WEBVTT - Ubisoft from 2003 to 2011

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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 I Heart Radio

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<v Speaker 1>and I love all things tech. And this is a

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<v Speaker 1>continuation on the story of Ubisoft or You Be Soft

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<v Speaker 1>So far now. In our last episode, which if you

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<v Speaker 1>haven't heard, I recommend you do listen to that, I

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<v Speaker 1>talked about how a group of brothers, the Guilement Brothers,

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<v Speaker 1>founded a video game software company after the family business

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<v Speaker 1>of selling farm equipment started to lou Steen, we walked

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<v Speaker 1>through the early days of the company and how most

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<v Speaker 1>of the titles aren't really well known outside of Europe

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<v Speaker 1>until you get to Rayman, which in turn was more

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<v Speaker 1>popular in Europe than in North America. We learned about

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<v Speaker 1>Ubisoft expanding, opening up numerous development studios, first in Europe,

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<v Speaker 1>then later in China and then Montreal in Canada. And

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<v Speaker 1>we heard about how UBI Soft acquired a company called

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<v Speaker 1>red Storm out of North Carolina that had a license

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<v Speaker 1>for Tom Clancy's intellectual properties. We concluded just as the

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<v Speaker 1>company was rebranding, turning UBI soft, which was two words,

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<v Speaker 1>into ubi soft one word, and getting the swirl logo

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<v Speaker 1>that would be associated with the company for more than

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<v Speaker 1>a decade. Okay, that was the super short version of

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<v Speaker 1>episode one, but go back and listen to it if

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<v Speaker 1>you haven't heard it yet, because there's a lot in there. Now,

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<v Speaker 1>let's pick up where we left off. Ubisoft's acquisition of

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<v Speaker 1>Red Storm paid off in lots of ways. First, there

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<v Speaker 1>was that access to licensing Tom Clancy properties, which would

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<v Speaker 1>prove to be quite popular. Second, the development team had

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<v Speaker 1>the skill set to create types of games that the

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<v Speaker 1>rest of Ubisoft just hadn't really tackled before they didn't

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<v Speaker 1>have those skills, and a big part of that skill

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<v Speaker 1>set was based out of multiplayer gameplay elements. Microsoft's Xbox

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<v Speaker 1>console opened up new options for multiplayer games. While multiplayer

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<v Speaker 1>was already going strong on PCs and had been since

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<v Speaker 1>the old Land party days. Land stands for Local Area

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<v Speaker 1>network and even earlier in the days where you know,

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<v Speaker 1>two people would share a single PC to play multiplayer games,

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<v Speaker 1>there were only a few consoles that had attempted to

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<v Speaker 1>work in multiplayer modes over the internet, you know, beyond

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<v Speaker 1>the living room experience where you would just play on

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<v Speaker 1>the same couch. In fact, if I recall correctly. The

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<v Speaker 1>Sega Dreamcast was really the only real console of note

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<v Speaker 1>that also supported play over a modem, and the Dreamcast

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<v Speaker 1>didn't really sell that well, so there wasn't much action

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<v Speaker 1>on those networks. Microsoft launched the Xbox Live service one

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<v Speaker 1>year to the day after the debut of the original

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<v Speaker 1>Xbox on November two thousand two. Ubisoft wanted to embrace

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<v Speaker 1>multiplayer formats. They suspected that these would play a much

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<v Speaker 1>larger role in video games in the future, so the

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<v Speaker 1>company leaned very heavily on red Storm to make that

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<v Speaker 1>dream a reality. An early game that demonstrated this capability

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<v Speaker 1>was Tom Clancy's Ghost Recon, a game that the Red

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<v Speaker 1>Storm team had begun developing shortly after Ubisoft acquired them

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<v Speaker 1>in two thousand and Originally, it was for the Windows

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<v Speaker 1>PC platform, and red Storm under Ubisoft would bring this

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<v Speaker 1>to the Mac, uh, the Xbox, the PS two, and

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<v Speaker 1>the GameCube. As I mentioned in the previous episode, the

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<v Speaker 1>splinter Cell game merged the Tom Clancy license with game

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<v Speaker 1>elements that were built for an abandoned project act called

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<v Speaker 1>The Drift. It originally started in a New York studio

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<v Speaker 1>that had been shut down and then kind of migrated

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<v Speaker 1>to Montreal, UH and they had additional features added in

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<v Speaker 1>to create a stealth based game in which players were

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<v Speaker 1>encouraged to take to the shadows and and move with

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<v Speaker 1>stealth in order to achieve mission goals in each level.

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<v Speaker 1>The game was a commercial and critical success, bringing in

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<v Speaker 1>numerous awards like the Game Developers Choice Award for Excellence

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<v Speaker 1>in Writing. Likewise, the Prince of Persia game that came

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<v Speaker 1>out in two thousand three would bring home a ton

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<v Speaker 1>of awards, including eight Interactive Achievement Awards. But while teams

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<v Speaker 1>were celebrating big successes and pulling over a couple of

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<v Speaker 1>failures as well, there was a bit of a crisis brewing.

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<v Speaker 1>In two thousand four, Eve Guilmant, one of the five

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<v Speaker 1>brothers who founded Ubisoft and the company's CEO, received a

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<v Speaker 1>phone call from an Electronic Arts representative. Now, I've talked

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<v Speaker 1>a lot about Electronic Arts or e A in recent episodes.

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<v Speaker 1>For example, in an episode about the three D O

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<v Speaker 1>gaming system, I talked about how e A founder Trip Hawkins,

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<v Speaker 1>took a huge risk that ultimately didn't pay off to

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<v Speaker 1>found a new company, and how e A eventually did

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<v Speaker 1>him dirty and kicked him when he was already down,

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<v Speaker 1>or at least while he was sauntering vaguely downwards. To

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<v Speaker 1>steal a quote from Terry Pratchett and Neil Gaiman, Well,

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<v Speaker 1>e A has a long history of making moves that

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<v Speaker 1>rubbed other people the wrong way, and this was another

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<v Speaker 1>example of that. Eve was told by the representative that

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<v Speaker 1>Electronic Arts had quietly acquired shares in Ubisoft. Of those

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<v Speaker 1>shares so one fifth of the company, in fact, which

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<v Speaker 1>made e A the largest shareholder outside of the brothers themselves,

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<v Speaker 1>and with that kind of steak, e A could potentially

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<v Speaker 1>throw its weight around to help determine Ubisoft's direction. The

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<v Speaker 1>brothers and the leadership within Ubisoft talked about the move

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<v Speaker 1>and determined that they would reject an outright acquisition offer

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<v Speaker 1>if such a thing were to follow. Behind this announcement,

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<v Speaker 1>the concern was that e A was at the time

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<v Speaker 1>to business oriented, and they had a reputation for quote

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<v Speaker 1>not caring too much about creative end quote that was

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<v Speaker 1>according to even an interview he gave with Game Informer magazine.

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<v Speaker 1>Now just a side note here, as I think that

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<v Speaker 1>comment is really interesting. See when Hawkins first founded e

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<v Speaker 1>A many years earlier. It was all in a reaction

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<v Speaker 1>to how other video game companies, namely Atari, at the time,

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<v Speaker 1>we're churning out product while not crediting the people who

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<v Speaker 1>were making the actual games. The original ethos at e

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<v Speaker 1>A was that games were a type of art, and

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<v Speaker 1>that the developers were artists who deserved recognition and acknowledgement.

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<v Speaker 1>In fact, at one point, e A was hoping to

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<v Speaker 1>create something like a personality driven business model, and that

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<v Speaker 1>gamers would gravitate towards specific game titles because they would

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<v Speaker 1>associate the particular creators of those games with stuff they liked,

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<v Speaker 1>whether it was, you know, a style of gameplay or

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<v Speaker 1>a particular gift of story or whatever. But over time

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<v Speaker 1>the ethos changed at e A, and what had been

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<v Speaker 1>part of the founding principles of the company was largely discarded.

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<v Speaker 1>Anyway back to Ubisoft. Generally speaking, the mood within Ubisoft

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<v Speaker 1>was largely anti e A around this time, with lots

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<v Speaker 1>of people saying that they would rather leave the company

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<v Speaker 1>entirely than become a part of Electronic Arts. The message

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<v Speaker 1>was loud and clear. The management team, already determined to

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<v Speaker 1>prevent a takeover, really buckled down once it was clear

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<v Speaker 1>that the feeling at large within the company was against

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<v Speaker 1>any sort of e A merger, but it meant that

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<v Speaker 1>they needed to be extra careful in how they did

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<v Speaker 1>business to avoid, you know, opening up an opportunity for

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<v Speaker 1>e A to take control of more shares than get

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<v Speaker 1>possession of the company through you know, a proxy battle.

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<v Speaker 1>According to the management team who spoke in that game

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<v Speaker 1>and former interview I've mentioned, this meant that Ubisoft had

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<v Speaker 1>to pump the brakes a bit when it came to

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<v Speaker 1>expansion plans. Ubisoft itself would put decisions about acquiring other

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<v Speaker 1>companies on hold, or at least slowing them down slightly.

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<v Speaker 1>As we go through this episode, it will become clear

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<v Speaker 1>that Ubisoft has always been expansion hungry. EA for its part,

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<v Speaker 1>wasn't making any aggressive moves at the time. In fact,

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<v Speaker 1>Eve has said that the people from e A with

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<v Speaker 1>whom he spoke they were all quite nice. And in

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<v Speaker 1>two thousand seven, a former e A executive who had

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<v Speaker 1>left e A and then returned and became the new

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<v Speaker 1>CEO of eight spoke out. His name is John Richie Taylo,

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<v Speaker 1>and he reached out to Ubisoft and he let them

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<v Speaker 1>know that he had no intention of making any sort

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<v Speaker 1>of acquisition moves without the express approval of Ubisoft. There

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<v Speaker 1>would be no hostile takeover. In other words, and in

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<v Speaker 1>t e A would actually sell off its shares and

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<v Speaker 1>thus in the potential for a hostile takeover. But the

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<v Speaker 1>possibility hungover Ubisoft for six years. EA never really pushed

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<v Speaker 1>for anything more, but it was still a looming cloud.

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<v Speaker 1>In the end, it did more to shape Ubisoft's corporate

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<v Speaker 1>culture and again slow down plans for expansion rather than

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<v Speaker 1>any other kind of outcome. So we know that that

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<v Speaker 1>story turns out okay for Ubisoft. But let's get back

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<v Speaker 1>to what else was going on at the company while

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<v Speaker 1>this specter of a potential hostile takeover loomed over everyone.

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<v Speaker 1>And this wouldn't be the last time this would happen

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<v Speaker 1>to Ubisoft, by the way. That's what we call foreshadowing,

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<v Speaker 1>and we'll learn more a about that in the episode

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<v Speaker 1>that follows this one, because this is a big story.

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<v Speaker 1>One thing that happened with Ubisoft was a collaboration with

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<v Speaker 1>another games studio called cry Tech c R y t

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<v Speaker 1>e K. That company has its headquarters in Germany. The

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<v Speaker 1>company developers had created a game engine called cry Engine.

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<v Speaker 1>You'll you'll get a lot of crying in this episode

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<v Speaker 1>for multiple reasons. And a quick word about game engines.

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<v Speaker 1>These are software development environments that contain the various tools

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<v Speaker 1>and operations that allow developers to build games inside the

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<v Speaker 1>game engine without having to do all the lower level

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<v Speaker 1>programming themselves. You can do stuff like define the draw

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<v Speaker 1>distance and tweak physics and so on, and the game

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<v Speaker 1>engine essentially relays those changes to computer hardware in such

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<v Speaker 1>a way that you get the end result you want. Now,

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<v Speaker 1>that's a super high level overview of what a game

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<v Speaker 1>engine does. It moves the starting point for game development

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<v Speaker 1>further along than zero, though there's always a ton of

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<v Speaker 1>stuff left to do. I don't mean to say like

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<v Speaker 1>the game engine magically does all the work for you.

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<v Speaker 1>It's it's just a helpful environment within which you can

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<v Speaker 1>build games. So anyway, cry Tech builds out this game

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<v Speaker 1>engine and also creates a demo to show off what

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<v Speaker 1>this engine could potentially do, which included some fairly impressive

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<v Speaker 1>stuff like rendering large outdoor spaces. This can sometimes be

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<v Speaker 1>a tricky task and one that requires a decent amount

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<v Speaker 1>of processing power on the game's machine, which led earlier

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<v Speaker 1>game developers to rely on, you know, a little cheats,

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<v Speaker 1>kind of like using fog to limit the draw distance

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<v Speaker 1>of an outdoor area. You know, you'd think, oh, I

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<v Speaker 1>should be able to see much further, but because it's foggy,

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<v Speaker 1>I can't. Well, that helps you get around this technical issue.

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<v Speaker 1>Cry Tex demo, which was called x Isle Dinosaur Island,

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<v Speaker 1>impressed people at Ubisoft when they got a look at

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<v Speaker 1>it at an E three conference a few years earlier.

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<v Speaker 1>The two companies work together with Critech building out a

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<v Speaker 1>full game using this game engine, and it was called

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<v Speaker 1>Far Cry, which Ubisoft would publish. Far Crime is a

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<v Speaker 1>first person shooter game in which the player controls the

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<v Speaker 1>character named Jack Carver in the first game, and he's

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<v Speaker 1>attempting to locate a person he believes as a journalist

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<v Speaker 1>who is on an island after the two of them

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<v Speaker 1>have become separated at the very beginning of the game.

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<v Speaker 1>And it's kind of a one against many style of

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<v Speaker 1>game in which the player can make use of the

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<v Speaker 1>environment and try to you know, hide and use stealth

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<v Speaker 1>to help even the odds against all these enemies that

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<v Speaker 1>are on screen at once. And the game had several

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<v Speaker 1>features that critics really liked, including the capabilities of the

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<v Speaker 1>game engine with those large draw distances, and the enemy AI,

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<v Speaker 1>which seemed realistic. In the batties would sometimes call for reinforcements,

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<v Speaker 1>or they would run to get behind cover, or they

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<v Speaker 1>would attempt to split their forces so that some of

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<v Speaker 1>them could flank you, and so on. The story is

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<v Speaker 1>kind of a mixture of a Rambo movie and the

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<v Speaker 1>Island of Dr Moreau with some sci fi elements. That

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<v Speaker 1>Play and Ubisoft would publish the Critech developed game in

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<v Speaker 1>two thousand four, and subsequently Ubisoft purchased the intellectual property

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<v Speaker 1>that and that build of the cry engine as well.

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<v Speaker 1>So at this point, the cry Engine splits into two pathways.

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<v Speaker 1>The cry Tech path continues to be the original cry engine,

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<v Speaker 1>and then they upgrade that over time. The UBI Soft

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<v Speaker 1>path would eventually be renamed the Dounia Engine, based off

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<v Speaker 1>the original cry Engine, but then tweaked by UBI Soft

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<v Speaker 1>and Ubisoft Montreal would become the primary studio in charge

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<v Speaker 1>of developing future far Cry titles, and I'm sure we'll

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<v Speaker 1>chat about a couple of those further along in these episodes.

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<v Speaker 1>The franchise has been a pretty strong performer in the

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<v Speaker 1>market overall, although some entries have received um more love

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<v Speaker 1>than others. As for cry Tech, that studio is still

0:14:11.960 --> 0:14:15.280
<v Speaker 1>updating the cry engine. It's still developing games, most notably

0:14:15.360 --> 0:14:18.920
<v Speaker 1>the Crisis series c R Y S I S. I

0:14:18.920 --> 0:14:21.760
<v Speaker 1>guess you're picking up on the naming convention by now

0:14:21.800 --> 0:14:26.400
<v Speaker 1>with cr Tech, cry Engine, Far Cry and Crisis. The

0:14:26.440 --> 0:14:30.560
<v Speaker 1>company has opened and frequently closed studios in various cities

0:14:30.600 --> 0:14:33.240
<v Speaker 1>around the world, and maybe someday I will do a

0:14:33.280 --> 0:14:37.560
<v Speaker 1>full episode about them. But let's get back to Ubisoft.

0:14:38.320 --> 0:14:41.200
<v Speaker 1>In two thousand five, the company opened up the first

0:14:41.320 --> 0:14:46.120
<v Speaker 1>UBI Soft campus, and this one is again in Montreal. Now,

0:14:46.160 --> 0:14:48.760
<v Speaker 1>this was actually part of an overall expansion of the

0:14:48.800 --> 0:14:52.840
<v Speaker 1>Montreal studio, and it was helped considerably by some rather

0:14:52.960 --> 0:14:57.520
<v Speaker 1>generous support from the Canadian and Quebec governments. Ubisoft received

0:14:57.640 --> 0:15:01.800
<v Speaker 1>millions of dollars in grants and tag incentives, and in return,

0:15:02.200 --> 0:15:05.240
<v Speaker 1>the company was creating more jobs in the Montreal area

0:15:05.480 --> 0:15:08.160
<v Speaker 1>and was building out a learning center to teach coding

0:15:08.280 --> 0:15:11.480
<v Speaker 1>and game development. And we would see this happen again

0:15:11.520 --> 0:15:15.120
<v Speaker 1>and again with UBI Software. The company would expand, but

0:15:15.560 --> 0:15:18.680
<v Speaker 1>it was doing so very strategically, expanding in places where

0:15:18.720 --> 0:15:23.960
<v Speaker 1>they could get these sweet kind of incentives to put

0:15:23.960 --> 0:15:28.440
<v Speaker 1>a studio there because those studios were employment centers. So

0:15:28.840 --> 0:15:33.520
<v Speaker 1>there was this mutual beneficial relationship, and Ubisoft was very

0:15:33.560 --> 0:15:37.600
<v Speaker 1>good at picking places where the company was benefiting not

0:15:37.760 --> 0:15:42.840
<v Speaker 1>just through expansion but getting this help through incentives, etcetera.

0:15:43.200 --> 0:15:47.560
<v Speaker 1>So the company also established a developer studio in Quebec City, Quebec,

0:15:47.800 --> 0:15:50.680
<v Speaker 1>which is about two KOs or about a hundred fifty

0:15:50.960 --> 0:15:54.800
<v Speaker 1>miles away from Montreal. The early work of that studio

0:15:54.880 --> 0:15:58.240
<v Speaker 1>was largely in support of projects from other Ubisoft studios,

0:15:58.280 --> 0:16:00.160
<v Speaker 1>you know, like porting games that have been develop for

0:16:00.240 --> 0:16:05.160
<v Speaker 1>one platform for other platforms, or developing DLC that's downloadable

0:16:05.200 --> 0:16:09.200
<v Speaker 1>content material for established franchises, and they would later produce

0:16:09.280 --> 0:16:12.479
<v Speaker 1>full titles in one of the company's most popular franchises.

0:16:13.200 --> 0:16:16.960
<v Speaker 1>More on that to come. Around this same time, Ubisoft

0:16:16.960 --> 0:16:19.800
<v Speaker 1>Montreal was working on a new game engine of their own,

0:16:20.000 --> 0:16:23.400
<v Speaker 1>and it was originally called Scimitar, though it would later

0:16:23.520 --> 0:16:27.960
<v Speaker 1>change names and become Anvil, followed by Anvil Next, and

0:16:28.040 --> 0:16:31.200
<v Speaker 1>the intent was to create a foundation for a Prince

0:16:31.240 --> 0:16:34.640
<v Speaker 1>of Persia sequel. This was around the time when the

0:16:34.720 --> 0:16:37.880
<v Speaker 1>next generation of video game consoles was on the Horizon,

0:16:38.160 --> 0:16:40.760
<v Speaker 1>the next generation in this case being the Xbox three

0:16:40.800 --> 0:16:43.840
<v Speaker 1>sixty which came out in two thousand five, and the

0:16:43.960 --> 0:16:46.760
<v Speaker 1>PlayStation three and Nintendo we both of which would come

0:16:46.760 --> 0:16:49.920
<v Speaker 1>out in two thousand six. Ubisoft was hard at work

0:16:49.960 --> 0:16:53.160
<v Speaker 1>building the tools they would need to develop, you know,

0:16:53.280 --> 0:16:56.920
<v Speaker 1>games for those platforms. The team gradually came to the

0:16:56.960 --> 0:16:59.840
<v Speaker 1>conclusion that the engine they were building would allow them

0:16:59.840 --> 0:17:02.840
<v Speaker 1>to create an all new i P that is, intellectual

0:17:02.880 --> 0:17:08.000
<v Speaker 1>property if they could get buy in from leadership. Sara Jaskaway,

0:17:08.280 --> 0:17:12.199
<v Speaker 1>the head of creative, would come on board fairly early on,

0:17:12.280 --> 0:17:16.040
<v Speaker 1>and Haskaway had been reading the novel Alamute, a novel

0:17:16.119 --> 0:17:19.199
<v Speaker 1>set in the Middle East in the eleventh century and

0:17:19.280 --> 0:17:24.760
<v Speaker 1>featuring the historical assassins not just assassins, but assassins with

0:17:24.960 --> 0:17:28.520
<v Speaker 1>a big a. The team built out a concept video

0:17:28.600 --> 0:17:30.440
<v Speaker 1>for a game they had in mind in which the

0:17:30.440 --> 0:17:34.399
<v Speaker 1>player would control an assassin in an ancient setting. The

0:17:34.520 --> 0:17:37.200
<v Speaker 1>video was pre rendered, but it showed off a concept

0:17:37.200 --> 0:17:40.280
<v Speaker 1>of what the gameplay would look like, including how stealth

0:17:40.440 --> 0:17:43.840
<v Speaker 1>could be used in a game, along with acrobatic stunts,

0:17:43.960 --> 0:17:45.960
<v Speaker 1>kind of similar to what they had already done with

0:17:46.000 --> 0:17:49.360
<v Speaker 1>Prince of Persia, and the video ended with the protagonist

0:17:49.480 --> 0:17:52.600
<v Speaker 1>riding out of a city on horseback. The team pitched

0:17:52.600 --> 0:17:55.720
<v Speaker 1>the idea to Eve Guilmant, who was impressed, and he

0:17:55.840 --> 0:17:58.399
<v Speaker 1>agreed that they could build out a new I P

0:17:58.920 --> 0:18:02.120
<v Speaker 1>and that was the beginning of the very first Assassin's

0:18:02.119 --> 0:18:06.120
<v Speaker 1>Creed game. I'll talk about more after we take this

0:18:06.240 --> 0:18:17.720
<v Speaker 1>quick break. Okay, first things first, While I am not

0:18:17.880 --> 0:18:23.520
<v Speaker 1>covering every single entry of every single game ever produced

0:18:23.840 --> 0:18:27.280
<v Speaker 1>or distributed by Ubisoft, because that would take forever, there

0:18:27.280 --> 0:18:30.600
<v Speaker 1>are literally hundreds of them. I do want to take

0:18:30.640 --> 0:18:33.720
<v Speaker 1>a moment to acknowledge a two thousand six title that

0:18:33.840 --> 0:18:36.320
<v Speaker 1>came out for a Nintendo we before we go back

0:18:36.359 --> 0:18:41.560
<v Speaker 1>to Assassin's Creed, and that is Rayman Raving Rabbits, which

0:18:41.640 --> 0:18:46.000
<v Speaker 1>introduced us to these weird little rabbit critters that acted

0:18:46.040 --> 0:18:49.959
<v Speaker 1>like manic antagonists and they're kind of like a rabbit

0:18:50.119 --> 0:18:54.680
<v Speaker 1>version of the minions from the Despicable Me franchise. While

0:18:54.720 --> 0:18:57.600
<v Speaker 1>they began as a spinoff of Rayman, they in turn

0:18:57.840 --> 0:19:01.680
<v Speaker 1>would fuel numerous games, include ing a crossover game called

0:19:02.040 --> 0:19:06.920
<v Speaker 1>Mario plus Rabbids Kingdom Battle, in which rabbids and characters

0:19:06.920 --> 0:19:10.280
<v Speaker 1>from the Super Mario series would appear together and that

0:19:10.359 --> 0:19:14.720
<v Speaker 1>game is a tactical role playing game, as you probably

0:19:15.119 --> 0:19:18.200
<v Speaker 1>would guess from the mixture now. I mentioned it here

0:19:18.280 --> 0:19:21.360
<v Speaker 1>because while Kingdom Battle would come out much much later

0:19:21.400 --> 0:19:26.439
<v Speaker 1>in it was just remarkable to me that Ubisoft created

0:19:26.480 --> 0:19:31.040
<v Speaker 1>some characters that would ultimately crossover when Nintendo's beloved and

0:19:31.200 --> 0:19:35.520
<v Speaker 1>heavily protected i P. That's something Nintendo does not typically do.

0:19:35.720 --> 0:19:40.840
<v Speaker 1>It is very rare for Nintendo to allow their first

0:19:40.880 --> 0:19:46.360
<v Speaker 1>party characters to appear with characters from other companies like that,

0:19:46.440 --> 0:19:49.840
<v Speaker 1>outside of like a Smash Brothers game. Before I jump

0:19:49.920 --> 0:19:53.760
<v Speaker 1>into more Assassin's Creed, let me also talk about intellectual

0:19:53.800 --> 0:19:56.840
<v Speaker 1>property and why the decision to make a new i

0:19:57.080 --> 0:19:59.760
<v Speaker 1>P was actually a really big deal and a lot

0:19:59.760 --> 0:20:02.159
<v Speaker 1>of the is intuitive, but I think it's good to

0:20:02.280 --> 0:20:05.440
<v Speaker 1>just cover it now. When it comes to i P,

0:20:05.880 --> 0:20:09.600
<v Speaker 1>you've got to weigh risk versus reward. When you're building

0:20:09.600 --> 0:20:12.480
<v Speaker 1>out a brand new i P, you have no idea

0:20:12.720 --> 0:20:15.480
<v Speaker 1>if it's going to catch on with the general public, or,

0:20:15.560 --> 0:20:18.840
<v Speaker 1>in the case of video games, with the game playing public.

0:20:19.320 --> 0:20:21.840
<v Speaker 1>So you want to create something that's going to capture

0:20:21.920 --> 0:20:25.800
<v Speaker 1>the interest and attention of your audience, whether it's gamers

0:20:25.920 --> 0:20:29.399
<v Speaker 1>or a TV audience. Or movies or whatever. And again,

0:20:29.560 --> 0:20:32.159
<v Speaker 1>all this is intuitive, So the i P needs to

0:20:32.200 --> 0:20:35.720
<v Speaker 1>make people want to experience the thing like the game,

0:20:35.760 --> 0:20:38.640
<v Speaker 1>and sometimes this can be tough to judge. For every

0:20:38.720 --> 0:20:41.760
<v Speaker 1>game franchise that becomes a big hit, there are dozens

0:20:41.760 --> 0:20:45.080
<v Speaker 1>of games that, for one reason or another just didn't

0:20:45.119 --> 0:20:48.119
<v Speaker 1>catch on, and some of them are just bad games,

0:20:48.119 --> 0:20:50.800
<v Speaker 1>and that in itself is a problem. You have to

0:20:50.800 --> 0:20:53.800
<v Speaker 1>make sure that the actual game is good or even

0:20:53.840 --> 0:20:57.480
<v Speaker 1>the coolest concept is going to fall short cough the

0:20:57.600 --> 0:21:02.199
<v Speaker 1>order eight six cough. On the other hand, if you

0:21:02.359 --> 0:21:06.399
<v Speaker 1>manage to establish an i P, then developing a new

0:21:06.480 --> 0:21:10.359
<v Speaker 1>game in that series represents a much lower risk. At

0:21:10.400 --> 0:21:13.760
<v Speaker 1>least initially, you know that there's already a built in

0:21:13.880 --> 0:21:17.359
<v Speaker 1>audience for that game. So if you're deciding where to

0:21:17.440 --> 0:21:21.880
<v Speaker 1>dedicate resources like talent, money, and time, all of which

0:21:21.960 --> 0:21:25.160
<v Speaker 1>you have in limited amounts, you have to weigh all

0:21:25.200 --> 0:21:27.920
<v Speaker 1>of these decisions. Do you take a risk and try

0:21:27.960 --> 0:21:30.600
<v Speaker 1>to make something new without knowing if there's an audience

0:21:30.640 --> 0:21:33.199
<v Speaker 1>for it, or do you go with the slightly safer

0:21:33.280 --> 0:21:35.880
<v Speaker 1>route then try to give people more of what they've

0:21:35.920 --> 0:21:39.560
<v Speaker 1>already loved. Now, the danger of going with option two

0:21:40.000 --> 0:21:42.440
<v Speaker 1>is that you can overstay you're welcome, or you can

0:21:42.440 --> 0:21:46.320
<v Speaker 1>create a development cycle that proves to be unsustainable, things

0:21:46.320 --> 0:21:49.280
<v Speaker 1>that you could argue would apply to the Assassin's Creed

0:21:49.359 --> 0:21:52.399
<v Speaker 1>series at a certain point where a new title was

0:21:52.400 --> 0:21:56.439
<v Speaker 1>coming out essentially every year. So getting the approval to

0:21:56.560 --> 0:21:59.840
<v Speaker 1>build a new I P was actually a really big deal,

0:22:00.200 --> 0:22:03.480
<v Speaker 1>and once the team behind Assassin's Creed got the green light,

0:22:03.920 --> 0:22:07.200
<v Speaker 1>they dove into deep research. They were determined to represent

0:22:07.240 --> 0:22:12.040
<v Speaker 1>the historical setting and the assassins accurately, since this was

0:22:12.080 --> 0:22:15.919
<v Speaker 1>a game about the historical Assassin's not simply about an

0:22:16.080 --> 0:22:19.800
<v Speaker 1>assassin with a little a According to the developers, they

0:22:19.840 --> 0:22:23.160
<v Speaker 1>even had representatives who trace their lineage back to those

0:22:23.240 --> 0:22:27.560
<v Speaker 1>historic first assassins centuries ago, and they visited the studio

0:22:27.600 --> 0:22:31.399
<v Speaker 1>to make sure that the representation was accurate. I imagine

0:22:31.520 --> 0:22:34.720
<v Speaker 1>knowing that you have the descendants of the original assassins

0:22:34.760 --> 0:22:38.720
<v Speaker 1>looking over your shoulder is a little intimidating. The team

0:22:38.760 --> 0:22:42.320
<v Speaker 1>admitted that actually building an open world game, one where

0:22:42.400 --> 0:22:45.080
<v Speaker 1>the player has freedom to explore regions of the map

0:22:45.520 --> 0:22:48.160
<v Speaker 1>without having to follow a linear pathway, and they can

0:22:48.200 --> 0:22:51.880
<v Speaker 1>go vertically. You can climb up buildings and swing on polls,

0:22:51.920 --> 0:22:53.880
<v Speaker 1>and all this kind of stuff. All of that presented

0:22:53.880 --> 0:22:57.160
<v Speaker 1>big challenges. They would later say that the research part

0:22:57.280 --> 0:23:00.320
<v Speaker 1>was actually easy compared to making the game mechanics work

0:23:00.560 --> 0:23:03.760
<v Speaker 1>within the setting they had designed. In all, the development

0:23:03.760 --> 0:23:07.119
<v Speaker 1>for the first Assassin's Creed game would take four years,

0:23:07.200 --> 0:23:10.040
<v Speaker 1>so they would finally release in two thousand seven. On

0:23:10.119 --> 0:23:12.320
<v Speaker 1>top of that, the team came up with an idea

0:23:12.480 --> 0:23:15.440
<v Speaker 1>that would mean the game wouldn't just be a straightforward

0:23:15.520 --> 0:23:19.439
<v Speaker 1>historical fantasy game. There was a science fiction element to

0:23:19.560 --> 0:23:23.280
<v Speaker 1>it too. Now, according to Sair jasco A, a French

0:23:23.320 --> 0:23:27.720
<v Speaker 1>Canadian developer named Patrice de Sel was well the one

0:23:27.760 --> 0:23:30.840
<v Speaker 1>to insert the science fiction elements into the Assassin's narrative.

0:23:31.160 --> 0:23:34.000
<v Speaker 1>So let me give you a very quick overview. Within

0:23:34.119 --> 0:23:37.560
<v Speaker 1>the Assassin's Creed universe. There are multiple storylines that are

0:23:37.600 --> 0:23:41.439
<v Speaker 1>all unfolding in different eras. In the present day of

0:23:41.480 --> 0:23:45.040
<v Speaker 1>the game, which is a present that has technology more

0:23:45.040 --> 0:23:47.639
<v Speaker 1>advanced than what you would find in our real world.

0:23:48.160 --> 0:23:52.320
<v Speaker 1>Engineers have created a technology called the animus. Now. This

0:23:52.359 --> 0:23:56.760
<v Speaker 1>allows users to enter into a virtual representation of their

0:23:56.880 --> 0:24:01.440
<v Speaker 1>genetic memory. This means that you can relive the memories

0:24:01.520 --> 0:24:04.639
<v Speaker 1>of one of your ancestors. So the parts of the

0:24:04.680 --> 0:24:08.880
<v Speaker 1>game set back in history are in fact virtual representations

0:24:08.920 --> 0:24:11.719
<v Speaker 1>of genetic memories, and it would turn out that the

0:24:11.800 --> 0:24:15.520
<v Speaker 1>conflict you lived out in those historical eras, which is

0:24:15.560 --> 0:24:20.119
<v Speaker 1>a conflict between two ideologically opposed factions, those being the

0:24:20.160 --> 0:24:24.200
<v Speaker 1>Templars and the Assassins, that conflict is still going on

0:24:24.320 --> 0:24:28.680
<v Speaker 1>in the present day, with the storylines from history interweaving

0:24:28.680 --> 0:24:32.440
<v Speaker 1>into those in the present, and it all gets really complicated,

0:24:32.480 --> 0:24:35.480
<v Speaker 1>involves a lot of science fiction technology, it involves in

0:24:36.080 --> 0:24:41.240
<v Speaker 1>ancient race of human noids that predate humans, and odd mythology,

0:24:41.280 --> 0:24:44.159
<v Speaker 1>and honestly, I lose the thread after a while. It's

0:24:44.200 --> 0:24:47.960
<v Speaker 1>super complicated. Now, in my personal opinion, the modern day

0:24:48.000 --> 0:24:50.439
<v Speaker 1>parts of the game aren't that fun for me, and

0:24:50.480 --> 0:24:54.000
<v Speaker 1>I don't really care for that story. I like them

0:24:54.080 --> 0:24:59.400
<v Speaker 1>being kind of more episodic, where they're just self contained

0:24:59.440 --> 0:25:01.840
<v Speaker 1>stories within the historical era. But I also know a

0:25:01.840 --> 0:25:05.840
<v Speaker 1>lot of people who really love the lore and story

0:25:06.160 --> 0:25:09.880
<v Speaker 1>of the game, So again that's just my take. Then again,

0:25:09.920 --> 0:25:12.760
<v Speaker 1>the more complicated mythology woven into the history of humanity

0:25:12.800 --> 0:25:15.640
<v Speaker 1>also gets so convoluted. But I am a simple man

0:25:15.800 --> 0:25:19.680
<v Speaker 1>incapable of following such complicated plots, So that's probably on me.

0:25:20.920 --> 0:25:24.639
<v Speaker 1>Desla would go on to become the early creative head

0:25:24.800 --> 0:25:28.480
<v Speaker 1>of this franchise, because, in case you didn't know, Assassin's

0:25:28.520 --> 0:25:31.320
<v Speaker 1>Creed would in fact become a full series of games.

0:25:31.600 --> 0:25:34.200
<v Speaker 1>I figure it's a good idea to sort of follow

0:25:34.280 --> 0:25:36.400
<v Speaker 1>up with his own personal story with the company here,

0:25:36.440 --> 0:25:38.359
<v Speaker 1>because I don't think I'm going to return to it

0:25:38.440 --> 0:25:40.200
<v Speaker 1>that much in the rest of the episode, so we're

0:25:40.240 --> 0:25:44.080
<v Speaker 1>just gonna find out what happened with right now. He

0:25:44.119 --> 0:25:46.800
<v Speaker 1>had worked on several titles, including Prince of Persia of

0:25:46.840 --> 0:25:49.760
<v Speaker 1>the Stands of Time before Assassin's Creed, and he would

0:25:49.760 --> 0:25:52.840
<v Speaker 1>also serve as the creative lead on Assassin's Creed two,

0:25:52.960 --> 0:25:56.080
<v Speaker 1>and he would work on Assassin's Creed Brotherhood before he

0:25:56.160 --> 0:25:59.399
<v Speaker 1>made the decision to leave Ubisoft. He would go on

0:25:59.520 --> 0:26:02.800
<v Speaker 1>to work at a different game developer called th h Q,

0:26:03.440 --> 0:26:05.879
<v Speaker 1>a company that I definitely need to cover in a

0:26:05.920 --> 0:26:10.159
<v Speaker 1>future episode of Tech Stuff anyway. Desill would work for

0:26:10.200 --> 0:26:12.399
<v Speaker 1>a th h Q for just a couple of years

0:26:12.480 --> 0:26:15.440
<v Speaker 1>because the company was already on unsteady ground when des

0:26:15.800 --> 0:26:18.640
<v Speaker 1>joined in two thousand eleven, and less than two years later,

0:26:19.000 --> 0:26:22.240
<v Speaker 1>the company had to declare bankruptcy and it's sold off.

0:26:22.320 --> 0:26:26.560
<v Speaker 1>It's Montreal office, which is where desl was working. And

0:26:26.680 --> 0:26:30.479
<v Speaker 1>guess who bought it? You got it, It was Ubi Soft.

0:26:30.800 --> 0:26:34.680
<v Speaker 1>So de s leaves Zubi Soft, only for Ubisoft to

0:26:34.760 --> 0:26:37.440
<v Speaker 1>come back and scoop up the company he had been

0:26:37.480 --> 0:26:41.320
<v Speaker 1>working for, so or at least scoop up the assets

0:26:41.359 --> 0:26:44.320
<v Speaker 1>of that company. So de se and Ubisoft could not

0:26:44.480 --> 0:26:48.199
<v Speaker 1>come to an agreement regarding his re employment, and so

0:26:48.280 --> 0:26:50.639
<v Speaker 1>the two parted ways. Now. According to de Sile, the

0:26:50.800 --> 0:26:53.919
<v Speaker 1>parting was rather brusque and he was escorted off the

0:26:53.920 --> 0:26:57.159
<v Speaker 1>premises without the opportunity for him to say goodbye to

0:26:57.320 --> 0:26:59.800
<v Speaker 1>his co workers. And he would go on to found

0:26:59.880 --> 0:27:03.640
<v Speaker 1>another video game company of his own called Panash Digital Games,

0:27:03.960 --> 0:27:07.119
<v Speaker 1>which just last year released a game titled Ancestors the

0:27:07.200 --> 0:27:12.120
<v Speaker 1>Humankind Odyssey. That game has mixed reviews. Anyway, let's get

0:27:12.240 --> 0:27:16.320
<v Speaker 1>back to Ubisoft. The company really got behind Assassin's Creed

0:27:16.359 --> 0:27:18.440
<v Speaker 1>as the game prepared to launch in two thousand seven

0:27:18.800 --> 0:27:21.960
<v Speaker 1>on the next generation of consoles again, the Xbox three sixty,

0:27:22.040 --> 0:27:24.359
<v Speaker 1>the p S three, and the Wii. The PR and

0:27:24.440 --> 0:27:27.919
<v Speaker 1>marketing efforts aligned behind the creative team and there was

0:27:28.080 --> 0:27:30.880
<v Speaker 1>a big push for it. The four years of development

0:27:30.920 --> 0:27:34.520
<v Speaker 1>also happened to coincide with a relatively quiet period in

0:27:34.560 --> 0:27:37.040
<v Speaker 1>the video games market, at least when it comes to

0:27:37.119 --> 0:27:39.160
<v Speaker 1>launching new I p There were a lot of sequels

0:27:39.160 --> 0:27:41.879
<v Speaker 1>coming out, but not a lot of new stuff. So

0:27:41.960 --> 0:27:44.240
<v Speaker 1>Assassin's Creed would benefit from the fact that there just

0:27:44.400 --> 0:27:47.679
<v Speaker 1>weren't many other new ideas hitting the market at that time,

0:27:48.119 --> 0:27:50.679
<v Speaker 1>and it helped the game stand out among the various

0:27:50.760 --> 0:27:55.160
<v Speaker 1>sequels and spinoffs. The reception for the game was largely positive.

0:27:55.480 --> 0:27:58.159
<v Speaker 1>It was a commercial success, and the development team was

0:27:58.200 --> 0:28:01.879
<v Speaker 1>already at work on the sequel, which took a big gamble.

0:28:02.000 --> 0:28:05.520
<v Speaker 1>So the first game featured a modern day character named Desmond,

0:28:05.920 --> 0:28:09.560
<v Speaker 1>who then gets put into the animus and he goes

0:28:09.560 --> 0:28:13.720
<v Speaker 1>through the genetic memories of his ancestor named Altaire. This

0:28:13.840 --> 0:28:17.320
<v Speaker 1>character lived in the late twelfth and early thirteen centuries.

0:28:17.800 --> 0:28:20.560
<v Speaker 1>He actually, in lore lives to the right old age

0:28:20.560 --> 0:28:23.440
<v Speaker 1>of ninety two, which is not bad for an assassin.

0:28:24.160 --> 0:28:27.520
<v Speaker 1>The two thousand nine sequel, Assassin's Creed Too, would still

0:28:27.560 --> 0:28:30.840
<v Speaker 1>follow Desmond in the present day, but the historical setting

0:28:30.840 --> 0:28:34.520
<v Speaker 1>of the game would center around a different genetic ancestor

0:28:34.920 --> 0:28:38.120
<v Speaker 1>of Desmond's. This would be a Florentine named et Ceo,

0:28:38.400 --> 0:28:41.480
<v Speaker 1>who lived in the fifteenth century, and so the historical

0:28:41.520 --> 0:28:45.800
<v Speaker 1>setting of Assassin's Creed two was in the Renaissance, giving

0:28:45.840 --> 0:28:49.040
<v Speaker 1>the game a different style and opening up new possibilities

0:28:49.080 --> 0:28:52.320
<v Speaker 1>for the development team. Assassin's Creed two and the games

0:28:52.320 --> 0:28:54.240
<v Speaker 1>that would spend off of it would go on to

0:28:54.320 --> 0:28:57.480
<v Speaker 1>become a critical success and a commercial success, and was

0:28:57.520 --> 0:29:00.640
<v Speaker 1>seen by many to be a truly superior st worry

0:29:00.680 --> 0:29:05.120
<v Speaker 1>to the original Assassin's Creed. The franchise would become a

0:29:05.280 --> 0:29:08.640
<v Speaker 1>backbone for Ruby Soft, one of the most popular ones

0:29:08.760 --> 0:29:12.280
<v Speaker 1>in their arsenal As I record this episode the most

0:29:12.360 --> 0:29:16.280
<v Speaker 1>recent chapter in the saga Assassin's Creed Valhalla, which follows

0:29:16.320 --> 0:29:20.200
<v Speaker 1>the exploits of a Viking as the historical setting component,

0:29:20.640 --> 0:29:23.880
<v Speaker 1>has broken sales records of all previous games in the

0:29:23.920 --> 0:29:27.240
<v Speaker 1>Assassin's Creed series. Now, I'm sure I will pop back

0:29:27.320 --> 0:29:30.040
<v Speaker 1>to Assassin's Creed a bit as we go on, but

0:29:30.160 --> 0:29:33.360
<v Speaker 1>just in case I don't, my own personal favorite entry

0:29:33.600 --> 0:29:36.960
<v Speaker 1>was Assassin's Creed for Black Flag because it was set

0:29:37.000 --> 0:29:39.320
<v Speaker 1>in the era of piracy, and pirate games are some

0:29:39.400 --> 0:29:41.840
<v Speaker 1>of my favorites. Now, all that being said, I also

0:29:41.920 --> 0:29:44.560
<v Speaker 1>have to admit I have not played most of the

0:29:44.560 --> 0:29:47.760
<v Speaker 1>Assassin's Creed games. I've played like four of them, so

0:29:47.800 --> 0:29:52.400
<v Speaker 1>my experiences with them is still extremely limited. Jumping back

0:29:52.440 --> 0:29:54.680
<v Speaker 1>a bit, while the company was working on the first

0:29:54.720 --> 0:29:57.800
<v Speaker 1>Assassin's Creed game in two thousand and six, it also

0:29:58.040 --> 0:30:02.040
<v Speaker 1>bought some i P from another company. That other company

0:30:02.240 --> 0:30:05.520
<v Speaker 1>was Atari, which was a very different company from the

0:30:05.560 --> 0:30:08.600
<v Speaker 1>one that had produced the Atari Jaguar console. If you

0:30:08.640 --> 0:30:11.320
<v Speaker 1>remember from our last episode, that was the console that

0:30:11.400 --> 0:30:14.400
<v Speaker 1>served as the launch point for Rayman, and that in

0:30:14.440 --> 0:30:16.960
<v Speaker 1>turn was a very different company from the Atari that

0:30:17.040 --> 0:30:20.680
<v Speaker 1>had created the game console. But that's a story for

0:30:20.720 --> 0:30:23.840
<v Speaker 1>a different podcast. In fact, Chuck Bryant of stuff you

0:30:23.840 --> 0:30:27.000
<v Speaker 1>should know, and I did a whole series about Atari,

0:30:27.120 --> 0:30:30.760
<v Speaker 1>because that that is a complicated history. The i P

0:30:31.600 --> 0:30:34.880
<v Speaker 1>that Ubisoft purchase from Attari was for a game franchise

0:30:34.960 --> 0:30:37.800
<v Speaker 1>called Driver, and the deal was valued at around twenty

0:30:37.840 --> 0:30:41.800
<v Speaker 1>four million bucks, a princely some but not a prince

0:30:41.840 --> 0:30:45.200
<v Speaker 1>of persian ly some. The UK studio behind the i P,

0:30:45.440 --> 0:30:49.440
<v Speaker 1>called Reflections Interactive, was part of the deal and became

0:30:49.680 --> 0:30:53.520
<v Speaker 1>Ubisoft Reflections. So they didn't just get the intellectual property,

0:30:53.760 --> 0:30:57.760
<v Speaker 1>they got the development studio responsible for it. Interestingly, the

0:30:57.840 --> 0:31:01.840
<v Speaker 1>Reflections Studio traces its history back to the mid nineteen eighties,

0:31:02.200 --> 0:31:05.600
<v Speaker 1>the same time that Ubisoft itself was taking shape. But

0:31:05.760 --> 0:31:08.320
<v Speaker 1>while I'm tempted to give a rundown of Reflection studio

0:31:08.400 --> 0:31:10.560
<v Speaker 1>zone history, I figure I should probably restrain myself and

0:31:10.600 --> 0:31:13.520
<v Speaker 1>stick with UBI Soft. So also in two thousand six,

0:31:13.640 --> 0:31:18.200
<v Speaker 1>Ubisoft would release Tom Clancy's Ghost Recon Advanced Warfighter for

0:31:18.240 --> 0:31:21.520
<v Speaker 1>the Xbox three sixty. This game would break company records

0:31:21.560 --> 0:31:24.640
<v Speaker 1>for most copies sold in the first week than any

0:31:24.760 --> 0:31:27.880
<v Speaker 1>other Ubisoft game up to that point. That would go

0:31:27.920 --> 0:31:31.200
<v Speaker 1>on to get positive reviews and awards as well, making

0:31:31.280 --> 0:31:35.320
<v Speaker 1>another success in the Tom Clancy licensed material that came

0:31:35.360 --> 0:31:39.000
<v Speaker 1>out of the Red Storm studio. Ubisoft opened more development

0:31:39.040 --> 0:31:42.920
<v Speaker 1>studios as well, including one in Bulgaria and another Chinese studio,

0:31:43.360 --> 0:31:47.960
<v Speaker 1>this time in Chengdu, and the company continued to expand

0:31:48.040 --> 0:31:50.920
<v Speaker 1>as well. It honestly amazed me to learn about all

0:31:50.960 --> 0:31:54.600
<v Speaker 1>the development studios around the world that Ubisoft overseas. I

0:31:54.680 --> 0:31:57.960
<v Speaker 1>knew that Ubisoft was a big company, I had no

0:31:58.080 --> 0:32:01.600
<v Speaker 1>clue how many different studios are under the corporate banner

0:32:01.680 --> 0:32:05.480
<v Speaker 1>until I researched these episodes. The company just opened up

0:32:05.480 --> 0:32:11.080
<v Speaker 1>offices everywhere and acquired so many other development studios. Within

0:32:11.240 --> 0:32:14.360
<v Speaker 1>Ubisoft Montreal, a group of developers were hard at work

0:32:14.360 --> 0:32:17.000
<v Speaker 1>on the next Far Cry game, and they were tweaking

0:32:17.040 --> 0:32:20.479
<v Speaker 1>that old Cry engine and converting it into the Dounia engine.

0:32:20.920 --> 0:32:24.680
<v Speaker 1>This game would incorporate some new elements, namely destructible environments,

0:32:24.720 --> 0:32:27.720
<v Speaker 1>which is always a fun addition to video games. There's

0:32:27.760 --> 0:32:31.480
<v Speaker 1>nothing like seeing your actions are actually affecting the game

0:32:31.480 --> 0:32:34.200
<v Speaker 1>world around you, as opposed to games where you know

0:32:34.240 --> 0:32:37.640
<v Speaker 1>you can do something like fire endless clips, say into

0:32:37.680 --> 0:32:40.840
<v Speaker 1>a table, and maybe you'll see a mark up here

0:32:40.840 --> 0:32:44.240
<v Speaker 1>on the table, maybe where it shows where the bullet hit,

0:32:44.640 --> 0:32:46.960
<v Speaker 1>and maybe that mark will even stick around for longer

0:32:47.000 --> 0:32:49.640
<v Speaker 1>than a minute or two. But Far Cry Too would

0:32:49.720 --> 0:32:52.960
<v Speaker 1>let players do a lot of collateral damage, which is

0:32:53.040 --> 0:32:55.960
<v Speaker 1>just kind of fun to watch. Far Cry Too also

0:32:56.000 --> 0:32:59.560
<v Speaker 1>went a little further toward the open world sandbox concept

0:32:59.680 --> 0:33:03.120
<v Speaker 1>than its predecessor did. None of the characters or the

0:33:03.200 --> 0:33:06.239
<v Speaker 1>setting from the first game would make an appearance in

0:33:06.280 --> 0:33:09.040
<v Speaker 1>the sequel, and in fact, this would become mostly a

0:33:09.040 --> 0:33:12.600
<v Speaker 1>feature of the Far Cry series. Each game, along with

0:33:12.680 --> 0:33:16.560
<v Speaker 1>the DLC for each game, would be it's obtained story.

0:33:16.600 --> 0:33:19.800
<v Speaker 1>Occasionally you get minor characters from one entry of the

0:33:19.840 --> 0:33:23.960
<v Speaker 1>series that might pop up in another entry, and some

0:33:24.000 --> 0:33:28.040
<v Speaker 1>features included in Far Cry too, like weapon degradation, would

0:33:28.040 --> 0:33:31.400
<v Speaker 1>be discarded in future entries of the series. When we

0:33:31.480 --> 0:33:33.920
<v Speaker 1>come back, we'll look at how the next few years

0:33:33.960 --> 0:33:46.680
<v Speaker 1>unfolded at Ubisoft. But first let's take another quick break. Okay,

0:33:46.720 --> 0:33:50.480
<v Speaker 1>so it's two thousand eight. Assassin's Creed has been out

0:33:50.680 --> 0:33:53.520
<v Speaker 1>for a year and it's a hit. Far Cry two

0:33:53.560 --> 0:33:55.320
<v Speaker 1>has just come out, and it too would be a

0:33:55.320 --> 0:33:58.880
<v Speaker 1>success for the company. Meanwhile, Rabbids are raving all over

0:33:58.920 --> 0:34:01.080
<v Speaker 1>the Wii and laying the groundwork for their own line

0:34:01.080 --> 0:34:04.880
<v Speaker 1>of games and spinoffs. Ubisoft would continue its bid for

0:34:04.960 --> 0:34:08.719
<v Speaker 1>world domination one acquisition at a time by scooping up

0:34:08.719 --> 0:34:12.040
<v Speaker 1>studios like Sunflowers, which was a German video game developer,

0:34:12.400 --> 0:34:16.400
<v Speaker 1>and Hybride Technologies, which was actually better known as a

0:34:16.480 --> 0:34:21.000
<v Speaker 1>visual effects studio that created effects for movie and television projects.

0:34:21.200 --> 0:34:25.600
<v Speaker 1>Hybride was responsible for effects on films like The Faculty

0:34:25.760 --> 0:34:29.880
<v Speaker 1>and Mimic and Battlefield Earth, though they also worked on

0:34:29.960 --> 0:34:33.360
<v Speaker 1>Since City three hundred and the movie that was better

0:34:33.400 --> 0:34:36.280
<v Speaker 1>as a meme than as a film. Snakes on a plane.

0:34:36.560 --> 0:34:39.680
<v Speaker 1>Now I'm poking a little fun here, but the studio

0:34:39.719 --> 0:34:43.839
<v Speaker 1>has legit done incredible work and these days you'll see

0:34:43.880 --> 0:34:46.480
<v Speaker 1>results of their efforts and stuff like the house with

0:34:46.480 --> 0:34:49.160
<v Speaker 1>the clock in its walls, which actually has a connection

0:34:49.200 --> 0:34:52.240
<v Speaker 1>to my family, but that's another story. Uh, the Watchman

0:34:52.320 --> 0:34:57.120
<v Speaker 1>TV series which was legit amazing, and the Mandalorian series,

0:34:57.200 --> 0:35:01.240
<v Speaker 1>among numerous other famous projects. Not first glance, a video

0:35:01.280 --> 0:35:05.440
<v Speaker 1>game company purchasing a VFX studio for film and television

0:35:05.960 --> 0:35:08.560
<v Speaker 1>really seems a bit odd, but the general messaging was

0:35:08.600 --> 0:35:12.320
<v Speaker 1>that Hybrid would continue to operate as a traditional VFX studio,

0:35:12.640 --> 0:35:16.239
<v Speaker 1>which it has, and Ubisoft and Hybride would be able

0:35:16.280 --> 0:35:19.480
<v Speaker 1>to share technologies between the two that have been developed

0:35:19.480 --> 0:35:23.080
<v Speaker 1>for either video games or for VFX, and then repurpose

0:35:23.160 --> 0:35:26.400
<v Speaker 1>those tools for the other industry whenever it made sense

0:35:26.440 --> 0:35:28.759
<v Speaker 1>to do so, which is kind of a cool concept.

0:35:29.520 --> 0:35:33.000
<v Speaker 1>Ubisoft would also acquire a game studio in India that

0:35:33.080 --> 0:35:36.719
<v Speaker 1>had previously belonged to game Loft. Now, those of you

0:35:36.800 --> 0:35:39.319
<v Speaker 1>who have been paying attention in this series know that

0:35:39.440 --> 0:35:44.880
<v Speaker 1>Game Lofts founder was Michel Guilman, the brother to Eve Guilmant,

0:35:44.960 --> 0:35:48.480
<v Speaker 1>who was the CEO of Ubisoft still is. And I

0:35:48.520 --> 0:35:52.360
<v Speaker 1>guess this is where I mentioned that while researching these episodes,

0:35:52.400 --> 0:35:55.960
<v Speaker 1>I came across a couple of instances in which Ubisoft

0:35:56.000 --> 0:35:59.720
<v Speaker 1>would acquire assets from another company that had been founded

0:35:59.760 --> 0:36:03.400
<v Speaker 1>by one of the Gilman brothers. With this example, it

0:36:03.520 --> 0:36:06.520
<v Speaker 1>was just Game Lofts, Indian studio. It wasn't. The rest

0:36:06.520 --> 0:36:09.759
<v Speaker 1>of game Loft was just that one studio. The rest

0:36:09.760 --> 0:36:12.560
<v Speaker 1>of game Loft remained untouched for the time being anyway,

0:36:12.680 --> 0:36:15.719
<v Speaker 1>but we'll get to that. That being said, I find

0:36:15.760 --> 0:36:20.160
<v Speaker 1>the instances where a big, publicly traded company, one that

0:36:20.239 --> 0:36:23.800
<v Speaker 1>trades on the stock market, founded by a group of brothers,

0:36:24.239 --> 0:36:28.320
<v Speaker 1>then acquiring assets from smaller companies that were also founded

0:36:28.320 --> 0:36:31.120
<v Speaker 1>by at least one of those brothers. That's a little

0:36:32.080 --> 0:36:36.400
<v Speaker 1>let's call it unorthodox, to put it kindly. In addition,

0:36:36.760 --> 0:36:40.480
<v Speaker 1>Ubisoft acquired a couple of other studios, one called Digital

0:36:40.640 --> 0:36:44.359
<v Speaker 1>Kids out of Japan and one called Massive Entertainment out

0:36:44.400 --> 0:36:47.400
<v Speaker 1>of Sweden, and they also opened another studio of their

0:36:47.440 --> 0:36:51.320
<v Speaker 1>own in Kiev, Ukraine. While the company had enjoyed licensing

0:36:51.360 --> 0:36:54.480
<v Speaker 1>privileges with Tom Clancy's i P through the acquisition of

0:36:54.480 --> 0:36:58.000
<v Speaker 1>Red Storm years earlier two thousand eight would mark the

0:36:58.080 --> 0:37:01.480
<v Speaker 1>year when Ubisoft would officially secure all i P rights

0:37:01.520 --> 0:37:05.040
<v Speaker 1>to the Tom Clancy name for video games. So two

0:37:05.040 --> 0:37:09.759
<v Speaker 1>thousand and eight was a big year as Ubisoft expanded dramatically,

0:37:09.840 --> 0:37:12.200
<v Speaker 1>and this is also toward the tail end of that

0:37:12.239 --> 0:37:16.200
<v Speaker 1>era I was mentioning earlier where e A was looming

0:37:16.320 --> 0:37:20.959
<v Speaker 1>over Ubi Soft as a possible hostile takeover opponent. They

0:37:21.080 --> 0:37:24.960
<v Speaker 1>also would publish and distribute tons of games in this time.

0:37:25.520 --> 0:37:28.239
<v Speaker 1>Really in the span between two thousand and two thousand ten,

0:37:28.760 --> 0:37:32.560
<v Speaker 1>the list of games that UBI Soft published or distributed

0:37:32.880 --> 0:37:35.560
<v Speaker 1>is enormous, because you know, you had the games not

0:37:35.680 --> 0:37:39.720
<v Speaker 1>just from Ubi Soft and it's dozens of studios around

0:37:39.719 --> 0:37:42.719
<v Speaker 1>the world, but also games that Ubisoft was publishing on

0:37:42.880 --> 0:37:47.080
<v Speaker 1>behalf of other developers. In two thousand eight, Ubisoft Montreal

0:37:47.160 --> 0:37:48.920
<v Speaker 1>had a couple of games come out. One of them

0:37:49.000 --> 0:37:54.200
<v Speaker 1>was Lost via Domos tie into the television series Lost,

0:37:54.800 --> 0:37:58.120
<v Speaker 1>and another one's Rainbow six Vegas too, so another Tom

0:37:58.120 --> 0:38:01.120
<v Speaker 1>Clancy title and a continuation of the popular Rainbow six

0:38:01.160 --> 0:38:05.120
<v Speaker 1>shooter series. The Rainbow six Vegas shooter series in particular

0:38:05.440 --> 0:38:09.360
<v Speaker 1>is really popular. In two thousand nine, Ubisoft announced it

0:38:09.400 --> 0:38:12.520
<v Speaker 1>would open a studio in Toronto the following year, so

0:38:12.880 --> 0:38:17.279
<v Speaker 1>the studio would open in The studios in Quebec were successful,

0:38:17.520 --> 0:38:20.879
<v Speaker 1>prompting Ubisoft to expand again in Canada, but this time

0:38:20.920 --> 0:38:25.440
<v Speaker 1>of course in Ontario rather than in Quebec, and initially

0:38:25.600 --> 0:38:29.040
<v Speaker 1>most of the employees of Ubisoft Toronto were transplants from

0:38:29.160 --> 0:38:32.919
<v Speaker 1>Ubisoft Montreal and the first title that the studio would

0:38:32.960 --> 0:38:37.680
<v Speaker 1>take on was another Tom Clancy property, splinter Cell Blacklist,

0:38:38.080 --> 0:38:41.680
<v Speaker 1>which wouldn't be ready until but they were hard at

0:38:41.680 --> 0:38:46.360
<v Speaker 1>work in. Ubisoft would also acquire a French game developer

0:38:46.400 --> 0:38:49.920
<v Speaker 1>studio called Nadio, which was the company behind a series

0:38:49.960 --> 0:38:53.720
<v Speaker 1>of multiplayer car racing games that were really popular in Europe.

0:38:53.880 --> 0:38:56.120
<v Speaker 1>I had never heard of them before, but they are

0:38:56.239 --> 0:39:00.640
<v Speaker 1>big news in Europe and was when Michelle on Sell,

0:39:01.239 --> 0:39:06.080
<v Speaker 1>who was the creator of Rayman, began development of Beyond

0:39:06.280 --> 0:39:10.000
<v Speaker 1>Good and Evil, to the sequel to his critically acclaimed

0:39:10.239 --> 0:39:15.320
<v Speaker 1>but commercially disappointing game from two thousand three. So development

0:39:15.320 --> 0:39:20.880
<v Speaker 1>on this project started in the company wouldn't announce anything

0:39:21.239 --> 0:39:25.359
<v Speaker 1>until e three sen giving a a sneak peek at

0:39:25.360 --> 0:39:30.440
<v Speaker 1>this prequel game, and now in the game is still

0:39:30.560 --> 0:39:35.360
<v Speaker 1>not out. Game development cycles frequently take several years, particularly

0:39:35.400 --> 0:39:39.000
<v Speaker 1>as game scope increases, and then developers have to deal

0:39:39.040 --> 0:39:42.160
<v Speaker 1>with problems like feature creep, where a creative lead will

0:39:42.560 --> 0:39:44.480
<v Speaker 1>add more elements to a game after it was already

0:39:44.520 --> 0:39:47.600
<v Speaker 1>supposed to be kind of feature locked for development. But

0:39:47.840 --> 0:39:51.600
<v Speaker 1>going more than a decade in development is a little

0:39:51.680 --> 0:39:56.080
<v Speaker 1>unusual unless you're you know, Duke Newcomb or Star Citizen

0:39:56.200 --> 0:40:01.600
<v Speaker 1>or something. Oh. Shots fired. In the next episode, we

0:40:01.680 --> 0:40:04.560
<v Speaker 1>will follow up on the Beyond Good and Evil saga,

0:40:05.080 --> 0:40:07.880
<v Speaker 1>as well as what happened to michel on self because

0:40:10.160 --> 0:40:13.040
<v Speaker 1>but for now, we'll wrap up this episode with a

0:40:13.080 --> 0:40:17.000
<v Speaker 1>few other points. We're now up to eleven and at

0:40:17.000 --> 0:40:20.200
<v Speaker 1>this point e A had divested itself of the shares

0:40:20.280 --> 0:40:23.240
<v Speaker 1>that it had once held in Ubisoft. That allowed everyone

0:40:23.280 --> 0:40:25.600
<v Speaker 1>to kind of breathe a sigh of relief for the

0:40:25.640 --> 0:40:28.920
<v Speaker 1>time being. As we've learned the company had started to

0:40:29.080 --> 0:40:34.040
<v Speaker 1>expand aggressively over the last couple of years, and would

0:40:34.040 --> 0:40:37.000
<v Speaker 1>be a continuation of that trend. For one thing, Ubisoft

0:40:37.000 --> 0:40:41.200
<v Speaker 1>would make its own film division called Ubisoft Motion Pictures.

0:40:41.440 --> 0:40:45.080
<v Speaker 1>In the goal of this division is to take I

0:40:45.239 --> 0:40:49.239
<v Speaker 1>P from the various video game franchises that Ubisoft owns

0:40:49.320 --> 0:40:52.920
<v Speaker 1>and then convert them into television and film projects. I'm

0:40:52.920 --> 0:40:56.640
<v Speaker 1>sure I'll talk more about that in the next episode. Also,

0:40:56.760 --> 0:41:01.120
<v Speaker 1>Ubisoft acquired a studio from Finland called Red Links, which

0:41:01.200 --> 0:41:05.359
<v Speaker 1>is most famous for developing the Trials series of games. Uh.

0:41:05.400 --> 0:41:08.480
<v Speaker 1>Those are a kind of side scrolling, motorcycle racing and

0:41:08.520 --> 0:41:11.480
<v Speaker 1>stunt games. So big shout out to Jack Potillo from

0:41:11.560 --> 0:41:14.520
<v Speaker 1>Rooster Teeth who loves those games and he's wicked good

0:41:14.560 --> 0:41:18.800
<v Speaker 1>at them. Ubisoft has continued publishing the Trials series since

0:41:18.920 --> 0:41:21.919
<v Speaker 1>they acquired Red Links. Red Links, by the way, that's

0:41:22.440 --> 0:41:26.160
<v Speaker 1>l y in X, not l i in k s.

0:41:27.040 --> 0:41:32.880
<v Speaker 1>Ubisoft acquired a Paris based studio called Alliant in Alien's

0:41:32.880 --> 0:41:36.680
<v Speaker 1>specialty was developing free to play games, and this marks

0:41:36.760 --> 0:41:41.239
<v Speaker 1>an important turning point in the general scope for the

0:41:41.280 --> 0:41:45.840
<v Speaker 1>games industry. The transition had begun probably about a decade earlier,

0:41:45.920 --> 0:41:48.759
<v Speaker 1>but it was a very gradual and slow transition, and

0:41:48.800 --> 0:41:53.320
<v Speaker 1>this is generally the idea behind it. So traditional games

0:41:53.440 --> 0:41:56.960
<v Speaker 1>are essentially pay once and then play forever kind of things,

0:41:57.360 --> 0:42:00.279
<v Speaker 1>or at least play as long as the game or

0:42:00.400 --> 0:42:03.880
<v Speaker 1>hardware that you're playing on continues to work. So you

0:42:03.880 --> 0:42:06.000
<v Speaker 1>would go and you would purchase a game, and that

0:42:06.040 --> 0:42:08.759
<v Speaker 1>would be the end of the monetary exchange, right. Game

0:42:08.840 --> 0:42:11.799
<v Speaker 1>studios would have to balance out the budget for the

0:42:11.840 --> 0:42:15.360
<v Speaker 1>games they were working on with whatever expected number of

0:42:15.360 --> 0:42:17.960
<v Speaker 1>copies they thought they were going to sell, and the

0:42:18.000 --> 0:42:21.000
<v Speaker 1>more ambitious the game, the more copies you would need

0:42:21.040 --> 0:42:23.960
<v Speaker 1>to sell in order to recoup your investment. You'd be

0:42:24.000 --> 0:42:26.480
<v Speaker 1>spending more time and money developing the game, so you

0:42:26.520 --> 0:42:28.200
<v Speaker 1>need to sell a lot of copies to cover your

0:42:28.239 --> 0:42:31.120
<v Speaker 1>costs and make a profit on top of that. At

0:42:31.200 --> 0:42:33.280
<v Speaker 1>least in the older days when we were all using

0:42:33.440 --> 0:42:37.480
<v Speaker 1>physical media exclusively, game studios also had to contend with

0:42:37.520 --> 0:42:39.080
<v Speaker 1>the fact that some of their games were going to

0:42:39.160 --> 0:42:42.480
<v Speaker 1>be in the resale market. People would play them and

0:42:42.520 --> 0:42:45.520
<v Speaker 1>then sell their used games to a store, which would

0:42:45.520 --> 0:42:47.640
<v Speaker 1>then sell them off again. The game studio would see

0:42:47.680 --> 0:42:50.759
<v Speaker 1>none of that money, so that complicated matters as well. Now,

0:42:50.800 --> 0:42:53.759
<v Speaker 1>as you can imagine, it wouldn't be very difficult to

0:42:53.800 --> 0:42:56.680
<v Speaker 1>reach a tipping point where the amount you were spending

0:42:56.719 --> 0:42:59.879
<v Speaker 1>to develop a game is more than you would ever

0:43:00.040 --> 0:43:03.640
<v Speaker 1>earned back from the sales of that game without i

0:43:03.719 --> 0:43:07.280
<v Speaker 1>don't know, selling a copy to literally everyone on the planet,

0:43:07.480 --> 0:43:10.720
<v Speaker 1>or raising the price of the game beyond the normal

0:43:10.760 --> 0:43:13.959
<v Speaker 1>market value for games and hoping that that doesn't turn

0:43:14.040 --> 0:43:17.600
<v Speaker 1>people away. But the free to play model takes a

0:43:17.680 --> 0:43:21.120
<v Speaker 1>different path. Now, as the name suggests, it is entirely

0:43:21.239 --> 0:43:25.200
<v Speaker 1>free to play these games, but within the games are

0:43:25.239 --> 0:43:29.279
<v Speaker 1>elements that entice people to spend real world money in

0:43:29.400 --> 0:43:32.239
<v Speaker 1>order to enhance their playing experience, and there are a

0:43:32.280 --> 0:43:35.279
<v Speaker 1>lot of different approaches to this. You might offer up

0:43:35.320 --> 0:43:39.120
<v Speaker 1>items within the game that give your character certain advantages,

0:43:39.520 --> 0:43:42.920
<v Speaker 1>and that kind of falls into the derisively nicknamed paid

0:43:43.000 --> 0:43:46.799
<v Speaker 1>to win category of games, which is generally frowned upon

0:43:46.960 --> 0:43:51.600
<v Speaker 1>by gamers, particularly for multiplayer titles. Then there are items

0:43:51.680 --> 0:43:54.520
<v Speaker 1>that are just purely cosmetic, which allow you to customize

0:43:54.520 --> 0:43:57.640
<v Speaker 1>the look of your player character or avatar or whatever.

0:43:58.200 --> 0:44:01.240
<v Speaker 1>And then there are games that have a limited number

0:44:01.280 --> 0:44:05.080
<v Speaker 1>of turns per day or a cool down associated with

0:44:05.160 --> 0:44:08.080
<v Speaker 1>some aspect of play, and these often allow gamers to

0:44:08.120 --> 0:44:11.360
<v Speaker 1>spend real money to get another turn or bypass the

0:44:11.360 --> 0:44:14.120
<v Speaker 1>cool down or limit. And a game can have any

0:44:14.160 --> 0:44:17.680
<v Speaker 1>combination of these things. Now, that last strategy can be

0:44:17.760 --> 0:44:22.160
<v Speaker 1>particularly profitable if you make your game tempting enough. So

0:44:22.360 --> 0:44:26.960
<v Speaker 1>think of a game like the Civilization series. Civilization is

0:44:27.040 --> 0:44:32.040
<v Speaker 1>famous for creating a just one more turn mentality, leading

0:44:32.200 --> 0:44:35.479
<v Speaker 1>to endless gamers just staying up all night while trying

0:44:35.520 --> 0:44:40.400
<v Speaker 1>to nullify that total jerk. Gandhi. Seriously, Gandhi in the

0:44:40.480 --> 0:44:44.360
<v Speaker 1>Civilization games is a homicidal maniac because of an error

0:44:44.600 --> 0:44:47.520
<v Speaker 1>that has made in an early game code for the

0:44:47.560 --> 0:44:50.520
<v Speaker 1>first game in the series, and since then it has

0:44:50.560 --> 0:44:53.160
<v Speaker 1>been made a feature of the series. Now Gandhi is

0:44:53.200 --> 0:44:56.200
<v Speaker 1>homicidal in all the games because of a mistake from

0:44:56.200 --> 0:44:59.240
<v Speaker 1>an early game. Alright, so imagine you've got a game

0:44:59.560 --> 0:45:03.799
<v Speaker 1>that is addictive like Civilization, only you put up a

0:45:03.880 --> 0:45:06.800
<v Speaker 1>gate on the number of turns each player gets to

0:45:06.920 --> 0:45:10.600
<v Speaker 1>play per day, and if that player were to pay

0:45:10.680 --> 0:45:14.040
<v Speaker 1>a small amount, like a dollar, they might get a

0:45:14.040 --> 0:45:17.640
<v Speaker 1>few more turns. Now, these are called micro transactions because

0:45:17.680 --> 0:45:22.480
<v Speaker 1>each individual transaction is very small, but they can also

0:45:22.560 --> 0:45:26.400
<v Speaker 1>accumulate quickly. So the game itself is free to play,

0:45:26.440 --> 0:45:29.640
<v Speaker 1>but there are incentives in the game to encourage players

0:45:29.680 --> 0:45:32.839
<v Speaker 1>to spend money to continue to play the game. This

0:45:32.960 --> 0:45:36.160
<v Speaker 1>doesn't have to be insidious. I play a couple of

0:45:36.160 --> 0:45:38.719
<v Speaker 1>free to play games, and I have spent money on

0:45:38.719 --> 0:45:41.160
<v Speaker 1>one of those, not so much to get an advantage

0:45:41.160 --> 0:45:44.400
<v Speaker 1>in the game, but rather to reward developers who created

0:45:44.600 --> 0:45:47.279
<v Speaker 1>an experience that I really enjoy. I'm like, this is

0:45:47.320 --> 0:45:50.080
<v Speaker 1>something that's worth paying for. I got it for free,

0:45:50.280 --> 0:45:52.680
<v Speaker 1>so I'm going to go ahead and put some money

0:45:52.719 --> 0:45:56.920
<v Speaker 1>toward it. But it's also easy to abuse this model

0:45:57.160 --> 0:46:01.439
<v Speaker 1>and create a parasitic relationship with gamers. So this model

0:46:01.480 --> 0:46:04.680
<v Speaker 1>would later find its way into paid games as well,

0:46:04.800 --> 0:46:08.000
<v Speaker 1>namely in the form of stuff like loot boxes, in

0:46:08.040 --> 0:46:12.080
<v Speaker 1>which players pay real money to get in game rewards,

0:46:12.320 --> 0:46:15.680
<v Speaker 1>and those rewards are randomized, so you're not even buying

0:46:15.760 --> 0:46:19.920
<v Speaker 1>a specific thing, you're buying the chance to get that

0:46:20.040 --> 0:46:24.759
<v Speaker 1>specific thing, or you might get one of numerous other things. Ubisoft,

0:46:24.880 --> 0:46:27.880
<v Speaker 1>like a lot of game companies, has used lootboxes to

0:46:27.920 --> 0:46:32.240
<v Speaker 1>create an ongoing revenue stream after people have already purchased

0:46:32.239 --> 0:46:36.680
<v Speaker 1>a game, so now games revenue is not solely dependent

0:46:36.880 --> 0:46:40.880
<v Speaker 1>upon those initial sales. There's a long tail stream of

0:46:40.960 --> 0:46:44.479
<v Speaker 1>revenue as well. And you could argue that this has

0:46:44.560 --> 0:46:47.839
<v Speaker 1>become a necessity with video games growing so large and

0:46:47.960 --> 0:46:52.680
<v Speaker 1>so complicated and so expensive to develop. Those costs have

0:46:52.840 --> 0:46:56.560
<v Speaker 1>skyrocketed over the last few years. You could also argue,

0:46:56.800 --> 0:47:00.520
<v Speaker 1>and many people have, that the practice of loot boxes

0:47:00.640 --> 0:47:04.440
<v Speaker 1>can exploit people who get addicted to the cycle of

0:47:04.520 --> 0:47:08.920
<v Speaker 1>rewards that loot boxes create. There's a longer discussion to

0:47:08.960 --> 0:47:12.200
<v Speaker 1>have about this topic, and I will likely do a

0:47:12.280 --> 0:47:16.719
<v Speaker 1>full tech stuff episode about the history, the psychology, and

0:47:16.760 --> 0:47:19.640
<v Speaker 1>the potential harm of loot boxes, not just on people,

0:47:20.040 --> 0:47:23.200
<v Speaker 1>but on the game's industry itself, plus a discussion about

0:47:23.320 --> 0:47:26.960
<v Speaker 1>perhaps alternatives we could take when it comes to game design,

0:47:27.280 --> 0:47:31.120
<v Speaker 1>but that'll have to wait for another episode. The point

0:47:31.200 --> 0:47:35.760
<v Speaker 1>being that this was sort of Ubisoft's entry into that world,

0:47:36.239 --> 0:47:40.000
<v Speaker 1>and that those philosophies would find their ways into future

0:47:40.080 --> 0:47:45.160
<v Speaker 1>Ubisoft titles. Uh. The big title from al Leon being

0:47:45.480 --> 0:47:49.720
<v Speaker 1>howerse It's a horse game where you would raise horses

0:47:50.120 --> 0:47:52.680
<v Speaker 1>and take care of them until and I am not

0:47:52.800 --> 0:47:55.760
<v Speaker 1>making this up, the horses would die in the game

0:47:55.840 --> 0:47:57.319
<v Speaker 1>and then you would get to see them go to

0:47:57.400 --> 0:48:03.160
<v Speaker 1>horse Heaven. Yeah. Okay, maybe that one's a Taylor made

0:48:03.200 --> 0:48:07.279
<v Speaker 1>for the McElroy brothers. Alright, guys, that wraps up this

0:48:07.880 --> 0:48:11.520
<v Speaker 1>chapter of the UBI Soft saga. In our next episode,

0:48:11.760 --> 0:48:14.759
<v Speaker 1>we will continue, I'll try to get up to present day.

0:48:14.880 --> 0:48:16.759
<v Speaker 1>I'll be packing a lot in because I know there's

0:48:16.760 --> 0:48:19.760
<v Speaker 1>a lot that's going on here, and uh, within that tale,

0:48:19.840 --> 0:48:24.239
<v Speaker 1>we'll hear about another potential hostile takeover bid, and we'll

0:48:24.239 --> 0:48:28.600
<v Speaker 1>also hear about a massive scandal that ran through all

0:48:28.640 --> 0:48:31.839
<v Speaker 1>of UBI Soft. It's still unfolding as I record this,

0:48:32.520 --> 0:48:35.920
<v Speaker 1>and how the company is handling that, uh in some

0:48:36.000 --> 0:48:38.759
<v Speaker 1>cases not so great, but we'll get to that in

0:48:38.800 --> 0:48:41.640
<v Speaker 1>our next episode. If you have suggestions for topics I

0:48:41.680 --> 0:48:44.120
<v Speaker 1>should tackle in future episodes of tech Stuff, whether it's

0:48:44.120 --> 0:48:48.640
<v Speaker 1>another company, a specific technology, a trend in tech like

0:48:48.800 --> 0:48:51.839
<v Speaker 1>the loot boxes trend, or whatever, let me know. Send

0:48:51.880 --> 0:48:54.200
<v Speaker 1>me a message on Twitter. The handle is tech Stuff

0:48:54.400 --> 0:49:00.120
<v Speaker 1>H s W and I'll talk to you again really soon. M.

0:49:03.040 --> 0:49:06.080
<v Speaker 1>Text Stuff is an I Heart Radio production. For more

0:49:06.160 --> 0:49:09.520
<v Speaker 1>podcasts from I Heart Radio, visit the I Heart Radio app,

0:49:09.680 --> 0:49:12.840
<v Speaker 1>Apple Podcasts, or wherever you listen to your favorite shows.