:59,080 --> 00:37:04,879 Speaker 1: in a former Ubisoft developer named Maxim Beaudoir wrote a 600 00:37:04,920 --> 00:37:09,440 Speaker 1: blog post explaining his decision to leave Ubisoft, even though 601 00:37:09,440 --> 00:37:12,880 Speaker 1: it was his quote unquote dream job. Now in that post, 602 00:37:13,160 --> 00:37:16,160 Speaker 1: he revealed that the process of creating a game and 603 00:37:16,280 --> 00:37:20,880 Speaker 1: Ubisoft was just so gargantuan that it was hard to 604 00:37:20,920 --> 00:37:24,719 Speaker 1: feel that you were actually contributing anything significant, and he 605 00:37:24,800 --> 00:37:28,399 Speaker 1: explained that Ubisoft just had so many studios working on 606 00:37:28,560 --> 00:37:33,000 Speaker 1: each title that development literally never stopped during the week, 607 00:37:33,320 --> 00:37:37,360 Speaker 1: because while it was quitting time at one studio, there'd 608 00:37:37,360 --> 00:37:39,000 Speaker 1: be another studio in a different part of the world 609 00:37:39,000 --> 00:37:41,360 Speaker 1: where the day was just getting started, and so developers 610 00:37:41,400 --> 00:37:43,799 Speaker 1: would just be picking right up where the others had 611 00:37:43,840 --> 00:37:46,600 Speaker 1: been leaving off. And with as many as a thousand 612 00:37:46,680 --> 00:37:49,600 Speaker 1: people working on a single game, he said, you just 613 00:37:49,640 --> 00:37:52,440 Speaker 1: couldn't avoid but feel like you were a little cog 614 00:37:53,160 --> 00:37:57,480 Speaker 1: in a giant machine, and cogs are replaceable, which he 615 00:37:57,520 --> 00:38:00,800 Speaker 1: said was having a really big negative impact on morale 616 00:38:00,880 --> 00:38:03,320 Speaker 1: and motivation. He said that if you get to a 617 00:38:03,360 --> 00:38:07,320 Speaker 1: point where each person is specializing to such a minute 618 00:38:07,360 --> 00:38:12,200 Speaker 1: degree because you have just so many different bodies working 619 00:38:12,239 --> 00:38:15,920 Speaker 1: on this game, then it doesn't take a lot of 620 00:38:15,960 --> 00:38:22,359 Speaker 1: imagination too to envision a scenario where the company replaces you, 621 00:38:22,640 --> 00:38:26,880 Speaker 1: because it's a very specific task that you are doing. 622 00:38:26,960 --> 00:38:29,319 Speaker 1: So he said that that was really demotivating for a 623 00:38:29,320 --> 00:38:31,920 Speaker 1: lot of people. He said that these were problems that 624 00:38:32,000 --> 00:38:35,440 Speaker 1: go along with creating huge games with equally huge teams, 625 00:38:35,440 --> 00:38:39,880 Speaker 1: and this was not necessarily specific to Ubisoft itself, but 626 00:38:40,040 --> 00:38:43,480 Speaker 1: rather is an industry problem, and the push to crank 627 00:38:43,520 --> 00:38:48,839 Speaker 1: out title after title in big franchises perpetuates this problem, 628 00:38:48,880 --> 00:38:51,160 Speaker 1: and it can burn out developers in the process, and 629 00:38:51,160 --> 00:38:53,399 Speaker 1: it can also have an effect on gamers who start 630 00:38:53,440 --> 00:38:55,960 Speaker 1: to feel like they're getting too much of the same 631 00:38:56,000 --> 00:38:58,480 Speaker 1: sort of thing. Now, there have been a lot of 632 00:38:58,719 --> 00:39:03,000 Speaker 1: pieces written about the trend of open world games in general, 633 00:39:03,080 --> 00:39:06,400 Speaker 1: because those are some of the biggest, most sprawliest games 634 00:39:06,560 --> 00:39:10,279 Speaker 1: in gaming, and the fact that that has on the 635 00:39:10,280 --> 00:39:13,240 Speaker 1: gaming experience. There's been a lot of criticism directed towards 636 00:39:13,280 --> 00:39:16,360 Speaker 1: games that are huge and open but maybe not that 637 00:39:16,560 --> 00:39:19,680 Speaker 1: interesting to inhabit or to explore or to play in, 638 00:39:19,880 --> 00:39:23,280 Speaker 1: or that these games often have so much busy work 639 00:39:23,640 --> 00:39:26,720 Speaker 1: in the form of like side quests or fetch quests 640 00:39:26,800 --> 00:39:30,279 Speaker 1: or Lord help you if you have escort mission or 641 00:39:30,480 --> 00:39:35,240 Speaker 1: or things like that, and they become tedious to play. Anecdotally, 642 00:39:35,640 --> 00:39:37,160 Speaker 1: I can say at least that there are more than 643 00:39:37,200 --> 00:39:39,719 Speaker 1: a few games that I've been a really big fan 644 00:39:39,840 --> 00:39:44,040 Speaker 1: of that are big and sprawling Like. I love games 645 00:39:44,080 --> 00:39:47,960 Speaker 1: like Skyrim and Fallout and Assassin's Creed, Black Flag and 646 00:39:48,040 --> 00:39:51,000 Speaker 1: that kind of thing, but it's actually pretty rare that 647 00:39:51,080 --> 00:39:54,239 Speaker 1: I finish the storyline of those games. I will pour 648 00:39:54,480 --> 00:39:57,960 Speaker 1: dozens of hours and I will chase down quests, and 649 00:39:58,160 --> 00:40:01,040 Speaker 1: eventually I lose steam before I ever see the end 650 00:40:01,040 --> 00:40:03,600 Speaker 1: of the story. Now, a big part of that is 651 00:40:03,640 --> 00:40:05,680 Speaker 1: my fault, of course, you know, I owned up to that. 652 00:40:05,800 --> 00:40:09,399 Speaker 1: I feel compelled to complete every side quest I can 653 00:40:10,080 --> 00:40:12,640 Speaker 1: before I move on with the story, because I always 654 00:40:12,640 --> 00:40:16,120 Speaker 1: worry that if I continue the story, I might miss out, 655 00:40:16,320 --> 00:40:19,319 Speaker 1: I might go too far to complete certain side quests. 656 00:40:19,320 --> 00:40:23,280 Speaker 1: And I want to see everything until I'm just tired 657 00:40:23,520 --> 00:40:26,560 Speaker 1: and I stopped. So I sabotage myself. But I'm not alone. 658 00:40:26,640 --> 00:40:30,000 Speaker 1: And recently there's been a growing kind of resistance to 659 00:40:30,080 --> 00:40:33,359 Speaker 1: this trend of the big sprawling games, or at least 660 00:40:33,360 --> 00:40:36,319 Speaker 1: there's been a renewed interest in games that are more 661 00:40:36,400 --> 00:40:40,040 Speaker 1: compact and less dependent on this concept of it's got 662 00:40:40,040 --> 00:40:43,440 Speaker 1: to be the biggest X game ever, you know, Fallout 663 00:40:43,600 --> 00:40:46,640 Speaker 1: or sky Rim or Elder Scrolls, I guess I should say. 664 00:40:46,880 --> 00:40:51,400 Speaker 1: And we're starting to see at least some people push 665 00:40:51,520 --> 00:40:55,479 Speaker 1: back against that, although the studios are definitely still going 666 00:40:55,560 --> 00:41:00,319 Speaker 1: down that pathway. In would be Soft acquire the i 667 00:41:00,480 --> 00:41:03,680 Speaker 1: P for a free to play game called grow Topia. 668 00:41:04,160 --> 00:41:07,799 Speaker 1: It acquired Freestyle Games in the UK. They turned that 669 00:41:08,040 --> 00:41:12,600 Speaker 1: into their own Ubisoft studio, and they opened up new 670 00:41:12,680 --> 00:41:16,960 Speaker 1: studios in Berlin, in Bordeaux, in another one in Canada, 671 00:41:17,120 --> 00:41:20,920 Speaker 1: another one in Stockholm, and and it released more games obviously. 672 00:41:21,000 --> 00:41:24,000 Speaker 1: They released games like Ghost Recon wild Lands, and they 673 00:41:24,040 --> 00:41:26,920 Speaker 1: also released a game called for Honor. That last one 674 00:41:26,960 --> 00:41:29,120 Speaker 1: was actually a new i P, which is kind of interesting, 675 00:41:29,160 --> 00:41:30,480 Speaker 1: you know that you weren't seeing a lot of new 676 00:41:30,520 --> 00:41:33,720 Speaker 1: ip s from moviestuft to this point. It was mostly another, 677 00:41:33,880 --> 00:41:37,279 Speaker 1: you know, another entry in the various franchises, but in 678 00:41:37,360 --> 00:41:41,080 Speaker 1: this one players control a warrior who belongs to one 679 00:41:41,120 --> 00:41:45,760 Speaker 1: of four factions. You've got Vikings, You've got European style Nights, 680 00:41:45,840 --> 00:41:49,520 Speaker 1: You've got Japanese Samurai, and you have Chinese Warriors. And 681 00:41:49,520 --> 00:41:53,040 Speaker 1: the game is primarily an online multiplayer action game. There 682 00:41:53,120 --> 00:41:56,240 Speaker 1: is a single player campaign as well, and the online 683 00:41:56,320 --> 00:42:01,200 Speaker 1: multiplayer has seasons of faction wars and during the faction 684 00:42:01,239 --> 00:42:06,160 Speaker 1: war during a season, the activities across all playable platforms 685 00:42:06,160 --> 00:42:09,200 Speaker 1: of this game determine which factions have control of different 686 00:42:09,280 --> 00:42:11,680 Speaker 1: territories on the world map, which is kind of a 687 00:42:11,760 --> 00:42:15,040 Speaker 1: neat idea. And early on there were some technical issues 688 00:42:15,040 --> 00:42:17,680 Speaker 1: with this game, particularly like if someone left a match early, 689 00:42:17,719 --> 00:42:20,439 Speaker 1: it can crash a whole game. But it has since 690 00:42:20,480 --> 00:42:23,280 Speaker 1: been patched and their ded Kids servers that have improved 691 00:42:23,280 --> 00:42:27,840 Speaker 1: its stability. Uh, I don't know how healthy the traffic is, Like, 692 00:42:27,880 --> 00:42:30,680 Speaker 1: I don't know how popular the game is. It does 693 00:42:30,719 --> 00:42:33,319 Speaker 1: seem like Ubisoft has sort of slowed down in its 694 00:42:33,360 --> 00:42:36,399 Speaker 1: support of the game. They aren't releasing as much new 695 00:42:36,480 --> 00:42:41,080 Speaker 1: content for for Honor recently as they hadn't passed, but 696 00:42:41,719 --> 00:42:44,680 Speaker 1: it was interesting that they took this risk. In eighteen, 697 00:42:44,920 --> 00:42:48,200 Speaker 1: UBI Soft would acquire Blue Mammoth Games, which was headquartered 698 00:42:48,239 --> 00:42:52,880 Speaker 1: here in Atlanta, and they also bought four Studio. They 699 00:42:52,920 --> 00:42:55,400 Speaker 1: opened up more studios around the world, including yet another 700 00:42:55,440 --> 00:42:58,719 Speaker 1: in Canada, so many in Canada, another in the Ukraine, 701 00:42:58,800 --> 00:43:01,720 Speaker 1: and one in India, and it launched Far Cry five 702 00:43:01,960 --> 00:43:04,600 Speaker 1: and a real quick aside on that one, So Far 703 00:43:04,680 --> 00:43:08,480 Speaker 1: Cry five moved the action to America and this was 704 00:43:08,520 --> 00:43:11,799 Speaker 1: a big departure for the series. In promotional materials, it 705 00:43:11,800 --> 00:43:14,080 Speaker 1: looked like the antagonists in the game we're going to 706 00:43:14,120 --> 00:43:18,520 Speaker 1: belong to a far right militia slash cult group, and 707 00:43:18,560 --> 00:43:20,000 Speaker 1: there was a lot of buzz leading up to the 708 00:43:20,000 --> 00:43:23,279 Speaker 1: game's release about what sort of political statement the game 709 00:43:23,400 --> 00:43:26,759 Speaker 1: might make given the real world political climate of the 710 00:43:26,840 --> 00:43:29,920 Speaker 1: United States, and much of the criticism myself for the 711 00:43:29,960 --> 00:43:33,520 Speaker 1: game centered on the lack of a real perspective on 712 00:43:33,600 --> 00:43:37,680 Speaker 1: anything substantial. Some critics were a bit more devastating in 713 00:43:37,719 --> 00:43:41,960 Speaker 1: their review than others. For example, Polygon reviews subtitle was 714 00:43:42,080 --> 00:43:46,799 Speaker 1: a horrible story, ruins and enjoyable world. Yikes. Now, I 715 00:43:46,800 --> 00:43:48,800 Speaker 1: have not played this game, so I have no stake 716 00:43:49,160 --> 00:43:52,200 Speaker 1: in this. I don't doesn't do anything for me if 717 00:43:52,200 --> 00:43:54,720 Speaker 1: it's good or not good. But everything I've seen tells 718 00:43:54,719 --> 00:43:56,600 Speaker 1: me that I feel like I would kind of agree 719 00:43:56,640 --> 00:43:59,920 Speaker 1: with that Polygon review based on what I've read. Along 720 00:44:00,200 --> 00:44:03,000 Speaker 1: with the complaints about the lack of substance. Was a 721 00:44:03,040 --> 00:44:05,399 Speaker 1: continuation of a trend of building a game on top 722 00:44:05,440 --> 00:44:09,880 Speaker 1: of a really heavy set of concepts, but then putting 723 00:44:09,920 --> 00:44:13,880 Speaker 1: sort of frivolous and silly and arcady type things on 724 00:44:14,000 --> 00:44:17,240 Speaker 1: top of that, and then on top of that creating 725 00:44:17,480 --> 00:44:20,400 Speaker 1: a sense that you're a bad person for enjoying the 726 00:44:20,480 --> 00:44:22,920 Speaker 1: silly things that the game has put in there for 727 00:44:23,040 --> 00:44:27,360 Speaker 1: your entertainment. I've seen similar stuff in games from other publishers, 728 00:44:27,400 --> 00:44:30,120 Speaker 1: like the Grand Theft Auto series. I've seen that there too, 729 00:44:30,160 --> 00:44:35,319 Speaker 1: But that's arguably a topic for another podcast. Fortunately, I 730 00:44:35,440 --> 00:44:38,480 Speaker 1: have another podcast that is coming out soon. That's a 731 00:44:38,920 --> 00:44:43,680 Speaker 1: that's foreshadowing. By two thousand nineteen, Ubisoft head around sixteen 732 00:44:43,800 --> 00:44:47,160 Speaker 1: thousand developers in its various studios around the world, which 733 00:44:47,200 --> 00:44:51,360 Speaker 1: is an astoundingly large number of developers. It was producing 734 00:44:51,400 --> 00:44:54,880 Speaker 1: more Triple A titles than its competitors, sometimes two or 735 00:44:54,920 --> 00:44:59,520 Speaker 1: three times as many titles per year as their competitors. 736 00:44:59,680 --> 00:45:03,120 Speaker 1: How Where, it was also lagging behind its top competitors 737 00:45:03,120 --> 00:45:06,240 Speaker 1: when it came to certain metrics like the net revenue 738 00:45:06,280 --> 00:45:11,040 Speaker 1: generated per employee at the company. The financials pointed to 739 00:45:11,360 --> 00:45:15,000 Speaker 1: sort of a law of diminishing returns. Ubisoft made the 740 00:45:15,040 --> 00:45:18,280 Speaker 1: choice to postpone half of the titles it had planned 741 00:45:18,280 --> 00:45:21,600 Speaker 1: to release in twenty nineteen and pushed them back to 742 00:45:22,600 --> 00:45:24,600 Speaker 1: and the goal here was to give the titles more 743 00:45:24,640 --> 00:45:29,200 Speaker 1: time to evolve and develop. Now, generally, Ubisoft had a 744 00:45:29,280 --> 00:45:34,560 Speaker 1: decent reputation as far as a more typical production problem 745 00:45:34,600 --> 00:45:38,880 Speaker 1: type approach, like they weren't known for crunch at this stage, 746 00:45:38,960 --> 00:45:42,239 Speaker 1: not like other companies were, not like Ubisoft had been 747 00:45:42,280 --> 00:45:46,480 Speaker 1: known for a few years earlier. But in another very 748 00:45:46,480 --> 00:45:49,239 Speaker 1: critical way, the company's reputation was about to take a 749 00:45:49,320 --> 00:45:56,120 Speaker 1: huge hit. In twenty a ton of allegations about sexual harassment, assault, 750 00:45:56,400 --> 00:46:00,640 Speaker 1: in general toxicity, and Ubisoft's management became public. Like to 751 00:46:00,800 --> 00:46:04,920 Speaker 1: chronicle all of these allegations would take a full episode 752 00:46:05,000 --> 00:46:07,840 Speaker 1: and it would get really ugly, but it became clear 753 00:46:08,080 --> 00:46:15,120 Speaker 1: that there was a deep systemic issue with sexism, misogyny, harassment, abuse, 754 00:46:15,680 --> 00:46:21,279 Speaker 1: and hiding that abuse within certain divisions of Ubisoft, particularly 755 00:46:21,600 --> 00:46:25,760 Speaker 1: in Paris and in Montreal, though definitely in other offices 756 00:46:25,800 --> 00:46:31,319 Speaker 1: as well. Throughout twenty numerous reports surface that detailed a 757 00:46:31,440 --> 00:46:35,600 Speaker 1: really awful situation within the company. Numerous women reported that 758 00:46:35,640 --> 00:46:41,320 Speaker 1: they had either experienced or witnessed firsthand unacceptable and in 759 00:46:41,360 --> 00:46:45,520 Speaker 1: some cases at least arguably criminal displays of behaviors and 760 00:46:45,560 --> 00:46:50,280 Speaker 1: management practices. It also became clear that Ubisoft's HR department 761 00:46:50,360 --> 00:46:53,239 Speaker 1: had fallen far short of where it needed to be, 762 00:46:53,680 --> 00:46:56,840 Speaker 1: like it should have been responding to these allegations, but 763 00:46:57,280 --> 00:47:00,160 Speaker 1: in many cases it seemed as though human resource has 764 00:47:00,200 --> 00:47:04,120 Speaker 1: existed largely to silence allegations and to protect a group 765 00:47:04,160 --> 00:47:08,240 Speaker 1: of executives and managers who are kind of insulated from 766 00:47:08,280 --> 00:47:12,200 Speaker 1: suffering any consequences. And it really did sound a lot 767 00:47:12,560 --> 00:47:15,960 Speaker 1: like Uber when Uber was at its worst, before that 768 00:47:16,040 --> 00:47:19,680 Speaker 1: whole system came crashing down. These accusations went all the 769 00:47:19,680 --> 00:47:22,239 Speaker 1: way up to the executive level, and a lot of 770 00:47:22,239 --> 00:47:25,720 Speaker 1: them were aimed at Sair Gascuay himself. Now, as I mentioned, 771 00:47:26,080 --> 00:47:29,840 Speaker 1: Escoay had served as a creative director at Ubisoft for ages, 772 00:47:30,040 --> 00:47:34,040 Speaker 1: essentially having the ultimate say about what could or couldn't 773 00:47:34,080 --> 00:47:38,600 Speaker 1: go into games. Developers frequently indicated that it was Ascuay 774 00:47:38,680 --> 00:47:42,479 Speaker 1: who would argue that games should feature male protagonists, and 775 00:47:42,560 --> 00:47:45,160 Speaker 1: he was also said to have conducted business meetings in 776 00:47:45,200 --> 00:47:47,759 Speaker 1: places like strip clubs, which I think we can all 777 00:47:47,800 --> 00:47:52,040 Speaker 1: agree on is not an appropriate place to do business, unless, 778 00:47:52,600 --> 00:47:56,399 Speaker 1: of course, you work at or with that club in 779 00:47:56,520 --> 00:48:00,440 Speaker 1: some way, then sure, okay, but it's certainly needed a 780 00:48:00,520 --> 00:48:04,000 Speaker 1: hostile work environment for a lot of people at the company. 781 00:48:04,040 --> 00:48:08,239 Speaker 1: Several women alleged that Ascaway had acted inappropriately with them 782 00:48:08,520 --> 00:48:12,839 Speaker 1: or with colleagues of theirs, and that he made inappropriate 783 00:48:12,920 --> 00:48:17,880 Speaker 1: comments sometimes worse, and he allowed for an extremely sexist 784 00:48:17,920 --> 00:48:20,680 Speaker 1: work environment. There were claims that it was unusual to 785 00:48:20,719 --> 00:48:25,319 Speaker 1: see pornographic images or videos on computers within his department, 786 00:48:25,680 --> 00:48:29,480 Speaker 1: and that this was essentially overlooked or perhaps maybe even encouraged, 787 00:48:29,640 --> 00:48:33,160 Speaker 1: kind of like you know, a fraternity, like the stereotypical 788 00:48:33,239 --> 00:48:37,200 Speaker 1: fraternity at a party college. And it was not, as 789 00:48:37,239 --> 00:48:41,799 Speaker 1: I said, a good look under intense pressure would be 790 00:48:41,800 --> 00:48:45,160 Speaker 1: soft responded by getting rid of many of those leaders 791 00:48:45,239 --> 00:48:49,879 Speaker 1: who came under those allegations. Some of them resigned, being 792 00:48:50,480 --> 00:48:53,440 Speaker 1: told to do that by the company. Essentially some of 793 00:48:53,440 --> 00:48:56,160 Speaker 1: them were fired. There were questions about whether or not 794 00:48:56,280 --> 00:48:59,640 Speaker 1: Eve Guillmant knew about these problems within the company, I mean, 795 00:48:59,680 --> 00:49:04,000 Speaker 1: he CEO after all. At least a few reporters have 796 00:49:04,120 --> 00:49:08,120 Speaker 1: suggested that it would be unusual for him not to 797 00:49:08,239 --> 00:49:11,640 Speaker 1: have known, because some of these complaints stretched back more 798 00:49:11,719 --> 00:49:16,440 Speaker 1: than a decade now. Among those at Ubisoft who left 799 00:49:16,480 --> 00:49:21,719 Speaker 1: were Ash roff Ismail, the creative director for Assassin's Creed Valhalla. 800 00:49:22,080 --> 00:49:27,160 Speaker 1: He left after several uh sexual harassment claims were leveled 801 00:49:27,160 --> 00:49:31,800 Speaker 1: against him. Maxim Belande, the co founder of Ubisoft Toronto 802 00:49:32,000 --> 00:49:35,320 Speaker 1: and the one of the vice presidents of the editorial department. 803 00:49:35,920 --> 00:49:39,960 Speaker 1: Tommy francois another vice president of Editorial and Creative Services. 804 00:49:40,600 --> 00:49:44,760 Speaker 1: Janice Mallett, the managing director of Ubisoft Studios in Canada, 805 00:49:45,120 --> 00:49:49,560 Speaker 1: Cecile Cornet, the head of Global HR, and serge Ascoay 806 00:49:49,680 --> 00:49:54,640 Speaker 1: himself left the company. On top of these, Michel Ansel, 807 00:49:54,800 --> 00:49:58,240 Speaker 1: the creator of Raymond and Beyond Good and Evil, would 808 00:49:58,280 --> 00:50:02,160 Speaker 1: also leave UBI saw on Cell came under fire for 809 00:50:02,280 --> 00:50:06,200 Speaker 1: alleged toxic leadership behaviors. Now, as far as I can tell, 810 00:50:07,080 --> 00:50:10,920 Speaker 1: these did not seem to extend to sexual harassment problems, 811 00:50:11,320 --> 00:50:14,640 Speaker 1: but that he did create a hostile work environment and 812 00:50:14,760 --> 00:50:18,560 Speaker 1: was reportedly very difficult to work with. Now, according to 813 00:50:18,600 --> 00:50:22,080 Speaker 1: the complaints, he would change the requirements of games and 814 00:50:22,080 --> 00:50:25,560 Speaker 1: and throw development into chaos, and some employees said that 815 00:50:25,560 --> 00:50:28,919 Speaker 1: he could be really abusive on sell for his part, 816 00:50:29,239 --> 00:50:32,759 Speaker 1: denies these allegations. He says they're not accurate, and he 817 00:50:32,800 --> 00:50:36,000 Speaker 1: would go on to retire from the games industry, including 818 00:50:36,040 --> 00:50:38,600 Speaker 1: his own studio that he had founded, and go to 819 00:50:38,640 --> 00:50:42,160 Speaker 1: work on a wildlife sanctuary. And he continues to dispute 820 00:50:42,160 --> 00:50:44,960 Speaker 1: the claims that had been made against him, since all 821 00:50:44,960 --> 00:50:48,200 Speaker 1: the complaints would be soft executive leadership have made some 822 00:50:48,320 --> 00:50:51,640 Speaker 1: big changes at the company. They created some new positions 823 00:50:52,040 --> 00:50:56,560 Speaker 1: to oversee workplace culture worldwide, and they created another one 824 00:50:56,760 --> 00:50:59,360 Speaker 1: that will be in charge of leading initiatives to improve 825 00:50:59,480 --> 00:51:03,319 Speaker 1: diversity and inclusion within the company. They also announced that 826 00:51:03,600 --> 00:51:06,080 Speaker 1: bonuses for team leaders are going to be tied to 827 00:51:06,160 --> 00:51:10,880 Speaker 1: creating positive work environments. Meanwhile, the company continues to conduct 828 00:51:10,880 --> 00:51:15,279 Speaker 1: internal investigations as it tries to assure shareholders that real 829 00:51:15,440 --> 00:51:19,560 Speaker 1: change is happening behind the scenes. This isn't performative at least, 830 00:51:19,560 --> 00:51:22,640 Speaker 1: that's the argument being made now. On top of all that, 831 00:51:23,320 --> 00:51:27,480 Speaker 1: there was a recent incident at Ubisoft Montreal. A threatening 832 00:51:27,560 --> 00:51:32,000 Speaker 1: call of some sort was made to the office or 833 00:51:32,120 --> 00:51:37,480 Speaker 1: relayed to emergency services, which prompted the evacuation of the 834 00:51:37,560 --> 00:51:43,200 Speaker 1: Ubisoft Montreal headquarters, with some Ubisoft employees essentially barricading themselves 835 00:51:43,239 --> 00:51:47,880 Speaker 1: on the offices rooftop. Initial reports indicated that there was 836 00:51:47,960 --> 00:51:51,080 Speaker 1: some sort of hostage situation going on, and it was 837 00:51:51,120 --> 00:51:55,680 Speaker 1: a tense situation for many hours until ultimately authorities determined 838 00:51:56,080 --> 00:51:58,440 Speaker 1: that the whole thing was prompted by a hoax. There 839 00:51:58,440 --> 00:52:02,080 Speaker 1: had never been a real rent as of this recording, 840 00:52:02,360 --> 00:52:04,879 Speaker 1: there is no word on who made that initial call 841 00:52:05,320 --> 00:52:08,719 Speaker 1: or what motivation they had for doing it. On the horizon, 842 00:52:09,040 --> 00:52:11,640 Speaker 1: Ubisoft is working on the next Far Cry game, Far 843 00:52:11,719 --> 00:52:16,120 Speaker 1: Cry six. That one's due out in UH. They're still 844 00:52:16,120 --> 00:52:19,040 Speaker 1: work being done on the Beyond Good and Evil two game, 845 00:52:19,520 --> 00:52:22,719 Speaker 1: which I think is a prequel. UH. There is an 846 00:52:22,800 --> 00:52:25,799 Speaker 1: update coming to the city building game The Settlers, which 847 00:52:25,880 --> 00:52:28,760 Speaker 1: I don't think has had a game in that series 848 00:52:28,800 --> 00:52:30,760 Speaker 1: for more than a decade. So that's kind of interesting, 849 00:52:31,600 --> 00:52:33,360 Speaker 1: and I'm sure at some point I will have to 850 00:52:33,400 --> 00:52:35,879 Speaker 1: do a follow up episode on this series to talk 851 00:52:35,920 --> 00:52:39,480 Speaker 1: about what Ubisoft has done in the wake of twenty 852 00:52:39,880 --> 00:52:42,120 Speaker 1: In the meantime, it will be really interesting to see 853 00:52:42,120 --> 00:52:45,279 Speaker 1: how the company handles itself and whether we will see 854 00:52:45,280 --> 00:52:49,200 Speaker 1: a new Ubisoft with new games, new characters, new I 855 00:52:49,280 --> 00:52:53,160 Speaker 1: p new approaches as a result of all this, because 856 00:52:53,560 --> 00:52:59,399 Speaker 1: arguably it should become easier to work in things that 857 00:53:00,320 --> 00:53:05,399 Speaker 1: immediately aligned with saers Ascoway's vision of what games should be. 858 00:53:05,880 --> 00:53:09,160 Speaker 1: So maybe that means in the long run, we're gonna 859 00:53:09,200 --> 00:53:15,319 Speaker 1: get games that that break free of those restraints, and 860 00:53:15,360 --> 00:53:17,399 Speaker 1: that could be really cool, but we'll have to wait 861 00:53:17,440 --> 00:53:20,600 Speaker 1: and see. In the meantime, if you have any suggestions 862 00:53:20,640 --> 00:53:24,839 Speaker 1: for future topics I should tackle on text Stuff reach 863 00:53:24,880 --> 00:53:28,319 Speaker 1: out to me. The Twitter handle is text stuff h 864 00:53:28,480 --> 00:53:32,400 Speaker 1: s W. This concludes our three part series on Ubisoft 865 00:53:32,840 --> 00:53:41,520 Speaker 1: and I'll talk to you again really soon. Text Stuff 866 00:53:41,600 --> 00:53:44,759 Speaker 1: is an I Heart Radio production. For more podcasts from 867 00:53:44,800 --> 00:53:48,560 Speaker 1: my Heart Radio, visit the I Heart Radio app, Apple Podcasts, 868 00:53:48,680 --> 00:53:50,680 Speaker 1: or wherever you listen to your favorite shows.