WEBVTT - Ubisoft Grows Up

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with iHeart Radio and

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<v Speaker 1>I love all things tech and welcome to our third

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<v Speaker 1>installment on the history so far of the video game

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<v Speaker 1>developer company Ubisoft. Now. In our first episode, we learned

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<v Speaker 1>how five brothers in France diversified the family business of

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<v Speaker 1>selling farming equipment by getting into hardware and software distribution.

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<v Speaker 1>You know computer hardware and software as you do. We

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<v Speaker 1>also learned how they took that business and then they

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<v Speaker 1>built a new company centered around developing and publishing video games,

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<v Speaker 1>and how that company, Ubisoft, grew steadily. And in the

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<v Speaker 1>second episode, we followed up on Ubisoft having a success

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<v Speaker 1>with a game called Raymond and an early acquisition of

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<v Speaker 1>a US based video game developer called red Storm, and

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<v Speaker 1>how the company launched into an era of expansion that

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<v Speaker 1>was impressive by any measure. The company opened up new studios,

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<v Speaker 1>they bought out other companies, they acquired assets from organizations,

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<v Speaker 1>some of which were also coincidentally founded by those brothers,

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<v Speaker 1>and all while a bigger fish in the form of

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<v Speaker 1>Electronic Arts was circling the company with a threat of

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<v Speaker 1>a hostile takeover. Now, at the end of that last episode,

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<v Speaker 1>we learned that e A divested itself of a large

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<v Speaker 1>number of shares and Ubisoft, and with the threat of

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<v Speaker 1>a hostile takeover fading away, Ubisoft pushed even harder to

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<v Speaker 1>grow while launching and advancing franchises like Far Cry, Assassin's Creed,

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<v Speaker 1>and numerous Tom Clancy related video game titles. Another asset

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<v Speaker 1>that originally belonged to a different company founded by one

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<v Speaker 1>of the Gilmo brothers was a Quebec studio that had

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<v Speaker 1>been part of long Tail Studios, and that trace its

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<v Speaker 1>origin back to Gerard Guillman. And that's a case in

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<v Speaker 1>point right. Anyway, Ubisoft would purchase that Quebec studio from

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<v Speaker 1>long Tail, and long Tail would retain its other studios

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<v Speaker 1>for the time being, and then you know, Ubisoft just

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<v Speaker 1>folded that into Ubisoft's Quebec office. And I realized, I

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<v Speaker 1>keep saying Quebec and Quebec and that's just me, I guess. Anyway,

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<v Speaker 1>as I mentioned in the last episode, ubi Soft had

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<v Speaker 1>recently purchased a company called Alliant, which what made free

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<v Speaker 1>to play games, and we would soon see elements of

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<v Speaker 1>the free to play micro transaction strategy work its way

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<v Speaker 1>into various Ubisoft games, even those that are not themselves

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<v Speaker 1>free to play games. We would see that micro transaction

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<v Speaker 1>make its way into Triple A titles. So let's see

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<v Speaker 1>what happens next, because this episode should bring us up

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<v Speaker 1>to present day, and it's going to include some particularly

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<v Speaker 1>dramatic story, including another possible hostile takeover and widespread allegations

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<v Speaker 1>of serious misconduct within the company. In two thousand twelve,

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<v Speaker 1>Ubi Soft released Far Cry three. Now, if you recall,

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<v Speaker 1>the original Far Cry game came out of a different

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<v Speaker 1>development studio called Crytech. Cry Tech built a game engine

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<v Speaker 1>called the cry Engine and built the original Far Cry

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<v Speaker 1>in that game engine. Then Ubisoft bought that i P

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<v Speaker 1>for the Far Cry series, as well as the right

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<v Speaker 1>to use that particular version of the cry Engine, and

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<v Speaker 1>from that moment forward, the cry Engine forked into two pathways.

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<v Speaker 1>At Crytech, it remained the cry Engine and continued to

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<v Speaker 1>evolve there. Under Ubisoft it would turn into the game

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<v Speaker 1>engine called Dounia, and it would evolve separately. So these

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<v Speaker 1>diverging pathways, UBI Soft continued to tweak and build onto

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<v Speaker 1>the Dounia engine, and far Cry three came out of

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<v Speaker 1>Dounia two, which included some new features like global lighting

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<v Speaker 1>and lighting and video games is a really big deal,

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<v Speaker 1>which I get sounds pretty obvious, because, after all, our

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<v Speaker 1>vision is based off of how light interacts with the

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<v Speaker 1>environments around us. A lot of recent focus on video

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<v Speaker 1>game graphics has really been about the interplay of light

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<v Speaker 1>with different surfaces. You may have heard of ray tracing

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<v Speaker 1>that mostly refers to the way light behaves with specific

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<v Speaker 1>types of surfaces, like a pane of glass or a

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<v Speaker 1>reflective puddle of water. Well, the Dounia two engine was

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<v Speaker 1>kind of a step toward that direction, although ray tracing

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<v Speaker 1>wouldn't really be a thing you would hear about in

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<v Speaker 1>the video game world for a bit longer. Far Cry

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<v Speaker 1>threes pre sales were a little bit underwhelming. Now, just

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<v Speaker 1>in case you're not aware somehow, pre ordering or pre

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<v Speaker 1>sales that just means you lay down your cold hard

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<v Speaker 1>cash for a game before that game is even available,

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<v Speaker 1>and the idea is that the moment the game does

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<v Speaker 1>come out, you've secured your coppy. Now, in the old days,

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<v Speaker 1>when physical media dominated the video game market, this was

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<v Speaker 1>something that gamers would do at retail stores, so that

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<v Speaker 1>when those game copies showed up to their local store,

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<v Speaker 1>they would have a reserved copy of their own, and

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<v Speaker 1>in theory, they wouldn't have to worry about the store

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<v Speaker 1>having sold out of the game before they were able

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<v Speaker 1>to get there. Today, in the era of digital delivery,

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<v Speaker 1>a pre order means that again in theory, anyway, you

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<v Speaker 1>should be able to download a game the moment it

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<v Speaker 1>goes live, and so your gaming experience will start as

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<v Speaker 1>soon as you've got enough of the game downloaded to

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<v Speaker 1>launch it, and so it's kind of dependent on your

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<v Speaker 1>internet connection speed. In recent years, companies have even allowed

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<v Speaker 1>downloads to begin way ahead of schedule. And then the

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<v Speaker 1>moment a game goes live is kind of like a

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<v Speaker 1>switch turning off, and it allows gamers to access a

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<v Speaker 1>game that has already been installed on their systems. So,

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<v Speaker 1>let's say a game goes live of at midnight, the

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<v Speaker 1>game has already been downloaded to the gamer's machine. It's

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<v Speaker 1>just that the activation code isn't uh isn't actually active

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<v Speaker 1>until midnight, and then boom, you can start playing game.

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<v Speaker 1>Companies love pre orders because it looks great on a

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<v Speaker 1>balance sheet, you know, to get those revenue numbers up early.

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<v Speaker 1>It's a great thing to share with shareholders, to say

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<v Speaker 1>to your your stockholders, hey, this game is going to

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<v Speaker 1>do incredibly well. It helps bring the share price of

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<v Speaker 1>your company up, The value of your company goes up.

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<v Speaker 1>Lots of positive things can happen due to those numbers

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<v Speaker 1>from a corporate standpoint, and it really helps balance out

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<v Speaker 1>the costs of development. And I mentioned that in the

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<v Speaker 1>last episode that those can get really high. We're gonna

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<v Speaker 1>talk more about that in this episode. But from a

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<v Speaker 1>gamer perspective, it satisfies an urge for gratification, at least

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<v Speaker 1>for the feeling that you get when a game comes

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<v Speaker 1>into your possession, But it also comes along with risks.

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<v Speaker 1>But as of the game isn't very good or if

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<v Speaker 1>it has a lot of bugs or other issues, then

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<v Speaker 1>the gamers who pre ordered it are stuck with it.

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<v Speaker 1>You didn't give the industry time to dive into and

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<v Speaker 1>dissected the game, right. You didn't get a chance to

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<v Speaker 1>read the reviews and find out if the game was

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<v Speaker 1>actually any good or if it was well made. Maybe

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<v Speaker 1>you saw an awesome trailer for the game and that

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<v Speaker 1>sold you on the experience, so you PLoP down your

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<v Speaker 1>sixty dollars or whatever to pre order the game. Only

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<v Speaker 1>when the day comes and you finally get it, you

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<v Speaker 1>realize that the playing experience just doesn't live up to

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<v Speaker 1>that trailer. If you pre order, you also typically pay

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<v Speaker 1>whatever the highest price is for that version of the game.

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<v Speaker 1>And sometimes games will launch and for whatever reason, it

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<v Speaker 1>becomes clear that there's just not a big place in

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<v Speaker 1>the market for that game, at least not as big

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<v Speaker 1>as what the company was anticipating, and typically companies will

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<v Speaker 1>mark down the price of a game when that happens.

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<v Speaker 1>Recapturing some of the cost of development is better than

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<v Speaker 1>not getting anything, so it can pay if you just

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<v Speaker 1>wait a little bit, even just for a short while,

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<v Speaker 1>to make sure that one the game is worth it,

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<v Speaker 1>and to maybe the price comes down so that even

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<v Speaker 1>if the game wasn't perfect, with the lower price, it

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<v Speaker 1>is worth it. Pre Orders would later introduce other issues

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<v Speaker 1>in the gaming industry in general. For example, one way

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<v Speaker 1>to encourage people to pre order a game is to

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<v Speaker 1>pay exclusive content to a specific outlets pre order system.

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<v Speaker 1>So if you were to pre order a game with

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<v Speaker 1>one retailer, then you would get one set of exclusive content.

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<v Speaker 1>But if you had gone with a different retailer, you

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<v Speaker 1>would get a different set of exclusive content, and there'd

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<v Speaker 1>be no way for a completionist to get everything because

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<v Speaker 1>of how that content gets sliced up like that. Now,

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<v Speaker 1>later on you might get a Game of the Year

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<v Speaker 1>edition that groups them all together, but that's much later,

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<v Speaker 1>and this would be something that gamers would complain about

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<v Speaker 1>with Ubisoft titles further on, particularly with Watchdogs. The Far

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<v Speaker 1>Cry three numbers, as I mentioned, were a little disappointing.

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<v Speaker 1>Now that being said, once the game came out and

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<v Speaker 1>reviews started coming in, sales actually started to pick up.

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<v Speaker 1>Most reviews praised the game play and the setting. There

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<v Speaker 1>were some criticisms that were leveled more against the story

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<v Speaker 1>and the characters, which saw gamers take on a protagonist

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<v Speaker 1>who is trying to rescue his friends who have been

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<v Speaker 1>captured by modern day pirates and smugglers. Some critics felt

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<v Speaker 1>that the speed at which your character, who kind of

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<v Speaker 1>starts off just as a normal average guy, suddenly becomes

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<v Speaker 1>like an unstoppable killing machine was just unrealistic. And it

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<v Speaker 1>also follows the trope in which you've got a group

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<v Speaker 1>of natives who are incapable of helping themselves, and so

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<v Speaker 1>they have to rely upon some white champion to come

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<v Speaker 1>into the picture and save them. Ubisoft developers were creating

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<v Speaker 1>a game in which morality wasn't an absolute, so you

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<v Speaker 1>could play in a way that was, you know, considered

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<v Speaker 1>morally good or morally evil. But in the process they

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<v Speaker 1>also relied kind of heavily on some pretty negative narrative elements.

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<v Speaker 1>So far, Cry three would end up being a success,

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<v Speaker 1>but it would take a little more time for those

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<v Speaker 1>sales numbers to come up. Meanwhile, Ubisoft was really leaning

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<v Speaker 1>heavily on the Assassin's Creed franchise, releasing Assassin's Creed three

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<v Speaker 1>in two thousand twelve. Now, you might have heard me

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<v Speaker 1>say in the previous episode that Ubisoft is a company

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<v Speaker 1>frequently associated with crunch around this time, and crunch refers

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<v Speaker 1>to the amount of intense work that leads up to

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<v Speaker 1>the release of a game. When you look at the

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<v Speaker 1>release schedule of Assassin's Creed games, you start to realize

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<v Speaker 1>that this could be a pretty grueling schedule. Uh. I'll

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<v Speaker 1>just talk about the main release games in the Assassin's

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<v Speaker 1>Creed series. These are the ones that came out for

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<v Speaker 1>consoles and computer systems. But keep in mind there were

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<v Speaker 1>a ton of Assassin's Creed games, some of which were

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<v Speaker 1>released for handheld systems, some for mobile devices like smartphones,

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<v Speaker 1>some for computers and consoles, but they weren't part of

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<v Speaker 1>the main storyline. So I'm just gonna look at the

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<v Speaker 1>main one. You've got the first game in two thousand seven,

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<v Speaker 1>you had Assassin's Creed two, which came out two years

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<v Speaker 1>later in two thousand nine. Then you've got Assassin's Creed

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<v Speaker 1>Brotherhood and add on kind of to Part two that

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<v Speaker 1>came out in two and Assassin's Creed Revelations in two

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<v Speaker 1>thousand eleven, which also tied back to Assassin's Creed two.

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<v Speaker 1>Now I just mentioned that Assassin's Creed three came out

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<v Speaker 1>in two thousand twelve, Assassin's Creed four Black Flag, which

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<v Speaker 1>was again my personal favorite of all the Assassin's Creed

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<v Speaker 1>games that I have played, but I have not played

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<v Speaker 1>all of them. That one came out in Assassin's Creed

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<v Speaker 1>Rogue and Assassin's Creed Unity both came out in two

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<v Speaker 1>thousand fourteen, so we got two Assassin's Creed mainline games

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<v Speaker 1>that year. I have a little bit more to say

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<v Speaker 1>about unity in here. But just imagine two major releases

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<v Speaker 1>of a flagship franchise in the same year. That is crazy.

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<v Speaker 1>Assassin's Creed Syndicate would follow in two thousand fifteen, and

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<v Speaker 1>then we finally would get a one year gap between

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<v Speaker 1>major releases in the main storyline, with Assassin's Creed Origins

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<v Speaker 1>hitting in two thousand seventeen. Then we get Assassin's Creed

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<v Speaker 1>Odyssey in two thousand eighteen, then we get another one

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<v Speaker 1>year gap, and this year we got Assassin's Creed Valhalla. Now, again,

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<v Speaker 1>those are just the major games. There are at least

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<v Speaker 1>an equal number of other titles that are spinoffs of

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<v Speaker 1>this franchise, but they don't qualify as part of the

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<v Speaker 1>main sequence of Assassin's Creed titles. Now, it was almost

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<v Speaker 1>as if the Assassin's Creed franchise was like a sports game,

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<v Speaker 1>because you know, every year we expect to see a

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<v Speaker 1>new version of specific sports franchises like Madden right, and

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<v Speaker 1>we expect to see an updated player roster to reflect

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<v Speaker 1>the most current version of teams in various sports. But

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<v Speaker 1>we were getting that in this fantasy sci fi Assassin

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<v Speaker 1>based game series. There was a real danger of oversaturating

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<v Speaker 1>the market and burning out the player base, not to

0:13:11.760 --> 0:13:15.360
<v Speaker 1>mention working the developers into an early grave. Though to

0:13:15.360 --> 0:13:17.760
<v Speaker 1>be fair, it wasn't like the exact same group of

0:13:17.800 --> 0:13:20.600
<v Speaker 1>developers were making every single game in the series. This

0:13:20.679 --> 0:13:24.800
<v Speaker 1>was spread out across the global network of studios at

0:13:24.880 --> 0:13:29.320
<v Speaker 1>UBI Soft, with specific studios kind of taking point on

0:13:29.600 --> 0:13:33.959
<v Speaker 1>the big titles. Ubisoft Montreal was largely responsible for the

0:13:34.000 --> 0:13:37.560
<v Speaker 1>main development of the main series, but this also meant

0:13:37.559 --> 0:13:39.560
<v Speaker 1>that as Zubi Stuft tried to keep up the pace,

0:13:39.679 --> 0:13:43.200
<v Speaker 1>it would occasionally release games that, at least initially were

0:13:43.400 --> 0:13:48.440
<v Speaker 1>pretty darn broken. Assassin's Creed three had its historical setting

0:13:48.480 --> 0:13:51.920
<v Speaker 1>take place during the American Revolutionary War, so it actually

0:13:51.920 --> 0:13:56.480
<v Speaker 1>took place in the American colonies. The game added lots

0:13:56.600 --> 0:13:59.640
<v Speaker 1>of new features to the Assassin's Creed franchise, including the

0:13:59.640 --> 0:14:03.640
<v Speaker 1>ability to command a ship like a sailing ship, and

0:14:03.679 --> 0:14:06.920
<v Speaker 1>that would become a much larger part in Black Flag later, obviously,

0:14:06.960 --> 0:14:09.800
<v Speaker 1>because that's a that's a pirate game. But it also

0:14:09.920 --> 0:14:12.640
<v Speaker 1>featured a pretty long lead up to the point where

0:14:12.720 --> 0:14:17.040
<v Speaker 1>anything assassiny happens. You're playing that game for a long

0:14:17.120 --> 0:14:19.880
<v Speaker 1>time before you start getting into something that feels like

0:14:19.920 --> 0:14:24.960
<v Speaker 1>Assassin's Creed. Now, overall, the game got positive reviews, though

0:14:25.120 --> 0:14:28.200
<v Speaker 1>a lot of articles that rank the various entries of

0:14:28.240 --> 0:14:32.200
<v Speaker 1>the Assassin Creed series will frequently put Part three in

0:14:32.240 --> 0:14:36.000
<v Speaker 1>the bottom half. It's not the bottom bottom, it's not

0:14:36.080 --> 0:14:38.440
<v Speaker 1>the worst of the games, but it typically does not

0:14:39.000 --> 0:14:42.480
<v Speaker 1>merit inclusion in the top fifty percent on a lot

0:14:42.520 --> 0:14:46.640
<v Speaker 1>of lists. In two thousand thirteen, Ubisoft made another pair

0:14:46.680 --> 0:14:51.000
<v Speaker 1>of acquisitions, purchasing the Future Games of London studio out

0:14:51.000 --> 0:14:55.160
<v Speaker 1>of um well it says here London, the UK, and

0:14:55.280 --> 0:15:00.280
<v Speaker 1>also the Digital Chocolate studio that was in Barcelona, Spain. Now,

0:15:00.320 --> 0:15:04.360
<v Speaker 1>these studios focused primarily on developing games for mobile and

0:15:04.480 --> 0:15:09.960
<v Speaker 1>social networking platforms. Also side note, the company Digital Chocolate

0:15:10.360 --> 0:15:13.880
<v Speaker 1>was founded by Trip Hawkins. Now that's the guy who

0:15:13.960 --> 0:15:18.280
<v Speaker 1>founded Electronic Arts, which coincidentally was the company that for

0:15:18.280 --> 0:15:20.040
<v Speaker 1>a while looked like it was on the verge of

0:15:20.600 --> 0:15:24.360
<v Speaker 1>doing that hostile takeover of Ubisoft. But Trip Hawkins had

0:15:24.440 --> 0:15:27.160
<v Speaker 1>left long before that. And he's also the guy who

0:15:27.240 --> 0:15:30.240
<v Speaker 1>was behind the failed three D O console, which I

0:15:30.360 --> 0:15:35.040
<v Speaker 1>covered in a recent tech Stuff series. Anyway, Ubisoft acquired

0:15:35.240 --> 0:15:39.560
<v Speaker 1>the Barcelona studio, but not the overall company of Digital Chocolate.

0:15:40.040 --> 0:15:44.160
<v Speaker 1>Hawkins had already stepped down from leadership at Digital Chocolate

0:15:44.200 --> 0:15:46.960
<v Speaker 1>a year earlier, and the company would only be in

0:15:47.000 --> 0:15:50.680
<v Speaker 1>business for one more year before it sold off its

0:15:50.720 --> 0:15:53.840
<v Speaker 1>games to another company, so it didn't stick around for

0:15:54.000 --> 0:15:58.480
<v Speaker 1>very long. That summer, Ubisoft went public with some news

0:15:58.520 --> 0:16:02.040
<v Speaker 1>that wasn't so pause. Someone had managed to find a

0:16:02.120 --> 0:16:08.120
<v Speaker 1>vulnerability in Ubisoft's corporate network, probably through a web vulnerability,

0:16:08.280 --> 0:16:12.800
<v Speaker 1>and they breached Ubisoft systems. According to the company, this

0:16:12.880 --> 0:16:15.440
<v Speaker 1>meant that up to fifty eight million people may have

0:16:15.560 --> 0:16:19.440
<v Speaker 1>had their user names, their email addresses, and their encrypted

0:16:19.480 --> 0:16:24.080
<v Speaker 1>passwords exposed. Now that's obviously not great, but it could

0:16:24.080 --> 0:16:26.680
<v Speaker 1>have been a lot worse. The fact that the passwords

0:16:26.680 --> 0:16:30.640
<v Speaker 1>were at least encrypted means they weren't immediately useful to

0:16:30.680 --> 0:16:33.480
<v Speaker 1>the hackers. The hackers would first need to break that

0:16:33.600 --> 0:16:37.760
<v Speaker 1>encryption to get at the passwords that were encrypted underneath.

0:16:38.240 --> 0:16:41.360
<v Speaker 1>But it serves as a great reminder for all of us. First,

0:16:42.000 --> 0:16:46.640
<v Speaker 1>we should all choose strong passwords for the services we use. Second,

0:16:46.920 --> 0:16:50.440
<v Speaker 1>we should use a unique password for every single service,

0:16:50.880 --> 0:16:54.560
<v Speaker 1>because if someone manages to breach a service you use,

0:16:55.080 --> 0:16:57.560
<v Speaker 1>they could potentially get at your password, And if you're

0:16:57.600 --> 0:16:59.800
<v Speaker 1>using the same password everywhere. You've just handed them the

0:16:59.880 --> 0:17:03.240
<v Speaker 1>key ease to everything, right. You don't want to do that.

0:17:03.800 --> 0:17:06.760
<v Speaker 1>It can really put you at risk. Or if you're

0:17:06.800 --> 0:17:09.880
<v Speaker 1>trying to be really careful and you find out that

0:17:10.000 --> 0:17:13.199
<v Speaker 1>your password was potentially stolen, then you have to go

0:17:13.240 --> 0:17:17.000
<v Speaker 1>through the hassle of changing that password for every service

0:17:17.040 --> 0:17:20.320
<v Speaker 1>you use, which is not super fun. The third point

0:17:20.359 --> 0:17:22.720
<v Speaker 1>I would like to remind people to do is to

0:17:22.880 --> 0:17:26.399
<v Speaker 1>get a password vault program to keep all your passwords.

0:17:26.440 --> 0:17:29.080
<v Speaker 1>A lot of them also have password generators built in,

0:17:29.480 --> 0:17:32.360
<v Speaker 1>and those will create really strong passwords on your behalf

0:17:32.600 --> 0:17:35.200
<v Speaker 1>and keep track of them. Uh. It takes a lot

0:17:35.200 --> 0:17:37.760
<v Speaker 1>of the work out of trying to practice good security habits,

0:17:37.760 --> 0:17:43.399
<v Speaker 1>so quick reminder there. Ubisoft stated that this security breach

0:17:43.480 --> 0:17:47.000
<v Speaker 1>did not touch any systems that stored payment information, so

0:17:47.359 --> 0:17:50.159
<v Speaker 1>that was also a big relief. People with accounts on

0:17:50.280 --> 0:17:54.200
<v Speaker 1>Ubisoft services received messages that urged them to change their passwords,

0:17:54.280 --> 0:17:57.440
<v Speaker 1>since a determined hacker might actually go through the trouble

0:17:57.520 --> 0:18:00.280
<v Speaker 1>to decrypt passwords if they had enough time. I'm in

0:18:00.400 --> 0:18:05.639
<v Speaker 1>processing power. Security experts criticized Ubisoft, saying that it failed

0:18:05.680 --> 0:18:09.760
<v Speaker 1>to be transparent about what security measures were actually in place.

0:18:10.280 --> 0:18:13.040
<v Speaker 1>A few experts pointed out that while passwords may have

0:18:13.119 --> 0:18:16.959
<v Speaker 1>been encrypted, there was no indication as to how Ubisoft

0:18:17.000 --> 0:18:21.440
<v Speaker 1>was encrypting them, and weak encryption could really be an issue. Generally,

0:18:21.520 --> 0:18:26.280
<v Speaker 1>the response was that Ubisoft's approach didn't inspire confidence, and

0:18:26.359 --> 0:18:29.639
<v Speaker 1>a more recent hack this year seems to give a

0:18:29.680 --> 0:18:33.160
<v Speaker 1>bit of credence to those concerns. Now, when we come back,

0:18:33.359 --> 0:18:36.760
<v Speaker 1>we'll revisit the subject of hackers, except this time it

0:18:36.800 --> 0:18:40.000
<v Speaker 1>will be within the context of playing a hacker in

0:18:40.080 --> 0:18:43.159
<v Speaker 1>a video game. But first, let's take a quick break.

0:18:50.560 --> 0:18:54.520
<v Speaker 1>In Ubisoft launched a new I P in the form

0:18:54.720 --> 0:18:58.280
<v Speaker 1>of Watchdogs. The game series is set in a world

0:18:58.480 --> 0:19:02.199
<v Speaker 1>not too different from our own, one in which electronic

0:19:02.240 --> 0:19:06.720
<v Speaker 1>devices gather endless amounts of data that corporations then used

0:19:06.720 --> 0:19:11.560
<v Speaker 1>to make let's see, I think the technical term is

0:19:12.080 --> 0:19:16.440
<v Speaker 1>gobs of money. In each of the games, you play

0:19:16.560 --> 0:19:21.720
<v Speaker 1>as a hacker protagonist or sometimes multiple protagonists, who has

0:19:21.760 --> 0:19:27.320
<v Speaker 1>to navigate this dystopian surveillance world and compromise systems and

0:19:27.760 --> 0:19:31.199
<v Speaker 1>turn the technology against the corporate overlords, and navigate the

0:19:31.320 --> 0:19:36.000
<v Speaker 1>seed criminal underbelly of society, and generally try and accomplish

0:19:36.160 --> 0:19:40.520
<v Speaker 1>specific goals that may or may not be selfish. Ubisa

0:19:40.640 --> 0:19:44.040
<v Speaker 1>Montreal was responsible for the first title in the series,

0:19:44.240 --> 0:19:47.240
<v Speaker 1>and they would also create the sequel that would come

0:19:47.240 --> 0:19:51.679
<v Speaker 1>out in the third game in the series, watch Dogs.

0:19:51.880 --> 0:19:56.520
<v Speaker 1>Legion just recently launched in but this one actually came

0:19:56.520 --> 0:20:00.840
<v Speaker 1>out of Ubisoft Toronto, not Montreal. Now, I've mentioned a

0:20:00.840 --> 0:20:04.280
<v Speaker 1>few times about how games have become incredibly complex and

0:20:04.400 --> 0:20:07.520
<v Speaker 1>as a result, the cost of development goes up, which

0:20:07.520 --> 0:20:10.119
<v Speaker 1>in turn puts a lot more pressure on finding ways

0:20:10.160 --> 0:20:12.879
<v Speaker 1>to make a profit from a game. And just to

0:20:12.880 --> 0:20:17.119
<v Speaker 1>give you some perspective, the budget for the first Watchdogs game,

0:20:17.480 --> 0:20:22.960
<v Speaker 1>which had been in development since before, was nearly seventy

0:20:23.200 --> 0:20:26.879
<v Speaker 1>million dollars. Now these days, it's not unusual for a

0:20:26.920 --> 0:20:29.720
<v Speaker 1>triple A title to have a budget comparable to what

0:20:29.760 --> 0:20:34.320
<v Speaker 1>you would see for a feature length film, which is incredible.

0:20:34.560 --> 0:20:39.840
<v Speaker 1>In addition, around one thousand people worked on Watchdogs, and

0:20:40.040 --> 0:20:43.479
<v Speaker 1>Ubisoft Montreal built it using a brand new game engine

0:20:43.560 --> 0:20:49.000
<v Speaker 1>called Disrupt, which Ubisoft Montreal had also built. Those guys

0:20:49.040 --> 0:20:53.359
<v Speaker 1>are pretty busy. The title sold four million copies in

0:20:53.400 --> 0:20:57.000
<v Speaker 1>its first week, which broke the company and the industry's

0:20:57.160 --> 0:21:00.320
<v Speaker 1>then record for most copies of a brand new I

0:21:00.520 --> 0:21:03.679
<v Speaker 1>P sold within that first week. It would then go

0:21:03.720 --> 0:21:07.040
<v Speaker 1>on to sell at least another six million copies, So

0:21:07.240 --> 0:21:11.920
<v Speaker 1>that first Watchdogs game wasn't without some road bumps upon

0:21:11.960 --> 0:21:15.560
<v Speaker 1>its release. Some people were upset that Ubisoft created not one,

0:21:16.040 --> 0:21:20.359
<v Speaker 1>not two, but four different Collectors editions of the game.

0:21:20.840 --> 0:21:24.520
<v Speaker 1>In addition, a few people alleged that Ubisoft had purposefully

0:21:24.560 --> 0:21:28.760
<v Speaker 1>and artificially made the game look better graphically when they

0:21:28.800 --> 0:21:32.240
<v Speaker 1>did a video preview of the title at E three.

0:21:32.840 --> 0:21:35.840
<v Speaker 1>They claimed that the end game, the one that actually

0:21:35.880 --> 0:21:39.960
<v Speaker 1>came out, that the graphics had been downgraded. Ubi Soft,

0:21:40.000 --> 0:21:45.639
<v Speaker 1>for its part, categorically denied this claim. Critics praised the

0:21:45.640 --> 0:21:49.560
<v Speaker 1>game's gameplay and the setting of Chicago, but there was

0:21:49.640 --> 0:21:53.119
<v Speaker 1>a less of a positive consensus about the story and

0:21:53.160 --> 0:21:55.919
<v Speaker 1>the characters of the game. Now, I'm going to go

0:21:55.960 --> 0:22:00.240
<v Speaker 1>ahead and close out the Watchdogs discussion here because as

0:22:00.280 --> 0:22:03.159
<v Speaker 1>I just think it makes more sense to to follow

0:22:03.240 --> 0:22:05.360
<v Speaker 1>up on that rather than the go year by year.

0:22:05.720 --> 0:22:08.800
<v Speaker 1>So the sequel, Watchdogs Too, came out two years after

0:22:08.840 --> 0:22:11.040
<v Speaker 1>the first game. So this one came out in Twix,

0:22:11.640 --> 0:22:14.879
<v Speaker 1>and this one was set in San Francisco, and the

0:22:14.920 --> 0:22:18.640
<v Speaker 1>protagonist was again a hacker, but a different character than

0:22:18.680 --> 0:22:21.440
<v Speaker 1>from the first game. Would be Soft tweaked a lot

0:22:21.440 --> 0:22:24.639
<v Speaker 1>of the gameplay elements after having received feedback on the

0:22:24.680 --> 0:22:28.800
<v Speaker 1>first Watchdogs game, and Watchdogs two would launch with a

0:22:28.800 --> 0:22:33.400
<v Speaker 1>few glitches and bugs, which frustrated critics and fans, but

0:22:33.560 --> 0:22:36.320
<v Speaker 1>it would be Soft would fairly quickly follow up the

0:22:36.400 --> 0:22:39.679
<v Speaker 1>launch with a game patch that helped smooth out these problems.

0:22:40.359 --> 0:22:44.160
<v Speaker 1>Generally speaking, critics also seemed to like the tone of

0:22:44.200 --> 0:22:46.720
<v Speaker 1>the second game more than they liked the tone of

0:22:46.760 --> 0:22:50.560
<v Speaker 1>the first game. The original Watchdogs had a fairly serious tone,

0:22:50.920 --> 0:22:54.080
<v Speaker 1>and the sequel had some more lighthearted and silly moments,

0:22:54.480 --> 0:22:57.680
<v Speaker 1>and also had a protagonist who wasn't so stoic as

0:22:57.720 --> 0:23:00.399
<v Speaker 1>the main character of the first game. Many people, however,

0:23:00.480 --> 0:23:03.600
<v Speaker 1>also pointed out that the main character of the second game,

0:23:03.640 --> 0:23:06.720
<v Speaker 1>his name is Marcus, was written in such a way

0:23:06.800 --> 0:23:10.440
<v Speaker 1>as to make him a good person within the narrative

0:23:10.520 --> 0:23:13.879
<v Speaker 1>of the game. And that's fine, except the game also

0:23:13.920 --> 0:23:17.800
<v Speaker 1>allows players to do stuff like harm or kill innocent

0:23:17.920 --> 0:23:22.080
<v Speaker 1>bystanders that doesn't affect the way the story unfolds, So

0:23:22.400 --> 0:23:27.600
<v Speaker 1>you could play Marcus like a homicidal maniac, but narratively speaking,

0:23:27.600 --> 0:23:30.000
<v Speaker 1>within the game, you would be treated as if you

0:23:30.040 --> 0:23:33.320
<v Speaker 1>were still this really good guy with a strong moral code.

0:23:33.440 --> 0:23:36.680
<v Speaker 1>So there's a bit of a disconnect there. Like Far

0:23:36.760 --> 0:23:39.959
<v Speaker 1>Cry three, the pre or sales for Watchdogs two didn't

0:23:40.119 --> 0:23:43.680
<v Speaker 1>meet company projections. It would take more time for players

0:23:43.680 --> 0:23:46.520
<v Speaker 1>to commit to buying the game and reaching the sales

0:23:46.560 --> 0:23:50.040
<v Speaker 1>figures that Ubisoft had been hoping for. And then we've

0:23:50.080 --> 0:23:55.359
<v Speaker 1>got watch Dog Legion, developed primarily by Ubisoft Toronto. This

0:23:55.400 --> 0:23:58.800
<v Speaker 1>title came out in late October twenty twenty after being

0:23:58.840 --> 0:24:01.919
<v Speaker 1>delayed half a year. Um and I'll talk a little

0:24:01.920 --> 0:24:05.640
<v Speaker 1>bit about the decision to postpone games towards the end

0:24:05.680 --> 0:24:08.960
<v Speaker 1>of this episode, and I'm sure the pandemic didn't help

0:24:09.000 --> 0:24:13.960
<v Speaker 1>at all, But this game shifts the action to London, England,

0:24:14.320 --> 0:24:17.840
<v Speaker 1>and it also features a pretty neat concept for the protagonists.

0:24:17.840 --> 0:24:22.120
<v Speaker 1>So instead of playing as an established main character and

0:24:22.200 --> 0:24:25.120
<v Speaker 1>playing that character all the way through, in Legion, you

0:24:25.160 --> 0:24:29.359
<v Speaker 1>pick a starting character. But then you can also switch

0:24:29.520 --> 0:24:33.800
<v Speaker 1>identities as you play as characters who are recruited into

0:24:33.840 --> 0:24:39.240
<v Speaker 1>an underground hacker resistance organization. So recruiting someone gives you

0:24:39.280 --> 0:24:41.920
<v Speaker 1>access to them as a playable character, and each in

0:24:42.160 --> 0:24:46.360
<v Speaker 1>game candidate has their own skills and quirks. Some might

0:24:46.359 --> 0:24:49.760
<v Speaker 1>be really good at hacking industrial equipment, some might be

0:24:49.800 --> 0:24:51.639
<v Speaker 1>able to call upon friends to help them out in

0:24:51.680 --> 0:24:54.280
<v Speaker 1>the scuffle. And there's also a spy who is a

0:24:54.320 --> 0:24:59.159
<v Speaker 1>total James Bond gadget guru type. London is pretty dang dystopian,

0:24:59.480 --> 0:25:03.160
<v Speaker 1>even for a Watchdogs game with an authoritarian government that's

0:25:03.200 --> 0:25:07.440
<v Speaker 1>cracking down on the hacker group. The game has received

0:25:07.440 --> 0:25:11.119
<v Speaker 1>fairly positive reviews, though not as high as the previous

0:25:11.160 --> 0:25:15.000
<v Speaker 1>games in the franchise. Also, I mentioned earlier that there

0:25:15.119 --> 0:25:19.960
<v Speaker 1>was another Ubisoft data breach in and it ties into

0:25:20.040 --> 0:25:25.640
<v Speaker 1>Watchdog Legion because a ransomware group. You may have remembered

0:25:25.640 --> 0:25:28.720
<v Speaker 1>that I just recently did an episode about ransomware. But

0:25:29.000 --> 0:25:32.320
<v Speaker 1>a group called e Gregor claimed to have copied the

0:25:32.320 --> 0:25:35.639
<v Speaker 1>source code for Watchdogs Legion and then threatened to release

0:25:35.680 --> 0:25:40.000
<v Speaker 1>it if they weren't paid off. And at first there

0:25:40.080 --> 0:25:44.159
<v Speaker 1>was some skepticism about whether or not they had access

0:25:44.280 --> 0:25:47.800
<v Speaker 1>the the source code. Uh, and then apparently they were

0:25:47.840 --> 0:25:51.320
<v Speaker 1>not paid off, and then not too long ago, the

0:25:51.359 --> 0:25:55.760
<v Speaker 1>source code has been found with various tracker programs leaked

0:25:55.760 --> 0:25:59.560
<v Speaker 1>on the internet. So that's kind of yikes. Alright, So

0:26:00.520 --> 0:26:06.240
<v Speaker 1>back to Ubisoft's timeline. In two thousand fourteen, Ubisoft would

0:26:06.280 --> 0:26:10.680
<v Speaker 1>release Assassin's Creed Unity, often cited as one of the

0:26:10.760 --> 0:26:14.439
<v Speaker 1>lesser entries in the main series because of some bugs

0:26:14.440 --> 0:26:17.200
<v Speaker 1>and other issues. The company also opened up the door

0:26:17.359 --> 0:26:21.439
<v Speaker 1>for more criticism as well when gamers discovered that there

0:26:21.440 --> 0:26:26.000
<v Speaker 1>would be no playable female characters for multiplayer. There was

0:26:26.040 --> 0:26:29.359
<v Speaker 1>a call on Ubisoft to explain why that was, and

0:26:29.400 --> 0:26:33.800
<v Speaker 1>the explanation the company gave boiled down to it would

0:26:33.800 --> 0:26:37.760
<v Speaker 1>have been too hard to include playable women. Essentially, it

0:26:37.760 --> 0:26:40.520
<v Speaker 1>would have been too much work to put in that

0:26:40.800 --> 0:26:43.919
<v Speaker 1>art and the animations, and that in turn caused a

0:26:44.000 --> 0:26:47.119
<v Speaker 1>series of discussions in which critics and even a former

0:26:47.200 --> 0:26:51.960
<v Speaker 1>Ubisoft developer questioned their reasons that they gave. The messaging

0:26:52.040 --> 0:26:56.960
<v Speaker 1>was clear from external sources anyway, Representation in games was

0:26:57.080 --> 0:27:00.159
<v Speaker 1>really starting to matter now. You could argue actually that

0:27:00.800 --> 0:27:05.000
<v Speaker 1>it always mattered, it just wasn't paid attention to until

0:27:05.840 --> 0:27:11.439
<v Speaker 1>relatively recently. Let's get back to and what would another

0:27:11.520 --> 0:27:15.639
<v Speaker 1>year be like without an acquisition or fifteen would be

0:27:15.640 --> 0:27:19.640
<v Speaker 1>Soft bought a French game company called Ivory Tower, which

0:27:19.680 --> 0:27:23.640
<v Speaker 1>had developed the online racing game The Crew, and would

0:27:23.680 --> 0:27:28.960
<v Speaker 1>be Soft also acquired a Halifax studio from a well, hey,

0:27:29.040 --> 0:27:33.280
<v Speaker 1>look at that, long Tail Studios, the same Guillamont founded

0:27:33.320 --> 0:27:36.200
<v Speaker 1>studio that gave UBI softmore developers in Quebec a few

0:27:36.240 --> 0:27:42.000
<v Speaker 1>years earlier. Yep, long Tail Halifax, which originally launched in

0:27:42.040 --> 0:27:46.200
<v Speaker 1>two thousand nine, would become UBI Soft Halifax in two

0:27:46.280 --> 0:27:51.639
<v Speaker 1>thousand fifteen. Speaking of Ubi Soft Quebec, the studio was

0:27:51.720 --> 0:27:55.880
<v Speaker 1>the lead developer in its first Triple A title that year,

0:27:55.960 --> 0:27:59.679
<v Speaker 1>that being Assassin's Creed Syndicate. Now. In this game, the

0:27:59.680 --> 0:28:02.879
<v Speaker 1>player would be able to control a pair of protagonists

0:28:03.000 --> 0:28:06.320
<v Speaker 1>and their brother and sister team, which allowed players to

0:28:06.320 --> 0:28:09.120
<v Speaker 1>control a woman assassin for the first time in the

0:28:09.160 --> 0:28:13.560
<v Speaker 1>main series of games. Now, there had been smaller Assassin's

0:28:13.600 --> 0:28:18.840
<v Speaker 1>Creed spinoff titles that had a female protagonist already, which

0:28:18.880 --> 0:28:21.520
<v Speaker 1>was another piece of evidence actually that seemed to contradict

0:28:21.560 --> 0:28:25.080
<v Speaker 1>the women are too hard to insert into the game

0:28:25.160 --> 0:28:29.639
<v Speaker 1>argument that they used for Unity. Syndicate got mixed to

0:28:29.840 --> 0:28:33.840
<v Speaker 1>generally positive reviews. I have this game. I've played it,

0:28:33.920 --> 0:28:36.320
<v Speaker 1>but I never finished it. I think I got about

0:28:37.119 --> 0:28:40.200
<v Speaker 1>maybe halfway through before I just kind of lost interest.

0:28:40.640 --> 0:28:43.440
<v Speaker 1>And I also always preferred to play as the sister

0:28:43.600 --> 0:28:47.280
<v Speaker 1>ev to the brother Jacob. Uh. She was just a

0:28:47.360 --> 0:28:51.120
<v Speaker 1>much more interesting character to me, much more intelligent, and

0:28:51.360 --> 0:28:54.280
<v Speaker 1>was much more stealth based, and Jacob was like, I

0:28:54.360 --> 0:28:57.840
<v Speaker 1>hit them with my stick real hard. Anyway. On some

0:28:57.960 --> 0:29:01.160
<v Speaker 1>missions you just can't choose. You have to play one

0:29:01.400 --> 0:29:04.960
<v Speaker 1>or the other. You don't get the option. So whenever

0:29:05.000 --> 0:29:07.280
<v Speaker 1>I had to play Jacob, I did. But I always

0:29:07.320 --> 0:29:08.920
<v Speaker 1>looked forward to switching back to Evie because I just

0:29:08.960 --> 0:29:12.080
<v Speaker 1>thought she was a more interesting character. The game was

0:29:12.120 --> 0:29:14.720
<v Speaker 1>set in London in the nineteenth century. It had a

0:29:14.800 --> 0:29:20.200
<v Speaker 1>very steampunk sensibility to it, like the Assassin's Hit Him Blade.

0:29:20.240 --> 0:29:24.080
<v Speaker 1>You had also had like a grappling hook, something that

0:29:24.200 --> 0:29:26.600
<v Speaker 1>some reviewers really didn't like because they felt that it

0:29:26.680 --> 0:29:30.160
<v Speaker 1>kind of took away from the other assassin screed games. Uh.

0:29:30.280 --> 0:29:33.560
<v Speaker 1>I don't think so, but that's just my opinion. It

0:29:33.600 --> 0:29:36.600
<v Speaker 1>also got dinged by critics for other gameplay features, namely

0:29:36.600 --> 0:29:39.000
<v Speaker 1>trying to control a horse and cart on the streets

0:29:39.000 --> 0:29:41.680
<v Speaker 1>of London and various high speed chases and race sequences,

0:29:41.720 --> 0:29:44.440
<v Speaker 1>And yeah, that part of the game was not so

0:29:44.520 --> 0:29:48.560
<v Speaker 1>much fun for me. Much later, various people who worked

0:29:48.760 --> 0:29:52.760
<v Speaker 1>on Syndicate would reveal that bringing Evie into the series

0:29:53.040 --> 0:29:57.000
<v Speaker 1>was a serious challenge because there were internal obstacles that

0:29:57.080 --> 0:30:01.000
<v Speaker 1>writers and developers had to navigate and a yield resistance

0:30:01.280 --> 0:30:03.600
<v Speaker 1>to allowing the team to make Evy a significant part

0:30:03.640 --> 0:30:06.280
<v Speaker 1>of the game in the first place. The general philosophy

0:30:06.360 --> 0:30:09.440
<v Speaker 1>seemed to be a belief that games with a female

0:30:09.440 --> 0:30:12.080
<v Speaker 1>protagonist just don't sell. I mean, that was the message

0:30:12.080 --> 0:30:15.920
<v Speaker 1>they were getting over and over again. And the gamers

0:30:15.960 --> 0:30:18.320
<v Speaker 1>just don't want to play games that have women as

0:30:18.360 --> 0:30:20.280
<v Speaker 1>the protagonist. They just prefer to have, you know, good

0:30:20.280 --> 0:30:24.200
<v Speaker 1>old manly men instead. Now, that attitude went all the

0:30:24.240 --> 0:30:27.480
<v Speaker 1>way up to Sage Escoway, who had been serving as

0:30:27.520 --> 0:30:32.080
<v Speaker 1>the head of creative in Ubisoft for more than a decade,

0:30:32.080 --> 0:30:34.840
<v Speaker 1>almost two decades at that point, and he could get

0:30:34.920 --> 0:30:38.560
<v Speaker 1>really involved with a major plot and character decision in

0:30:38.640 --> 0:30:41.840
<v Speaker 1>Ubisoft games even at that point. So ultimately, if he

0:30:41.840 --> 0:30:44.520
<v Speaker 1>didn't want it in the game, then it wasn't gonna

0:30:44.640 --> 0:30:47.800
<v Speaker 1>go into the game, and he was really dead set

0:30:47.800 --> 0:30:52.120
<v Speaker 1>against having according to other reports anyway, dead set against

0:30:52.160 --> 0:30:55.479
<v Speaker 1>having a female protagonist. Now, sticking with us for a second,

0:30:55.640 --> 0:30:58.959
<v Speaker 1>this issue would again come up in a later Assassin's

0:30:59.000 --> 0:31:02.120
<v Speaker 1>Creed entry. Out of Assassin's Creed Odyssey. Now that one

0:31:02.160 --> 0:31:05.320
<v Speaker 1>came out in two thousand eighteen, and recently as of

0:31:05.360 --> 0:31:08.920
<v Speaker 1>this year, stories have emerged that the development team originally

0:31:08.960 --> 0:31:14.360
<v Speaker 1>wanted to make a character called Cassandra the Soul protagonist

0:31:14.440 --> 0:31:18.560
<v Speaker 1>for this game, but they were shot down by Askaway

0:31:18.560 --> 0:31:21.400
<v Speaker 1>and his team, and the reason that they were given

0:31:21.440 --> 0:31:24.040
<v Speaker 1>was that again that idea that women heroes just don't

0:31:24.040 --> 0:31:28.520
<v Speaker 1>sell games, which, hey, someone should probably let the tomb

0:31:28.600 --> 0:31:31.560
<v Speaker 1>Raider teams know about that, because that seems like a

0:31:31.600 --> 0:31:37.360
<v Speaker 1>problem anyway. Because of that opposition, the developer team was

0:31:37.480 --> 0:31:41.280
<v Speaker 1>compelled to give gamers a choice so they could play

0:31:41.360 --> 0:31:45.400
<v Speaker 1>as Cassandra, as had been intended from the start, or

0:31:45.440 --> 0:31:48.920
<v Speaker 1>they could choose to play as her brother, Alexios. Now

0:31:48.960 --> 0:31:51.880
<v Speaker 1>we'll get back to sexism and misogyny and stuff before

0:31:51.920 --> 0:31:53.840
<v Speaker 1>the end of this episode. It is not a good

0:31:53.880 --> 0:31:57.600
<v Speaker 1>look and in fact makes us look like another you

0:31:57.800 --> 0:31:59.800
<v Speaker 1>B company that I've talked about in the past, that

0:31:59.840 --> 0:32:03.760
<v Speaker 1>be Uber. That's how bad it gets. But one other

0:32:03.840 --> 0:32:07.400
<v Speaker 1>thing that happened in that will focus on next is

0:32:08.360 --> 0:32:12.520
<v Speaker 1>remember when Electronic Arts quietly scooped up a significant percentage

0:32:12.520 --> 0:32:15.600
<v Speaker 1>of ownership and Ubisoft and that led to that fear

0:32:15.760 --> 0:32:19.600
<v Speaker 1>of a hostile takeover. Well, let's get ready to repeat

0:32:19.680 --> 0:32:22.720
<v Speaker 1>history like we're going into the Animus, to go back

0:32:22.800 --> 0:32:28.240
<v Speaker 1>into time, because in the fall of Vivendi, another French

0:32:28.320 --> 0:32:32.200
<v Speaker 1>company which has a history even more complicated than Ubisoft does,

0:32:32.680 --> 0:32:35.920
<v Speaker 1>revealed that it had purchased a big chunk of uby

0:32:36.000 --> 0:32:39.320
<v Speaker 1>Soft shares, And we get ready to go on that

0:32:39.480 --> 0:32:44.000
<v Speaker 1>hostile takeover ride all over again. Before we do that, though,

0:32:44.360 --> 0:32:55.040
<v Speaker 1>let's take another quick break to thank our sponsors. Eve

0:32:55.200 --> 0:32:59.520
<v Speaker 1>Guilmant stated that Ubisoft would fight off any hostile takeover

0:32:59.560 --> 0:33:04.280
<v Speaker 1>attempts from Vivindy, But boy howdy, it sure did look

0:33:04.600 --> 0:33:07.040
<v Speaker 1>like that was how this story was gonna go. It

0:33:07.040 --> 0:33:11.280
<v Speaker 1>looked like Vivindi was ultimately going to take over ubi Soft.

0:33:11.840 --> 0:33:17.640
<v Speaker 1>Between twenty fifteen and eighteen, Vivendi would continually attempt to

0:33:17.760 --> 0:33:21.880
<v Speaker 1>increase its holdings and Ubisoft getting larger and larger percentages

0:33:21.880 --> 0:33:26.440
<v Speaker 1>of shares in the company. Meanwhile, the Guilman brothers, whose

0:33:26.520 --> 0:33:29.560
<v Speaker 1>shares in the company amount to about nine percent of

0:33:29.640 --> 0:33:33.720
<v Speaker 1>total ownership back in twenty we're doing everything they could

0:33:33.760 --> 0:33:36.800
<v Speaker 1>to increase their own holding in uby Soft and secure

0:33:36.880 --> 0:33:40.320
<v Speaker 1>votes from other shareholders to prevent Vivindi from taking over,

0:33:40.880 --> 0:33:44.520
<v Speaker 1>and at one point, Vivindi pressured ubi Soft to try

0:33:44.560 --> 0:33:48.800
<v Speaker 1>and have them include Vivendi executives on the Ubisoft board

0:33:48.800 --> 0:33:52.280
<v Speaker 1>of directors. You know, after all, according to their argument,

0:33:52.760 --> 0:33:56.480
<v Speaker 1>Vivendi owned more than of the company at that point,

0:33:56.960 --> 0:33:59.000
<v Speaker 1>and they argued that that should give them a seat

0:33:59.040 --> 0:34:01.480
<v Speaker 1>at the table at the board of directors. But the

0:34:01.520 --> 0:34:04.520
<v Speaker 1>Guilman brothers countered this argument. They said that such an

0:34:04.600 --> 0:34:07.840
<v Speaker 1>arrangement would be a conflict of interests because Vivendi and

0:34:07.920 --> 0:34:11.360
<v Speaker 1>Ubisoft were competing in the same market place. So the

0:34:11.400 --> 0:34:15.000
<v Speaker 1>brothers were successful and staving off that move, and the

0:34:15.000 --> 0:34:17.279
<v Speaker 1>two sides were in a bit of a stalemate, and

0:34:17.360 --> 0:34:20.080
<v Speaker 1>each side was trying to scoop up shares whenever they

0:34:20.080 --> 0:34:22.920
<v Speaker 1>became available on the market to prevent the other side

0:34:23.120 --> 0:34:27.760
<v Speaker 1>from getting controlling interest. In the meantime, even though Vivindi

0:34:27.880 --> 0:34:32.280
<v Speaker 1>repeatedly said it wasn't seeking a hostile takeover, the company

0:34:32.360 --> 0:34:37.360
<v Speaker 1>would acquire another Guilment operation, the game studio game Loft.

0:34:37.400 --> 0:34:39.920
<v Speaker 1>You might remember I mentioned that one in the last episode,

0:34:40.840 --> 0:34:43.640
<v Speaker 1>and how did Vivendi takeover game Loft while they did

0:34:43.680 --> 0:34:46.919
<v Speaker 1>it via a hostile takeover? So it would be Soft

0:34:46.960 --> 0:34:54.200
<v Speaker 1>executives weren't terribly convinced of Vivendi's sincerity regarding the whole No, seriously, seriously, dude, No,

0:34:54.520 --> 0:34:57.560
<v Speaker 1>I'm not after your company like that just didn't come

0:34:57.600 --> 0:35:02.040
<v Speaker 1>across as genuine. I imagine. In two thousand eighteen, after

0:35:02.360 --> 0:35:05.799
<v Speaker 1>the battle of attrition in which both sides were trying

0:35:05.840 --> 0:35:10.359
<v Speaker 1>desperately to counter the other, they came to some sort

0:35:10.400 --> 0:35:14.640
<v Speaker 1>of agreement and Vivindi agreed that it would divest itself

0:35:14.680 --> 0:35:17.000
<v Speaker 1>of its shares and Ubi software over the course of

0:35:17.000 --> 0:35:19.840
<v Speaker 1>the next couple of years, and at that point, Vivindi

0:35:19.960 --> 0:35:24.000
<v Speaker 1>owned more than twenty seven per cent of Ubi Soft.

0:35:24.080 --> 0:35:27.880
<v Speaker 1>That's incredible. Vivindy also agreed to a condition that it

0:35:27.920 --> 0:35:32.080
<v Speaker 1>would not acquire shares a Ubisoft for at least five years.

0:35:32.200 --> 0:35:37.160
<v Speaker 1>After this transaction, other investors, including the brothers themselves, would

0:35:37.200 --> 0:35:39.880
<v Speaker 1>buy up some of those Vivendi shares, kind of splitting

0:35:39.920 --> 0:35:43.480
<v Speaker 1>them up between them and one investor that acquired five

0:35:43.520 --> 0:35:47.960
<v Speaker 1>percent of all of the shares of Ubisoft was Tencent.

0:35:48.400 --> 0:35:52.040
<v Speaker 1>That's the Chinese conglomerate that has stake in multiple companies

0:35:52.080 --> 0:35:56.400
<v Speaker 1>around the world, and it has created tension in various markets,

0:35:56.440 --> 0:35:59.560
<v Speaker 1>but that's a story for another time. But they are

0:35:59.600 --> 0:36:03.560
<v Speaker 1>a significant holder in in the video games industry in general,

0:36:04.200 --> 0:36:07.719
<v Speaker 1>and this investment represented something of real value for Ubisoft

0:36:07.760 --> 0:36:10.240
<v Speaker 1>as well. It represented the chance to make a bigger

0:36:10.280 --> 0:36:14.120
<v Speaker 1>impact in the Chinese market, and that represents billions of

0:36:14.160 --> 0:36:19.879
<v Speaker 1>dollars in revenue, so it wasn't an unwelcome investment. While

0:36:19.960 --> 0:36:23.000
<v Speaker 1>Lubisoft and Vivendi were still jockeying for position in a

0:36:23.040 --> 0:36:26.919
<v Speaker 1>battle to own the company, Ubisoft kept doing the two

0:36:26.960 --> 0:36:30.160
<v Speaker 1>things that really it had become known for, publishing video

0:36:30.200 --> 0:36:34.799
<v Speaker 1>games and growing, expanding the company even more so. It

0:36:34.840 --> 0:36:37.440
<v Speaker 1>opened up studios in the Philippines, it opened up one

0:36:37.480 --> 0:36:40.600
<v Speaker 1>in Serbia, and it acquired a mobile game studio in

0:36:40.600 --> 0:36:44.799
<v Speaker 1>France called catch App. And Ubisoft did shut down one

0:36:44.880 --> 0:36:49.600
<v Speaker 1>studio in ten that was Ubisoft Casablanca in Morocco. Uh

0:36:49.800 --> 0:36:53.320
<v Speaker 1>They said that the way that the video games industry

0:36:53.400 --> 0:36:55.400
<v Speaker 1>was moving, there was just no real place for that

0:36:55.520 --> 0:36:59.040
<v Speaker 1>studio anymore, so that one got shut down. But also

0:36:59.080 --> 0:37:04.879
<v Speaker 1>in a former Ubisoft developer named Maxim Beaudoir wrote a

0:37:04.920 --> 0:37:09.440
<v Speaker 1>blog post explaining his decision to leave Ubisoft, even though

0:37:09.440 --> 0:37:12.880
<v Speaker 1>it was his quote unquote dream job. Now in that post,

0:37:13.160 --> 0:37:16.160
<v Speaker 1>he revealed that the process of creating a game and

0:37:16.280 --> 0:37:20.880
<v Speaker 1>Ubisoft was just so gargantuan that it was hard to

0:37:20.920 --> 0:37:24.719
<v Speaker 1>feel that you were actually contributing anything significant, and he

0:37:24.800 --> 0:37:28.399
<v Speaker 1>explained that Ubisoft just had so many studios working on

0:37:28.560 --> 0:37:33.000
<v Speaker 1>each title that development literally never stopped during the week,

0:37:33.320 --> 0:37:37.360
<v Speaker 1>because while it was quitting time at one studio, there'd

0:37:37.360 --> 0:37:39.000
<v Speaker 1>be another studio in a different part of the world

0:37:39.000 --> 0:37:41.360
<v Speaker 1>where the day was just getting started, and so developers

0:37:41.400 --> 0:37:43.799
<v Speaker 1>would just be picking right up where the others had

0:37:43.840 --> 0:37:46.600
<v Speaker 1>been leaving off. And with as many as a thousand

0:37:46.680 --> 0:37:49.600
<v Speaker 1>people working on a single game, he said, you just

0:37:49.640 --> 0:37:52.440
<v Speaker 1>couldn't avoid but feel like you were a little cog

0:37:53.160 --> 0:37:57.480
<v Speaker 1>in a giant machine, and cogs are replaceable, which he

0:37:57.520 --> 0:38:00.800
<v Speaker 1>said was having a really big negative impact on morale

0:38:00.880 --> 0:38:03.320
<v Speaker 1>and motivation. He said that if you get to a

0:38:03.360 --> 0:38:07.320
<v Speaker 1>point where each person is specializing to such a minute

0:38:07.360 --> 0:38:12.200
<v Speaker 1>degree because you have just so many different bodies working

0:38:12.239 --> 0:38:15.920
<v Speaker 1>on this game, then it doesn't take a lot of

0:38:15.960 --> 0:38:22.359
<v Speaker 1>imagination too to envision a scenario where the company replaces you,

0:38:22.640 --> 0:38:26.880
<v Speaker 1>because it's a very specific task that you are doing.

0:38:26.960 --> 0:38:29.319
<v Speaker 1>So he said that that was really demotivating for a

0:38:29.320 --> 0:38:31.920
<v Speaker 1>lot of people. He said that these were problems that

0:38:32.000 --> 0:38:35.440
<v Speaker 1>go along with creating huge games with equally huge teams,

0:38:35.440 --> 0:38:39.880
<v Speaker 1>and this was not necessarily specific to Ubisoft itself, but

0:38:40.040 --> 0:38:43.480
<v Speaker 1>rather is an industry problem, and the push to crank

0:38:43.520 --> 0:38:48.839
<v Speaker 1>out title after title in big franchises perpetuates this problem,

0:38:48.880 --> 0:38:51.160
<v Speaker 1>and it can burn out developers in the process, and

0:38:51.160 --> 0:38:53.399
<v Speaker 1>it can also have an effect on gamers who start

0:38:53.440 --> 0:38:55.960
<v Speaker 1>to feel like they're getting too much of the same

0:38:56.000 --> 0:38:58.480
<v Speaker 1>sort of thing. Now, there have been a lot of

0:38:58.719 --> 0:39:03.000
<v Speaker 1>pieces written about the trend of open world games in general,

0:39:03.080 --> 0:39:06.400
<v Speaker 1>because those are some of the biggest, most sprawliest games

0:39:06.560 --> 0:39:10.279
<v Speaker 1>in gaming, and the fact that that has on the

0:39:10.280 --> 0:39:13.240
<v Speaker 1>gaming experience. There's been a lot of criticism directed towards

0:39:13.280 --> 0:39:16.360
<v Speaker 1>games that are huge and open but maybe not that

0:39:16.560 --> 0:39:19.680
<v Speaker 1>interesting to inhabit or to explore or to play in,

0:39:19.880 --> 0:39:23.280
<v Speaker 1>or that these games often have so much busy work

0:39:23.640 --> 0:39:26.720
<v Speaker 1>in the form of like side quests or fetch quests

0:39:26.800 --> 0:39:30.279
<v Speaker 1>or Lord help you if you have escort mission or

0:39:30.480 --> 0:39:35.240
<v Speaker 1>or things like that, and they become tedious to play. Anecdotally,

0:39:35.640 --> 0:39:37.160
<v Speaker 1>I can say at least that there are more than

0:39:37.200 --> 0:39:39.719
<v Speaker 1>a few games that I've been a really big fan

0:39:39.840 --> 0:39:44.040
<v Speaker 1>of that are big and sprawling Like. I love games

0:39:44.080 --> 0:39:47.960
<v Speaker 1>like Skyrim and Fallout and Assassin's Creed, Black Flag and

0:39:48.040 --> 0:39:51.000
<v Speaker 1>that kind of thing, but it's actually pretty rare that

0:39:51.080 --> 0:39:54.239
<v Speaker 1>I finish the storyline of those games. I will pour

0:39:54.480 --> 0:39:57.960
<v Speaker 1>dozens of hours and I will chase down quests, and

0:39:58.160 --> 0:40:01.040
<v Speaker 1>eventually I lose steam before I ever see the end

0:40:01.040 --> 0:40:03.600
<v Speaker 1>of the story. Now, a big part of that is

0:40:03.640 --> 0:40:05.680
<v Speaker 1>my fault, of course, you know, I owned up to that.

0:40:05.800 --> 0:40:09.399
<v Speaker 1>I feel compelled to complete every side quest I can

0:40:10.080 --> 0:40:12.640
<v Speaker 1>before I move on with the story, because I always

0:40:12.640 --> 0:40:16.120
<v Speaker 1>worry that if I continue the story, I might miss out,

0:40:16.320 --> 0:40:19.319
<v Speaker 1>I might go too far to complete certain side quests.

0:40:19.320 --> 0:40:23.280
<v Speaker 1>And I want to see everything until I'm just tired

0:40:23.520 --> 0:40:26.560
<v Speaker 1>and I stopped. So I sabotage myself. But I'm not alone.

0:40:26.640 --> 0:40:30.000
<v Speaker 1>And recently there's been a growing kind of resistance to

0:40:30.080 --> 0:40:33.359
<v Speaker 1>this trend of the big sprawling games, or at least

0:40:33.360 --> 0:40:36.319
<v Speaker 1>there's been a renewed interest in games that are more

0:40:36.400 --> 0:40:40.040
<v Speaker 1>compact and less dependent on this concept of it's got

0:40:40.040 --> 0:40:43.440
<v Speaker 1>to be the biggest X game ever, you know, Fallout

0:40:43.600 --> 0:40:46.640
<v Speaker 1>or sky Rim or Elder Scrolls, I guess I should say.

0:40:46.880 --> 0:40:51.400
<v Speaker 1>And we're starting to see at least some people push

0:40:51.520 --> 0:40:55.479
<v Speaker 1>back against that, although the studios are definitely still going

0:40:55.560 --> 0:41:00.319
<v Speaker 1>down that pathway. In would be Soft acquire the i

0:41:00.480 --> 0:41:03.680
<v Speaker 1>P for a free to play game called grow Topia.

0:41:04.160 --> 0:41:07.799
<v Speaker 1>It acquired Freestyle Games in the UK. They turned that

0:41:08.040 --> 0:41:12.600
<v Speaker 1>into their own Ubisoft studio, and they opened up new

0:41:12.680 --> 0:41:16.960
<v Speaker 1>studios in Berlin, in Bordeaux, in another one in Canada,

0:41:17.120 --> 0:41:20.920
<v Speaker 1>another one in Stockholm, and and it released more games obviously.

0:41:21.000 --> 0:41:24.000
<v Speaker 1>They released games like Ghost Recon wild Lands, and they

0:41:24.040 --> 0:41:26.920
<v Speaker 1>also released a game called for Honor. That last one

0:41:26.960 --> 0:41:29.120
<v Speaker 1>was actually a new i P, which is kind of interesting,

0:41:29.160 --> 0:41:30.480
<v Speaker 1>you know that you weren't seeing a lot of new

0:41:30.520 --> 0:41:33.720
<v Speaker 1>ip s from moviestuft to this point. It was mostly another,

0:41:33.880 --> 0:41:37.279
<v Speaker 1>you know, another entry in the various franchises, but in

0:41:37.360 --> 0:41:41.080
<v Speaker 1>this one players control a warrior who belongs to one

0:41:41.120 --> 0:41:45.760
<v Speaker 1>of four factions. You've got Vikings, You've got European style Nights,

0:41:45.840 --> 0:41:49.520
<v Speaker 1>You've got Japanese Samurai, and you have Chinese Warriors. And

0:41:49.520 --> 0:41:53.040
<v Speaker 1>the game is primarily an online multiplayer action game. There

0:41:53.120 --> 0:41:56.240
<v Speaker 1>is a single player campaign as well, and the online

0:41:56.320 --> 0:42:01.200
<v Speaker 1>multiplayer has seasons of faction wars and during the faction

0:42:01.239 --> 0:42:06.160
<v Speaker 1>war during a season, the activities across all playable platforms

0:42:06.160 --> 0:42:09.200
<v Speaker 1>of this game determine which factions have control of different

0:42:09.280 --> 0:42:11.680
<v Speaker 1>territories on the world map, which is kind of a

0:42:11.760 --> 0:42:15.040
<v Speaker 1>neat idea. And early on there were some technical issues

0:42:15.040 --> 0:42:17.680
<v Speaker 1>with this game, particularly like if someone left a match early,

0:42:17.719 --> 0:42:20.439
<v Speaker 1>it can crash a whole game. But it has since

0:42:20.480 --> 0:42:23.280
<v Speaker 1>been patched and their ded Kids servers that have improved

0:42:23.280 --> 0:42:27.840
<v Speaker 1>its stability. Uh, I don't know how healthy the traffic is, Like,

0:42:27.880 --> 0:42:30.680
<v Speaker 1>I don't know how popular the game is. It does

0:42:30.719 --> 0:42:33.319
<v Speaker 1>seem like Ubisoft has sort of slowed down in its

0:42:33.360 --> 0:42:36.399
<v Speaker 1>support of the game. They aren't releasing as much new

0:42:36.480 --> 0:42:41.080
<v Speaker 1>content for for Honor recently as they hadn't passed, but

0:42:41.719 --> 0:42:44.680
<v Speaker 1>it was interesting that they took this risk. In eighteen,

0:42:44.920 --> 0:42:48.200
<v Speaker 1>UBI Soft would acquire Blue Mammoth Games, which was headquartered

0:42:48.239 --> 0:42:52.880
<v Speaker 1>here in Atlanta, and they also bought four Studio. They

0:42:52.920 --> 0:42:55.400
<v Speaker 1>opened up more studios around the world, including yet another

0:42:55.440 --> 0:42:58.719
<v Speaker 1>in Canada, so many in Canada, another in the Ukraine,

0:42:58.800 --> 0:43:01.720
<v Speaker 1>and one in India, and it launched Far Cry five

0:43:01.960 --> 0:43:04.600
<v Speaker 1>and a real quick aside on that one, So Far

0:43:04.680 --> 0:43:08.480
<v Speaker 1>Cry five moved the action to America and this was

0:43:08.520 --> 0:43:11.799
<v Speaker 1>a big departure for the series. In promotional materials, it

0:43:11.800 --> 0:43:14.080
<v Speaker 1>looked like the antagonists in the game we're going to

0:43:14.120 --> 0:43:18.520
<v Speaker 1>belong to a far right militia slash cult group, and

0:43:18.560 --> 0:43:20.000
<v Speaker 1>there was a lot of buzz leading up to the

0:43:20.000 --> 0:43:23.279
<v Speaker 1>game's release about what sort of political statement the game

0:43:23.400 --> 0:43:26.759
<v Speaker 1>might make given the real world political climate of the

0:43:26.840 --> 0:43:29.920
<v Speaker 1>United States, and much of the criticism myself for the

0:43:29.960 --> 0:43:33.520
<v Speaker 1>game centered on the lack of a real perspective on

0:43:33.600 --> 0:43:37.680
<v Speaker 1>anything substantial. Some critics were a bit more devastating in

0:43:37.719 --> 0:43:41.960
<v Speaker 1>their review than others. For example, Polygon reviews subtitle was

0:43:42.080 --> 0:43:46.799
<v Speaker 1>a horrible story, ruins and enjoyable world. Yikes. Now, I

0:43:46.800 --> 0:43:48.800
<v Speaker 1>have not played this game, so I have no stake

0:43:49.160 --> 0:43:52.200
<v Speaker 1>in this. I don't doesn't do anything for me if

0:43:52.200 --> 0:43:54.720
<v Speaker 1>it's good or not good. But everything I've seen tells

0:43:54.719 --> 0:43:56.600
<v Speaker 1>me that I feel like I would kind of agree

0:43:56.640 --> 0:43:59.920
<v Speaker 1>with that Polygon review based on what I've read. Along

0:44:00.200 --> 0:44:03.000
<v Speaker 1>with the complaints about the lack of substance. Was a

0:44:03.040 --> 0:44:05.399
<v Speaker 1>continuation of a trend of building a game on top

0:44:05.440 --> 0:44:09.880
<v Speaker 1>of a really heavy set of concepts, but then putting

0:44:09.920 --> 0:44:13.880
<v Speaker 1>sort of frivolous and silly and arcady type things on

0:44:14.000 --> 0:44:17.240
<v Speaker 1>top of that, and then on top of that creating

0:44:17.480 --> 0:44:20.400
<v Speaker 1>a sense that you're a bad person for enjoying the

0:44:20.480 --> 0:44:22.920
<v Speaker 1>silly things that the game has put in there for

0:44:23.040 --> 0:44:27.360
<v Speaker 1>your entertainment. I've seen similar stuff in games from other publishers,

0:44:27.400 --> 0:44:30.120
<v Speaker 1>like the Grand Theft Auto series. I've seen that there too,

0:44:30.160 --> 0:44:35.319
<v Speaker 1>But that's arguably a topic for another podcast. Fortunately, I

0:44:35.440 --> 0:44:38.480
<v Speaker 1>have another podcast that is coming out soon. That's a

0:44:38.920 --> 0:44:43.680
<v Speaker 1>that's foreshadowing. By two thousand nineteen, Ubisoft head around sixteen

0:44:43.800 --> 0:44:47.160
<v Speaker 1>thousand developers in its various studios around the world, which

0:44:47.200 --> 0:44:51.360
<v Speaker 1>is an astoundingly large number of developers. It was producing

0:44:51.400 --> 0:44:54.880
<v Speaker 1>more Triple A titles than its competitors, sometimes two or

0:44:54.920 --> 0:44:59.520
<v Speaker 1>three times as many titles per year as their competitors.

0:44:59.680 --> 0:45:03.120
<v Speaker 1>How Where, it was also lagging behind its top competitors

0:45:03.120 --> 0:45:06.240
<v Speaker 1>when it came to certain metrics like the net revenue

0:45:06.280 --> 0:45:11.040
<v Speaker 1>generated per employee at the company. The financials pointed to

0:45:11.360 --> 0:45:15.000
<v Speaker 1>sort of a law of diminishing returns. Ubisoft made the

0:45:15.040 --> 0:45:18.280
<v Speaker 1>choice to postpone half of the titles it had planned

0:45:18.280 --> 0:45:21.600
<v Speaker 1>to release in twenty nineteen and pushed them back to

0:45:22.600 --> 0:45:24.600
<v Speaker 1>and the goal here was to give the titles more

0:45:24.640 --> 0:45:29.200
<v Speaker 1>time to evolve and develop. Now, generally, Ubisoft had a

0:45:29.280 --> 0:45:34.560
<v Speaker 1>decent reputation as far as a more typical production problem

0:45:34.600 --> 0:45:38.880
<v Speaker 1>type approach, like they weren't known for crunch at this stage,

0:45:38.960 --> 0:45:42.239
<v Speaker 1>not like other companies were, not like Ubisoft had been

0:45:42.280 --> 0:45:46.480
<v Speaker 1>known for a few years earlier. But in another very

0:45:46.480 --> 0:45:49.239
<v Speaker 1>critical way, the company's reputation was about to take a

0:45:49.320 --> 0:45:56.120
<v Speaker 1>huge hit. In twenty a ton of allegations about sexual harassment, assault,

0:45:56.400 --> 0:46:00.640
<v Speaker 1>in general toxicity, and Ubisoft's management became public. Like to

0:46:00.800 --> 0:46:04.920
<v Speaker 1>chronicle all of these allegations would take a full episode

0:46:05.000 --> 0:46:07.840
<v Speaker 1>and it would get really ugly, but it became clear

0:46:08.080 --> 0:46:15.120
<v Speaker 1>that there was a deep systemic issue with sexism, misogyny, harassment, abuse,

0:46:15.680 --> 0:46:21.279
<v Speaker 1>and hiding that abuse within certain divisions of Ubisoft, particularly

0:46:21.600 --> 0:46:25.760
<v Speaker 1>in Paris and in Montreal, though definitely in other offices

0:46:25.800 --> 0:46:31.319
<v Speaker 1>as well. Throughout twenty numerous reports surface that detailed a

0:46:31.440 --> 0:46:35.600
<v Speaker 1>really awful situation within the company. Numerous women reported that

0:46:35.640 --> 0:46:41.320
<v Speaker 1>they had either experienced or witnessed firsthand unacceptable and in

0:46:41.360 --> 0:46:45.520
<v Speaker 1>some cases at least arguably criminal displays of behaviors and

0:46:45.560 --> 0:46:50.280
<v Speaker 1>management practices. It also became clear that Ubisoft's HR department

0:46:50.360 --> 0:46:53.239
<v Speaker 1>had fallen far short of where it needed to be,

0:46:53.680 --> 0:46:56.840
<v Speaker 1>like it should have been responding to these allegations, but

0:46:57.280 --> 0:47:00.160
<v Speaker 1>in many cases it seemed as though human resource has

0:47:00.200 --> 0:47:04.120
<v Speaker 1>existed largely to silence allegations and to protect a group

0:47:04.160 --> 0:47:08.240
<v Speaker 1>of executives and managers who are kind of insulated from

0:47:08.280 --> 0:47:12.200
<v Speaker 1>suffering any consequences. And it really did sound a lot

0:47:12.560 --> 0:47:15.960
<v Speaker 1>like Uber when Uber was at its worst, before that

0:47:16.040 --> 0:47:19.680
<v Speaker 1>whole system came crashing down. These accusations went all the

0:47:19.680 --> 0:47:22.239
<v Speaker 1>way up to the executive level, and a lot of

0:47:22.239 --> 0:47:25.720
<v Speaker 1>them were aimed at Sair Gascuay himself. Now, as I mentioned,

0:47:26.080 --> 0:47:29.840
<v Speaker 1>Escoay had served as a creative director at Ubisoft for ages,

0:47:30.040 --> 0:47:34.040
<v Speaker 1>essentially having the ultimate say about what could or couldn't

0:47:34.080 --> 0:47:38.600
<v Speaker 1>go into games. Developers frequently indicated that it was Ascuay

0:47:38.680 --> 0:47:42.479
<v Speaker 1>who would argue that games should feature male protagonists, and

0:47:42.560 --> 0:47:45.160
<v Speaker 1>he was also said to have conducted business meetings in

0:47:45.200 --> 0:47:47.759
<v Speaker 1>places like strip clubs, which I think we can all

0:47:47.800 --> 0:47:52.040
<v Speaker 1>agree on is not an appropriate place to do business, unless,

0:47:52.600 --> 0:47:56.399
<v Speaker 1>of course, you work at or with that club in

0:47:56.520 --> 0:48:00.440
<v Speaker 1>some way, then sure, okay, but it's certainly needed a

0:48:00.520 --> 0:48:04.000
<v Speaker 1>hostile work environment for a lot of people at the company.

0:48:04.040 --> 0:48:08.239
<v Speaker 1>Several women alleged that Ascaway had acted inappropriately with them

0:48:08.520 --> 0:48:12.839
<v Speaker 1>or with colleagues of theirs, and that he made inappropriate

0:48:12.920 --> 0:48:17.880
<v Speaker 1>comments sometimes worse, and he allowed for an extremely sexist

0:48:17.920 --> 0:48:20.680
<v Speaker 1>work environment. There were claims that it was unusual to

0:48:20.719 --> 0:48:25.319
<v Speaker 1>see pornographic images or videos on computers within his department,

0:48:25.680 --> 0:48:29.480
<v Speaker 1>and that this was essentially overlooked or perhaps maybe even encouraged,

0:48:29.640 --> 0:48:33.160
<v Speaker 1>kind of like you know, a fraternity, like the stereotypical

0:48:33.239 --> 0:48:37.200
<v Speaker 1>fraternity at a party college. And it was not, as

0:48:37.239 --> 0:48:41.799
<v Speaker 1>I said, a good look under intense pressure would be

0:48:41.800 --> 0:48:45.160
<v Speaker 1>soft responded by getting rid of many of those leaders

0:48:45.239 --> 0:48:49.879
<v Speaker 1>who came under those allegations. Some of them resigned, being

0:48:50.480 --> 0:48:53.440
<v Speaker 1>told to do that by the company. Essentially some of

0:48:53.440 --> 0:48:56.160
<v Speaker 1>them were fired. There were questions about whether or not

0:48:56.280 --> 0:48:59.640
<v Speaker 1>Eve Guillmant knew about these problems within the company, I mean,

0:48:59.680 --> 0:49:04.000
<v Speaker 1>he CEO after all. At least a few reporters have

0:49:04.120 --> 0:49:08.120
<v Speaker 1>suggested that it would be unusual for him not to

0:49:08.239 --> 0:49:11.640
<v Speaker 1>have known, because some of these complaints stretched back more

0:49:11.719 --> 0:49:16.440
<v Speaker 1>than a decade now. Among those at Ubisoft who left

0:49:16.480 --> 0:49:21.719
<v Speaker 1>were Ash roff Ismail, the creative director for Assassin's Creed Valhalla.

0:49:22.080 --> 0:49:27.160
<v Speaker 1>He left after several uh sexual harassment claims were leveled

0:49:27.160 --> 0:49:31.800
<v Speaker 1>against him. Maxim Belande, the co founder of Ubisoft Toronto

0:49:32.000 --> 0:49:35.320
<v Speaker 1>and the one of the vice presidents of the editorial department.

0:49:35.920 --> 0:49:39.960
<v Speaker 1>Tommy francois another vice president of Editorial and Creative Services.

0:49:40.600 --> 0:49:44.760
<v Speaker 1>Janice Mallett, the managing director of Ubisoft Studios in Canada,

0:49:45.120 --> 0:49:49.560
<v Speaker 1>Cecile Cornet, the head of Global HR, and serge Ascoay

0:49:49.680 --> 0:49:54.640
<v Speaker 1>himself left the company. On top of these, Michel Ansel,

0:49:54.800 --> 0:49:58.240
<v Speaker 1>the creator of Raymond and Beyond Good and Evil, would

0:49:58.280 --> 0:50:02.160
<v Speaker 1>also leave UBI saw on Cell came under fire for

0:50:02.280 --> 0:50:06.200
<v Speaker 1>alleged toxic leadership behaviors. Now, as far as I can tell,

0:50:07.080 --> 0:50:10.920
<v Speaker 1>these did not seem to extend to sexual harassment problems,

0:50:11.320 --> 0:50:14.640
<v Speaker 1>but that he did create a hostile work environment and

0:50:14.760 --> 0:50:18.560
<v Speaker 1>was reportedly very difficult to work with. Now, according to

0:50:18.600 --> 0:50:22.080
<v Speaker 1>the complaints, he would change the requirements of games and

0:50:22.080 --> 0:50:25.560
<v Speaker 1>and throw development into chaos, and some employees said that

0:50:25.560 --> 0:50:28.919
<v Speaker 1>he could be really abusive on sell for his part,

0:50:29.239 --> 0:50:32.759
<v Speaker 1>denies these allegations. He says they're not accurate, and he

0:50:32.800 --> 0:50:36.000
<v Speaker 1>would go on to retire from the games industry, including

0:50:36.040 --> 0:50:38.600
<v Speaker 1>his own studio that he had founded, and go to

0:50:38.640 --> 0:50:42.160
<v Speaker 1>work on a wildlife sanctuary. And he continues to dispute

0:50:42.160 --> 0:50:44.960
<v Speaker 1>the claims that had been made against him, since all

0:50:44.960 --> 0:50:48.200
<v Speaker 1>the complaints would be soft executive leadership have made some

0:50:48.320 --> 0:50:51.640
<v Speaker 1>big changes at the company. They created some new positions

0:50:52.040 --> 0:50:56.560
<v Speaker 1>to oversee workplace culture worldwide, and they created another one

0:50:56.760 --> 0:50:59.360
<v Speaker 1>that will be in charge of leading initiatives to improve

0:50:59.480 --> 0:51:03.319
<v Speaker 1>diversity and inclusion within the company. They also announced that

0:51:03.600 --> 0:51:06.080
<v Speaker 1>bonuses for team leaders are going to be tied to

0:51:06.160 --> 0:51:10.880
<v Speaker 1>creating positive work environments. Meanwhile, the company continues to conduct

0:51:10.880 --> 0:51:15.279
<v Speaker 1>internal investigations as it tries to assure shareholders that real

0:51:15.440 --> 0:51:19.560
<v Speaker 1>change is happening behind the scenes. This isn't performative at least,

0:51:19.560 --> 0:51:22.640
<v Speaker 1>that's the argument being made now. On top of all that,

0:51:23.320 --> 0:51:27.480
<v Speaker 1>there was a recent incident at Ubisoft Montreal. A threatening

0:51:27.560 --> 0:51:32.000
<v Speaker 1>call of some sort was made to the office or

0:51:32.120 --> 0:51:37.480
<v Speaker 1>relayed to emergency services, which prompted the evacuation of the

0:51:37.560 --> 0:51:43.200
<v Speaker 1>Ubisoft Montreal headquarters, with some Ubisoft employees essentially barricading themselves

0:51:43.239 --> 0:51:47.880
<v Speaker 1>on the offices rooftop. Initial reports indicated that there was

0:51:47.960 --> 0:51:51.080
<v Speaker 1>some sort of hostage situation going on, and it was

0:51:51.120 --> 0:51:55.680
<v Speaker 1>a tense situation for many hours until ultimately authorities determined

0:51:56.080 --> 0:51:58.440
<v Speaker 1>that the whole thing was prompted by a hoax. There

0:51:58.440 --> 0:52:02.080
<v Speaker 1>had never been a real rent as of this recording,

0:52:02.360 --> 0:52:04.879
<v Speaker 1>there is no word on who made that initial call

0:52:05.320 --> 0:52:08.719
<v Speaker 1>or what motivation they had for doing it. On the horizon,

0:52:09.040 --> 0:52:11.640
<v Speaker 1>Ubisoft is working on the next Far Cry game, Far

0:52:11.719 --> 0:52:16.120
<v Speaker 1>Cry six. That one's due out in UH. They're still

0:52:16.120 --> 0:52:19.040
<v Speaker 1>work being done on the Beyond Good and Evil two game,

0:52:19.520 --> 0:52:22.719
<v Speaker 1>which I think is a prequel. UH. There is an

0:52:22.800 --> 0:52:25.799
<v Speaker 1>update coming to the city building game The Settlers, which

0:52:25.880 --> 0:52:28.760
<v Speaker 1>I don't think has had a game in that series

0:52:28.800 --> 0:52:30.760
<v Speaker 1>for more than a decade. So that's kind of interesting,

0:52:31.600 --> 0:52:33.360
<v Speaker 1>and I'm sure at some point I will have to

0:52:33.400 --> 0:52:35.879
<v Speaker 1>do a follow up episode on this series to talk

0:52:35.920 --> 0:52:39.480
<v Speaker 1>about what Ubisoft has done in the wake of twenty

0:52:39.880 --> 0:52:42.120
<v Speaker 1>In the meantime, it will be really interesting to see

0:52:42.120 --> 0:52:45.279
<v Speaker 1>how the company handles itself and whether we will see

0:52:45.280 --> 0:52:49.200
<v Speaker 1>a new Ubisoft with new games, new characters, new I

0:52:49.280 --> 0:52:53.160
<v Speaker 1>p new approaches as a result of all this, because

0:52:53.560 --> 0:52:59.399
<v Speaker 1>arguably it should become easier to work in things that

0:53:00.320 --> 0:53:05.399
<v Speaker 1>immediately aligned with saers Ascoway's vision of what games should be.

0:53:05.880 --> 0:53:09.160
<v Speaker 1>So maybe that means in the long run, we're gonna

0:53:09.200 --> 0:53:15.319
<v Speaker 1>get games that that break free of those restraints, and

0:53:15.360 --> 0:53:17.399
<v Speaker 1>that could be really cool, but we'll have to wait

0:53:17.440 --> 0:53:20.600
<v Speaker 1>and see. In the meantime, if you have any suggestions

0:53:20.640 --> 0:53:24.839
<v Speaker 1>for future topics I should tackle on text Stuff reach

0:53:24.880 --> 0:53:28.319
<v Speaker 1>out to me. The Twitter handle is text stuff h

0:53:28.480 --> 0:53:32.400
<v Speaker 1>s W. This concludes our three part series on Ubisoft

0:53:32.840 --> 0:53:41.520
<v Speaker 1>and I'll talk to you again really soon. Text Stuff

0:53:41.600 --> 0:53:44.759
<v Speaker 1>is an I Heart Radio production. For more podcasts from

0:53:44.800 --> 0:53:48.560
<v Speaker 1>my Heart Radio, visit the I Heart Radio app, Apple Podcasts,

0:53:48.680 --> 0:53:50.680
<v Speaker 1>or wherever you listen to your favorite shows.