WEBVTT - Ubisoft and the Skull & Bones Debacle

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<v Speaker 1>Welcome to Tech Stuff, a production from iHeartRadio. Hey there,

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<v Speaker 1>and welcome to tech Stuff. I'm your host, Jonvin Strickland.

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<v Speaker 1>I'm an executive producer with iHeartRadio. And how the tech

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<v Speaker 1>are you. I am on the road to recovery myself.

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<v Speaker 1>I hope all of you are well well. Back in

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<v Speaker 1>November of twenty twenty, I did a three part series

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<v Speaker 1>about the history of the video game company Ubisoft or

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<v Speaker 1>you be Soft, depending on how you want to pronounce it.

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<v Speaker 1>They pronounce it different ways within the company itself, so

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<v Speaker 1>there's no universal agreed upon pronunciation, so I'll probably say

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<v Speaker 1>Ubisoft anyway. The video game company actually traces its history

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<v Speaker 1>back to farm machinery for reels. I'm not going to

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<v Speaker 1>go into everything that I covered in those twenty twenty episodes.

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<v Speaker 1>You could easily go back and listen to them if

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<v Speaker 1>you like. I do think that's a fun bit of

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<v Speaker 1>trivia to consider. Now. The company was founded in France

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<v Speaker 1>back in the late nineteen eighties by a group of

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<v Speaker 1>five brothers, the Guillelmo Brothers. One of them, Eve Guillelmo,

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<v Speaker 1>remains CEO to this day. And I'm going to go

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<v Speaker 1>over a little bit of the stuff I talked about

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<v Speaker 1>in those episodes just to kind of remind us. All But,

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<v Speaker 1>like I said, if you really want to dive into

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<v Speaker 1>the history of Ubisoft, then check out those episodes that

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<v Speaker 1>published in November twenty twenty to get the full story.

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<v Speaker 1>All right, let's get back to like kind of an overview.

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<v Speaker 1>So the studio became known for several game franchises, ranging

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<v Speaker 1>from Rayman, which was the earliest big franchise for the company,

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<v Speaker 1>to Assassin's Creed and far Cry in more recent years.

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<v Speaker 1>They expanded tremendously in the nineteen nineties, in part because

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<v Speaker 1>the company made lots of acquisitions. They bought up lots

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<v Speaker 1>of other game developer studios. Notably, they purchased a development

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<v Speaker 1>company in North Carolina called Red Storm, and in two thousand,

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<v Speaker 1>UBI Soft required red Storm and in the process got

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<v Speaker 1>access to games with Tom Clancy's intellectual property. So I'm

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<v Speaker 1>talking about stuff like Splinter Cell, Ghost Recon, and Rainbow six,

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<v Speaker 1>among others. The Tom Clancy games would become kind of

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<v Speaker 1>bedrock for Ubisoft over the years, like a very strong

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<v Speaker 1>foundation for the company. The two thousands saw Ubisoft Dodge Duck,

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<v Speaker 1>Dip Dive, and Dodge various attempts to acquire the company.

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<v Speaker 1>First up was Electronic Arts or EA. They showed interest

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<v Speaker 1>in Ubisoft for quite some time. EA purchased a fifth

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<v Speaker 1>of Ubisoft's stock at one point, but EA never actually

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<v Speaker 1>made an overt move to acquire the company. There was

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<v Speaker 1>obviously some feelers out there, but nothing ever coalesced into

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<v Speaker 1>like a hostile takeover or anything like that, and by

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<v Speaker 1>twenty ten EA had sold off its shares of Ubisoft.

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<v Speaker 1>But that experience had a really big effect on Ubisoft itself.

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<v Speaker 1>The company had played things a bit more conservatively then

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<v Speaker 1>they might have otherwise, and didn't make as many big

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<v Speaker 1>choices while under the potential threat of an acquisition. The

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<v Speaker 1>thing is the EA move was just the first time

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<v Speaker 1>uvie Soft was under the potential shadow of a hostile takeover.

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<v Speaker 1>A similar situation unfolded in twenty fifteen when another large

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<v Speaker 1>French company called Vivendi started scooping up shares of Ubisoft,

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<v Speaker 1>more shares than the brothers Guielmo themselves owned. Vivendi threw

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<v Speaker 1>its weight around and demanded that Ubisoft include Vivendi executives

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<v Speaker 1>on Ubisoft's board directors, but the brothers were able to

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<v Speaker 1>drum up enough support among other shareholders to keep that

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<v Speaker 1>from happening, because even though Vivindi owned more stock than

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<v Speaker 1>the brothers dead, the brothers were able to rally other

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<v Speaker 1>shareholders to support them. Now, the battle for control of

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<v Speaker 1>the company lasted about three years, at which point Vivendi said, fine,

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<v Speaker 1>keep your stupid company. We're selling our shares and we

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<v Speaker 1>won't buy them back for at least five years. Then

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<v Speaker 1>maybe then we will come back. We'll just have to

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<v Speaker 1>wait and see. And at that point, Vivendi held nearly

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<v Speaker 1>thirty percent of all the shares in the company, so

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<v Speaker 1>it was a truly significant amount. And since then another

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<v Speaker 1>company bought up a bunch of shares and would be soft.

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<v Speaker 1>That would be the Chinese mega corporation Tencent. I'm sure

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<v Speaker 1>we won't see history repeat itself again. Right, Well, we'll

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<v Speaker 1>probably mention Tencent again before we end this episode today.

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<v Speaker 1>There are a few other things I want to mention

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<v Speaker 1>before we pick up where we left off in late

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<v Speaker 1>twenty twenty at the end of the last episode of

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<v Speaker 1>that series. First up, the video game industry is notorious

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<v Speaker 1>for its crunch culture. Not just do be soft, I

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<v Speaker 1>mean like the industry in general is known for this,

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<v Speaker 1>and that is as a game is in development, particularly

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<v Speaker 1>as you get later in its development cycle, companies have

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<v Speaker 1>been known to pressure developers into working longer hours, sometimes

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<v Speaker 1>giving up weekends or really in extreme cases, discouraging them

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<v Speaker 1>from even going home. Then, as you might imagine, this

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<v Speaker 1>becomes a stressful and unpleasant situation. In more recent years,

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<v Speaker 1>we've seen employees and allies of employees push back against

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<v Speaker 1>the whole crunch culture of the video game industry. And

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<v Speaker 1>to be clear, crunch is not just something that happens

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<v Speaker 1>in the video game industry. It happens in lots of industries,

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<v Speaker 1>you know, like overall developers, not just in video games.

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<v Speaker 1>It happens there, but it can happen in lots of

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<v Speaker 1>other situations as well. Now, in some instances, staff who

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<v Speaker 1>work at video game companies have actually unionized to create

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<v Speaker 1>more leverage with their respective companies. There's a union among

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<v Speaker 1>Ubisoft Paris developers, for example. But there are other Ubisoft

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<v Speaker 1>offices all around the world, and some of them are

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<v Speaker 1>unionized and some of them aren't. And Ubisoft was no

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<v Speaker 1>stranger to crunch. In fact, in the early days of

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<v Speaker 1>the company they actually located their office in a chateau

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<v Speaker 1>in Brittany, France, and this was a sort of a

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<v Speaker 1>ploy to lure young developers to work for Ubisoft and

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<v Speaker 1>you know, not necessarily want to go home at the

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<v Speaker 1>end of a long day. And it worked at least

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<v Speaker 1>until the costs of maintaining a chateau proved to be

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<v Speaker 1>a bit too steep and were eating into profits, and

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<v Speaker 1>then they relocated to Paris. On a related note, Ubisoft

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<v Speaker 1>had identified something pretty concerning so by twenty nineteen, through

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<v Speaker 1>the various studios that the company had acquired over the years,

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<v Speaker 1>which again are all over the world, right, Ubisoft figured

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<v Speaker 1>that it employed around sixteen thousand developers. That's astronomical, that's

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<v Speaker 1>such a huge number of developers, and it was spinning

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<v Speaker 1>out triple A video game titles at a rate that

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<v Speaker 1>left competitors in the dust. And in case you're not

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<v Speaker 1>familiar with the term triple A video game, that's just

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<v Speaker 1>a big budget, major release right like Assassin's Creed typically

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<v Speaker 1>falls into Triple A video game category. Things like Halo,

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<v Speaker 1>you know, or Grand Theft Auto. These are triple A

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<v Speaker 1>video games. You might get spinoffs that are not triple A,

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<v Speaker 1>but the main entries all fall in the Triple A category. Ubisoft, however,

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<v Speaker 1>though it was releasing more Triple A games than any

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<v Speaker 1>of its competitors were, was not releasing a linked rise

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<v Speaker 1>in revenue and from a net revenue generated per employee perspective,

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<v Speaker 1>as in, how much money are we making? If we

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<v Speaker 1>say we've got X number of employees, we're making why

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<v Speaker 1>amount of money? How much were we making per employee?

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<v Speaker 1>They were were starting to lag behind others. In other words,

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<v Speaker 1>other companies were making more money per employee. Maybe not

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<v Speaker 1>more money overall, but per employee, they were making more

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<v Speaker 1>money than Ubi Soft was. So Ubisoft started to kind

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<v Speaker 1>of pump the brakes a little bit on Triple A

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<v Speaker 1>video game development, because that developing a Triple A video

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<v Speaker 1>game is uber expensive. And this was partly to give

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<v Speaker 1>development teams more time to polish games, and it was

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<v Speaker 1>also partly to try and focus on alternatives to these huge,

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<v Speaker 1>flashy and expensive Triple A titles, like what other types

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<v Speaker 1>of games could we make that would be less expensive

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<v Speaker 1>and more profitable. Now, the second thing that I want

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<v Speaker 1>to bring up before I move on to what's been

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<v Speaker 1>happening at Ubisoft since November of twenty twenty is that, Ubisoft,

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<v Speaker 1>like a lot of other companies, began exploring ways to

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<v Speaker 1>make games an ongoing revenue generator. So in the old days,

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<v Speaker 1>you would head off to the game store you know,

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<v Speaker 1>or whatever, and you would buy a copy of the

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<v Speaker 1>game you wanted, and that was it, right end of transaction.

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<v Speaker 1>You purchased your game, and then you brought it home

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<v Speaker 1>and played it. Maybe sometime later, the game company would

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<v Speaker 1>release an expansion pack to the game you had purchased,

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<v Speaker 1>and you could go out and buy that and it

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<v Speaker 1>would add some more content to the game you loved.

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<v Speaker 1>But that was about it. Like that was the only

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<v Speaker 1>options open to a video game developer company, and even

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<v Speaker 1>that meant that you still had to pour resources into

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<v Speaker 1>developing and releasing an expansion pack. By twenty twenty, a

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<v Speaker 1>lot of things had changed in the video game industry.

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<v Speaker 1>The Internet was essentially the facilitator for this change, because

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<v Speaker 1>now companies could stagger out downloadable content or DLC. Some

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<v Speaker 1>of that DLC could be free, but a lot of

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<v Speaker 1>it would usually require at least a small fee to purchase,

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<v Speaker 1>and the transaction mechanism could be inside the game itself

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<v Speaker 1>and would hit the player just they were on the

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<v Speaker 1>verge of getting that dopamine release, but it's being denied,

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<v Speaker 1>so like you can't beat that final stage Boss Babe,

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<v Speaker 1>if you spent five bucks or a new mega bazooka thingy,

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<v Speaker 1>you can manage it. And a lot of companies, including Ubisoft,

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<v Speaker 1>experimented with free to play games or freemium games. So

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<v Speaker 1>with these titles, you don't even have to buy the

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<v Speaker 1>base game at all. It's free for you to download

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<v Speaker 1>and play, but for it to be fun or to

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<v Speaker 1>flesh it out, you might have to pay some cash

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<v Speaker 1>to buffet up a bit. You know, the best freemium

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<v Speaker 1>games are fun to play even if you never spend

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<v Speaker 1>a dollar on them, but that's kind of counter productive

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<v Speaker 1>for the companies that make these games because they need

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<v Speaker 1>to be able to generate revenue or else they go

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<v Speaker 1>out of business. So ideally, you create a game where, yeah,

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<v Speaker 1>it's fun to play even if you never sink any

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<v Speaker 1>money into it, but if you do sink money into it,

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<v Speaker 1>it's more fun. Or in a lot of cases, it's

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<v Speaker 1>not that it's more fun, it's just it's less frustrating,

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<v Speaker 1>which is kind of a grim way to look at things.

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<v Speaker 1>But that's how this free to play business model works.

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<v Speaker 1>The base game is free, but all the cool stuff

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<v Speaker 1>is locked behind micro transactions. Then we get to the

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<v Speaker 1>third element, the least pleasant of the three, and that's

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<v Speaker 1>to put it lightly. So, word got out that Ubisoft

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<v Speaker 1>had a toxic corporate culture, absolutely rife with instances of

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<v Speaker 1>sexual harassment and discrimination, and this was company wide. Like

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<v Speaker 1>a lot of the discussion was focused on Ubisoft Paris,

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<v Speaker 1>the home office for Ubisoft, the headquarters, but allegations spread

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<v Speaker 1>throughout the company and its various offices in places like

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<v Speaker 1>Canada and the United States and Singapore and things like that.

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<v Speaker 1>And word was that the company these human resources department

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<v Speaker 1>had effectively attempted to dismiss any allegations that executives in

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<v Speaker 1>particular were guilty of either you know, doing acts of

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<v Speaker 1>sexual harassment or ignoring acts of sexual harassment, essentially allowing

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<v Speaker 1>it to happen. Now, possibly the reason why HR was

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<v Speaker 1>not really paying attention to this is that those accusations

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<v Speaker 1>went way way up the leadership chain in the company,

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<v Speaker 1>including but not limited to the creative director for all

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<v Speaker 1>of Ubisoft, a guy who had the ultimate yay or

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<v Speaker 1>nay on essentially everything that was under development within the company. Eventually,

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<v Speaker 1>news of these allegations in Ubisoft got out to the

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<v Speaker 1>public and the French authorities launched an investigation into the company.

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<v Speaker 1>Now the company couldn't afford to turn a blind eye

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<v Speaker 1>to what was going on after all, these these bombshell

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<v Speaker 1>news reports were coming out, and soon the media would

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<v Speaker 1>start to cover a series of dismissals and resignations as

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<v Speaker 1>various Ubisoft executives were shown the door. That's kind of

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<v Speaker 1>where I left off in November twenty twenty, so let's

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<v Speaker 1>pick up again to see what's been going on with

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<v Speaker 1>Ubisoft since then. Now, I'll go ahead and mention the

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<v Speaker 1>reason I decided to do this episode in the first

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<v Speaker 1>place is because recently those French authorities detained a group

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<v Speaker 1>of former Ubisoft executives based off serious accusations of illegal conduct,

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<v Speaker 1>primarily in the form of sexual harassment or some reports

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<v Speaker 1>reported as outright sexual violence. The investigation, which is technically ongoing,

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<v Speaker 1>it's been a really lengthy and thorough one, as reported

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<v Speaker 1>in the French newspaper Liberation or Liberacion I guess I

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<v Speaker 1>should say Libee is how it's often referenced. A French

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<v Speaker 1>union representing video game workers brought allegations against various ex

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<v Speaker 1>ub Soft employees back in twenty twenty one. Now, this

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<v Speaker 1>was after the scandal at Ubisoft. I know, I'm going

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<v Speaker 1>back and forth on the pronunciation. It's driven me crazy too.

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<v Speaker 1>Just know that as you hear me say ub Soft

0:14:13.559 --> 0:14:17.880
<v Speaker 1>or ub soft and you're going crazy, I'm also going crazy. Anyway,

0:14:18.000 --> 0:14:19.760
<v Speaker 1>let me get back to that. So, this was after

0:14:19.800 --> 0:14:24.520
<v Speaker 1>the scandal at Ubisoft became public news. Two other individuals

0:14:25.040 --> 0:14:28.480
<v Speaker 1>also approached police with accusations. They obviously were not named,

0:14:28.680 --> 0:14:33.960
<v Speaker 1>because if you're naming the victims of sexual violence in papers,

0:14:34.000 --> 0:14:36.120
<v Speaker 1>that's not typically a good thing to do in the

0:14:36.160 --> 0:14:40.280
<v Speaker 1>middle of an investigation. So the police launched their own investigation.

0:14:40.360 --> 0:14:44.359
<v Speaker 1>They interviewed more than fifty current or former Ubisoft employees,

0:14:44.880 --> 0:14:48.640
<v Speaker 1>and the whole thing took a place over the course

0:14:48.680 --> 0:14:52.560
<v Speaker 1>of more than a year, and the detainment happened on

0:14:52.600 --> 0:14:56.760
<v Speaker 1>October third and October fourth, which of twenty twenty three, which,

0:14:56.800 --> 0:15:01.200
<v Speaker 1>as I record this and publish it was last week. Now.

0:15:01.320 --> 0:15:05.920
<v Speaker 1>Among the five people detained was a guy named Serge Hascut,

0:15:06.440 --> 0:15:09.160
<v Speaker 1>whose name I have butchered. I'm gonna be butchering lots

0:15:09.200 --> 0:15:11.160
<v Speaker 1>of names. I mean, they're all French names, and I

0:15:11.240 --> 0:15:15.160
<v Speaker 1>am not a French speaker, so my apologies for that.

0:15:15.960 --> 0:15:20.360
<v Speaker 1>Let's just blame my ignorant American tongue. Anyway, Serge had

0:15:20.440 --> 0:15:23.120
<v Speaker 1>served as the creative director for all of Ubisoft for

0:15:23.160 --> 0:15:24.920
<v Speaker 1>many years, so this was the person who had the

0:15:25.000 --> 0:15:28.800
<v Speaker 1>year nay say for pretty much everything. The other person

0:15:28.800 --> 0:15:32.680
<v Speaker 1>who was named was Tommy Francois, who had been vice

0:15:32.720 --> 0:15:37.840
<v Speaker 1>president of editorial and Creative Services. I'll talk more about

0:15:37.840 --> 0:15:42.000
<v Speaker 1>those charges, the allegations, and the ongoing investigation, and then

0:15:42.080 --> 0:15:44.200
<v Speaker 1>get into what else Ubisoft has been up to over

0:15:44.240 --> 0:15:57.920
<v Speaker 1>the last few years. But first let's take a quick break. Okay,

0:15:57.960 --> 0:16:01.080
<v Speaker 1>we're back. So before the break, I'm mentioned that the

0:16:01.200 --> 0:16:05.320
<v Speaker 1>creative director for UBI Soft, Serge Pescut or Serge I'll

0:16:05.360 --> 0:16:08.120
<v Speaker 1>just say, because I know I'm butchering the name, and

0:16:08.160 --> 0:16:11.400
<v Speaker 1>Tommy Francois, the vice president of editorial and Creative Services,

0:16:11.680 --> 0:16:15.040
<v Speaker 1>had been detained by French authorities. The French authorities did

0:16:15.080 --> 0:16:18.480
<v Speaker 1>not identify the other three people they had detained as

0:16:18.480 --> 0:16:22.120
<v Speaker 1>part of this investigation, so I do not know their identities.

0:16:22.400 --> 0:16:27.160
<v Speaker 1>There were several high level executives who left UBI Soft,

0:16:27.200 --> 0:16:29.400
<v Speaker 1>like in twenty twenty as part of the big scandal,

0:16:29.520 --> 0:16:34.400
<v Speaker 1>So there are multiple options as to whom those three

0:16:34.480 --> 0:16:38.760
<v Speaker 1>could be. Initial reports indicated that the police had detained,

0:16:38.800 --> 0:16:43.359
<v Speaker 1>but not formally arrested these five former UBI Soft employees.

0:16:43.400 --> 0:16:46.400
<v Speaker 1>From what I can tell, they have made no arrests

0:16:46.640 --> 0:16:48.840
<v Speaker 1>so far. Like I tried to follow up on this

0:16:48.960 --> 0:16:52.080
<v Speaker 1>and see what was going on, and I did look

0:16:52.120 --> 0:16:56.320
<v Speaker 1>at some French publications, obviously translating them into English using

0:16:56.360 --> 0:17:01.000
<v Speaker 1>Google Translate because my French is terrible. But the lawyer

0:17:01.000 --> 0:17:04.760
<v Speaker 1>who represents the plaintiffs, you know, the people making the accusations,

0:17:04.760 --> 0:17:06.880
<v Speaker 1>have made it has made it clear that the charges

0:17:07.440 --> 0:17:10.960
<v Speaker 1>are really serious, and that they're not limited to just

0:17:11.040 --> 0:17:13.760
<v Speaker 1>these five individuals, and that, in fact, the charges point

0:17:13.800 --> 0:17:20.000
<v Speaker 1>to a systemic problem within Ubisoft itself, and the departments that,

0:17:20.080 --> 0:17:22.760
<v Speaker 1>at least on the surface, were meant to provide employee

0:17:22.760 --> 0:17:26.040
<v Speaker 1>protection were really nothing but a way to protect the

0:17:26.119 --> 0:17:29.560
<v Speaker 1>company and to squelch any efforts by employees to speak

0:17:29.560 --> 0:17:32.680
<v Speaker 1>out about the toxic culture and harassment that they faced.

0:17:32.720 --> 0:17:38.720
<v Speaker 1>It's really ugly stuff and it's still ongoing, and maybe

0:17:38.760 --> 0:17:42.360
<v Speaker 1>there will be arrests that follow as part of this

0:17:42.640 --> 0:17:46.280
<v Speaker 1>ongoing investigation, but as it stands, right now as I

0:17:46.359 --> 0:17:50.960
<v Speaker 1>record this, I am unaware of any actual arrests. But yeah, serious,

0:17:51.280 --> 0:17:53.800
<v Speaker 1>serious stuff, and I'm sure I'll touch on it again

0:17:54.320 --> 0:17:57.600
<v Speaker 1>because there are allegations about a different arm of Ubisoft

0:17:57.680 --> 0:18:01.720
<v Speaker 1>that recently came to light. Leave that behind now and

0:18:01.800 --> 0:18:05.640
<v Speaker 1>talk about other stuff in the company. So, while Ubisoft

0:18:05.720 --> 0:18:09.080
<v Speaker 1>was embroiled in this scandal, it still faced the challenge

0:18:09.080 --> 0:18:12.040
<v Speaker 1>of developing and publishing games right. The world did not

0:18:12.480 --> 0:18:15.520
<v Speaker 1>come to a halt as it was dealing with this.

0:18:16.240 --> 0:18:18.760
<v Speaker 1>They were trying to forge a new strategy and perhaps

0:18:18.840 --> 0:18:22.160
<v Speaker 1>reverse a trend of diminishing returns like I had talked

0:18:22.160 --> 0:18:27.640
<v Speaker 1>about before. So in February twenty twenty one, Ubisoft held

0:18:27.680 --> 0:18:31.080
<v Speaker 1>an investor call to talk about the company's performance in

0:18:31.160 --> 0:18:35.240
<v Speaker 1>twenty twenty and what it planned to do moving forward.

0:18:35.720 --> 0:18:40.960
<v Speaker 1>The chief financial officer, Frederick Dugway, I think, emphasized that

0:18:41.080 --> 0:18:44.080
<v Speaker 1>Ubisoft would not be leaning as heavily on triple A

0:18:44.160 --> 0:18:47.080
<v Speaker 1>titles as the company had in the past. So to

0:18:47.200 --> 0:18:50.240
<v Speaker 1>quote him, he said, quote, we said for a number

0:18:50.280 --> 0:18:52.840
<v Speaker 1>of years that our normal template is to come with

0:18:53.000 --> 0:18:56.040
<v Speaker 1>either three or four triple A games, So we'll stick

0:18:56.080 --> 0:18:59.200
<v Speaker 1>to that plan for fiscal twenty twenty two. But we

0:18:59.280 --> 0:19:03.240
<v Speaker 1>see that we are progressively continuously moving from a model

0:19:03.240 --> 0:19:05.720
<v Speaker 1>that used to be only focused on Triple A releases

0:19:06.080 --> 0:19:08.520
<v Speaker 1>to a model where we have a combination of strong

0:19:08.600 --> 0:19:13.040
<v Speaker 1>releases from Triple A and strong back catalog dynamics, but

0:19:13.160 --> 0:19:16.439
<v Speaker 1>also complementing our program of new releases with free to

0:19:16.480 --> 0:19:22.119
<v Speaker 1>play and other premium experiences. End quote, so again indicating

0:19:22.160 --> 0:19:25.639
<v Speaker 1>that games as a service was something that the company

0:19:25.720 --> 0:19:27.919
<v Speaker 1>was really interested in. This, by the way, games as

0:19:27.920 --> 0:19:31.560
<v Speaker 1>a service has kind of had a really rocky go

0:19:31.720 --> 0:19:34.040
<v Speaker 1>of it as of late, Like a lot of game

0:19:34.119 --> 0:19:39.000
<v Speaker 1>studios are reevaluating that approach because a lot of players

0:19:39.000 --> 0:19:44.080
<v Speaker 1>have kind of rejected that version of games. They don't

0:19:44.160 --> 0:19:46.879
<v Speaker 1>like the idea of being sold to again and again

0:19:46.920 --> 0:19:49.480
<v Speaker 1>and again just to play a game they wanted to play.

0:19:50.200 --> 0:19:52.679
<v Speaker 1>That's not to say that it can't work, but that

0:19:53.000 --> 0:19:56.840
<v Speaker 1>it requires a very careful approach for it to work

0:19:56.880 --> 0:20:00.440
<v Speaker 1>well and for players to feel like it's fair and

0:20:00.520 --> 0:20:04.960
<v Speaker 1>not predatory. So it's a very tough line to walk,

0:20:05.760 --> 0:20:07.359
<v Speaker 1>and not a lot of games are able to do

0:20:07.400 --> 0:20:12.080
<v Speaker 1>it super well. Also, to touch on something else he mentioned,

0:20:12.680 --> 0:20:17.080
<v Speaker 1>he said talked about the back catalog of games as

0:20:17.119 --> 0:20:21.399
<v Speaker 1>it stands, Ubisoft's back catalog is an incredible contributor to

0:20:21.440 --> 0:20:25.560
<v Speaker 1>their revenue, Like something like more than ninety percent of

0:20:25.600 --> 0:20:29.720
<v Speaker 1>the game sold tend to be games from the back catalog.

0:20:30.560 --> 0:20:33.280
<v Speaker 1>And it may not surprise you to know that Ubisoft

0:20:33.400 --> 0:20:38.560
<v Speaker 1>is also looking into releasing remastered versions of some of

0:20:38.560 --> 0:20:42.360
<v Speaker 1>their older games because people want to play them, and

0:20:42.760 --> 0:20:46.639
<v Speaker 1>that's a way of generating more revenue by updating the games,

0:20:46.680 --> 0:20:49.919
<v Speaker 1>giving people what they want, you know, making everything look pretty,

0:20:50.480 --> 0:20:53.960
<v Speaker 1>maybe fixing some gameplay issues that existed in the original

0:20:54.040 --> 0:20:57.800
<v Speaker 1>version of the game, and charging you know, seventy bucks

0:20:57.800 --> 0:21:01.280
<v Speaker 1>a copy or whatever. The company was also starting to

0:21:01.359 --> 0:21:04.760
<v Speaker 1>really eye mobile games as a possible opportunity for growth.

0:21:05.720 --> 0:21:09.840
<v Speaker 1>At that time, less than ten percent of Ubisoft's business

0:21:09.880 --> 0:21:15.159
<v Speaker 1>came from mobile games. But Tencent had made and a

0:21:15.240 --> 0:21:19.760
<v Speaker 1>significant investment into Ubisoft, and Tencent is a company that

0:21:19.880 --> 0:21:24.280
<v Speaker 1>has a deep investment in mobile games, and the fact

0:21:24.280 --> 0:21:27.600
<v Speaker 1>that they were investing into Ubisoft suggested that things might

0:21:27.680 --> 0:21:29.520
<v Speaker 1>change soon. There might be more of a focus on

0:21:29.600 --> 0:21:33.119
<v Speaker 1>mobile games moving forward. However, it turns out that if

0:21:33.160 --> 0:21:35.399
<v Speaker 1>there was going to be a dramatic shift for Ubisoft,

0:21:35.560 --> 0:21:38.480
<v Speaker 1>it hasn't quite happened yet. Not that Ubisoft hasn't been

0:21:38.480 --> 0:21:44.120
<v Speaker 1>developing mobile games, but they haven't really changed as far

0:21:44.160 --> 0:21:47.800
<v Speaker 1>as how much they contribute toward revenue, at least not significantly.

0:21:48.359 --> 0:21:50.840
<v Speaker 1>All Right, so let's talk about some of the titles

0:21:51.119 --> 0:21:54.000
<v Speaker 1>that have been released since I published my episodes in

0:21:54.000 --> 0:21:59.720
<v Speaker 1>November twenty twenty. Now, Remember the strategy here was to

0:22:00.359 --> 0:22:03.960
<v Speaker 1>back away a little bit from Triple A games and

0:22:04.000 --> 0:22:06.880
<v Speaker 1>focus more on things like freemium type stuff. But also

0:22:06.920 --> 0:22:10.080
<v Speaker 1>remember video game development cycles can last years and years

0:22:10.080 --> 0:22:12.879
<v Speaker 1>and years, so it can take some time before you

0:22:12.920 --> 0:22:18.119
<v Speaker 1>start to see a dramatic strategy reflected in actual releases. Right, Like,

0:22:18.640 --> 0:22:22.000
<v Speaker 1>a change in strategy might take a while to be

0:22:22.160 --> 0:22:25.840
<v Speaker 1>evident in a company's releases because so many games were

0:22:25.840 --> 0:22:29.720
<v Speaker 1>still already in the development phase while the announcement was made.

0:22:30.560 --> 0:22:33.720
<v Speaker 1>So Assassin's Creed Valhalla came out right around the time

0:22:33.800 --> 0:22:37.240
<v Speaker 1>I was publishing my episodes in November of twenty twenty. Now,

0:22:37.280 --> 0:22:43.800
<v Speaker 1>the Assassin's Creed franchise is enormous. The major games, they're

0:22:43.840 --> 0:22:45.879
<v Speaker 1>like thirteen of them, so there's more than a dozen

0:22:45.920 --> 0:22:49.840
<v Speaker 1>games in the main series. Then you've got like around

0:22:49.960 --> 0:22:54.200
<v Speaker 1>twenty spinoff games on top of that. The basic concept

0:22:54.240 --> 0:22:57.840
<v Speaker 1>behind the Assassin's Creed games is that there's this millennia

0:22:57.960 --> 0:23:02.480
<v Speaker 1>old conflict between two groups. You have the Assassins on

0:23:02.480 --> 0:23:06.720
<v Speaker 1>one side and the Templars on another side, and generally speaking,

0:23:07.440 --> 0:23:11.560
<v Speaker 1>the Assassins are all about free will and choice, the

0:23:11.600 --> 0:23:17.440
<v Speaker 1>Templars are all about creating order, and both sides are

0:23:18.160 --> 0:23:22.560
<v Speaker 1>wanting to see sort of a peaceful existence, but it's

0:23:22.600 --> 0:23:25.680
<v Speaker 1>through two different directions. So the Assassins believe that only

0:23:25.720 --> 0:23:28.720
<v Speaker 1>through free will can you really have true peace, and

0:23:28.760 --> 0:23:31.920
<v Speaker 1>the Templars believe that only by locking folks down into

0:23:31.960 --> 0:23:35.480
<v Speaker 1>a very orderly system can you actually guarantee piece. And

0:23:35.520 --> 0:23:38.000
<v Speaker 1>that's where the maiden conflict comes from. There's also all

0:23:38.000 --> 0:23:42.000
<v Speaker 1>this stuff about a precursor to human civilization and some

0:23:42.080 --> 0:23:46.880
<v Speaker 1>science fiction elements of various items that when assembled would

0:23:46.960 --> 0:23:51.520
<v Speaker 1>give incredible power. It gets pretty convoluted. Complicating this even

0:23:51.600 --> 0:23:54.880
<v Speaker 1>more is that while the Assassin's Creed titles are set

0:23:54.920 --> 0:23:58.760
<v Speaker 1>throughout history, there's a modern day component to the story.

0:23:59.280 --> 0:24:03.120
<v Speaker 1>So typically in an Assassin's Creed game, you play as

0:24:03.200 --> 0:24:06.200
<v Speaker 1>a modern day person who more often than not, is

0:24:06.240 --> 0:24:10.359
<v Speaker 1>a descendant of some historical character who was involved in

0:24:10.440 --> 0:24:14.320
<v Speaker 1>this ancient conflict between Templars and Assassins, and using some

0:24:14.400 --> 0:24:19.159
<v Speaker 1>science fiction technology, you're able to inhabit the ancestral memories

0:24:19.840 --> 0:24:24.679
<v Speaker 1>of these people from your ancient past, and in the

0:24:24.720 --> 0:24:26.879
<v Speaker 1>process you uncover some of the mysteries that are at

0:24:26.920 --> 0:24:30.000
<v Speaker 1>the core of the struggle between the Assassins and the Templars,

0:24:30.400 --> 0:24:33.600
<v Speaker 1>mostly like trying to get an idea of where some

0:24:33.680 --> 0:24:40.480
<v Speaker 1>of these sci fi artifacts from this precursor civilization could

0:24:40.520 --> 0:24:42.680
<v Speaker 1>be hidden. Now, I've only played a few of the

0:24:42.760 --> 0:24:46.800
<v Speaker 1>Assassin's Creed games. Personally, I find the historical segments to

0:24:46.880 --> 0:24:50.359
<v Speaker 1>be far more enjoyable to the modern day ones. I

0:24:50.400 --> 0:24:52.920
<v Speaker 1>find the sci fi stuff kind of silly and convoluted,

0:24:53.440 --> 0:24:57.520
<v Speaker 1>and the historical components are maybe only slightly less goofy,

0:24:57.720 --> 0:25:01.480
<v Speaker 1>but I just find them more enjoyable that That's just my

0:25:01.600 --> 0:25:05.880
<v Speaker 1>own personal opinion of the games anyway, Valhalla, as I'm

0:25:05.920 --> 0:25:10.400
<v Speaker 1>sure you can imagine, taps into Norwegian history and mythology.

0:25:10.880 --> 0:25:14.160
<v Speaker 1>The historical segments are set in the late ninth centuries

0:25:14.200 --> 0:25:17.399
<v Speaker 1>of the late eight hundreds of the Common Era, and

0:25:17.480 --> 0:25:20.960
<v Speaker 1>if we go by historical chronology, that would mean this

0:25:21.040 --> 0:25:25.960
<v Speaker 1>is the fourth game if you look at the historical segments.

0:25:26.080 --> 0:25:29.120
<v Speaker 1>If that's how you order the Assassin's Creed franchise, which,

0:25:29.119 --> 0:25:31.720
<v Speaker 1>by the way, there are obviously lots of different ways

0:25:31.720 --> 0:25:34.840
<v Speaker 1>you could order the franchise. Most of them end up

0:25:34.840 --> 0:25:37.879
<v Speaker 1>making everything make no sense. But if we were to

0:25:37.920 --> 0:25:40.480
<v Speaker 1>just go by the historical segments, first up would be

0:25:40.480 --> 0:25:44.359
<v Speaker 1>Assassin's Creed Odyssey, then would be Assassin's Creed Origins, so

0:25:44.480 --> 0:25:48.440
<v Speaker 1>ironically that actually comes after Odyssey. Then the new game,

0:25:48.480 --> 0:25:52.639
<v Speaker 1>Assassin's Creed Mirage, would be next, and then after that

0:25:52.680 --> 0:25:57.440
<v Speaker 1>would be Assassin's Creed Valhalla. Although Mirage and Valhalla butt

0:25:57.520 --> 0:25:59.640
<v Speaker 1>up against each other a super close because Mirage would

0:25:59.680 --> 0:26:05.120
<v Speaker 1>have been taking place like a decade before Valhalla starts.

0:26:06.000 --> 0:26:09.600
<v Speaker 1>Assassin's Creed Valhalla is a huge game. IGN estimated that

0:26:09.600 --> 0:26:12.879
<v Speaker 1>it would take about sixty hours to complete it, so

0:26:12.920 --> 0:26:15.359
<v Speaker 1>that would actually make it the longest game by playtime

0:26:15.560 --> 0:26:19.480
<v Speaker 1>in the entire Assassin's Creed series so far. By contrast,

0:26:19.880 --> 0:26:22.359
<v Speaker 1>the new title, the one that just came out, Assassin's

0:26:22.359 --> 0:26:26.560
<v Speaker 1>Creed Mirage, is far less complex. It completely gets rid

0:26:26.600 --> 0:26:29.159
<v Speaker 1>of any modern day story at all, so you're just

0:26:29.320 --> 0:26:32.480
<v Speaker 1>focused on the historical element. It's really stripped down the

0:26:32.520 --> 0:26:39.040
<v Speaker 1>game to its stealth and assassination components, and it debuted

0:26:39.080 --> 0:26:42.000
<v Speaker 1>on October fifth, twenty twenty three, you know, just shortly

0:26:42.040 --> 0:26:46.160
<v Speaker 1>after all those Zubiesoft executives had been detained by police. Anyway,

0:26:46.200 --> 0:26:50.680
<v Speaker 1>it's interesting to compare and contrast Valhalla with Mirage, because

0:26:51.000 --> 0:26:53.880
<v Speaker 1>one is a huge, sprawling game with tons of content

0:26:54.560 --> 0:26:57.879
<v Speaker 1>that generally got positive reviews, but some critics were calling

0:26:57.880 --> 0:27:01.000
<v Speaker 1>it out as being a little too long, that it

0:27:01.040 --> 0:27:05.080
<v Speaker 1>had excessive length to the main storyline. According to gamer Rant,

0:27:06.119 --> 0:27:09.080
<v Speaker 1>Valhalla falls pretty much in the middle of all the

0:27:09.119 --> 0:27:14.840
<v Speaker 1>games by gamer By metacritics score, It's a little bit

0:27:14.880 --> 0:27:16.840
<v Speaker 1>on the bottom side of the middle, so not smack

0:27:16.880 --> 0:27:20.159
<v Speaker 1>dab in the middle. It's a little too early to

0:27:20.359 --> 0:27:22.480
<v Speaker 1>make a call on Mirage, but as I record this,

0:27:22.560 --> 0:27:26.080
<v Speaker 1>Metacritic has Mirage at a score of seventy seven, kind

0:27:26.119 --> 0:27:30.439
<v Speaker 1>of averaged out among more than eighty critics. If it

0:27:30.560 --> 0:27:33.840
<v Speaker 1>holds at seventy seven, that would put eleventh on the

0:27:33.880 --> 0:27:38.439
<v Speaker 1>list of thirteen games, so toward the bottom end. So again,

0:27:39.280 --> 0:27:41.440
<v Speaker 1>it's interesting because it depends, I guess, on whether or

0:27:41.480 --> 0:27:46.879
<v Speaker 1>not you value the strip down core gameplay of Assassin's Creed,

0:27:47.280 --> 0:27:49.320
<v Speaker 1>which would suggest that you would prefer a game like

0:27:49.400 --> 0:27:53.960
<v Speaker 1>Mirage or if you prefer, you know, sort of the larger,

0:27:54.520 --> 0:27:59.280
<v Speaker 1>more sprawling kind of gameplay of something like Valhalla. And

0:27:59.320 --> 0:28:02.200
<v Speaker 1>again it's sarly maybe other reviews will change that score

0:28:02.240 --> 0:28:04.000
<v Speaker 1>over time. It'll be interesting to see if we be

0:28:04.080 --> 0:28:08.880
<v Speaker 1>softicides that the Valhalla approach is better than stripping things

0:28:08.920 --> 0:28:13.280
<v Speaker 1>down to their roots. Also, while Ubisoft would release downloadable

0:28:13.280 --> 0:28:17.719
<v Speaker 1>content or DLC for Valhalla, they've said that they're not

0:28:17.720 --> 0:28:21.920
<v Speaker 1>going to do that for Mirage. Mirage does have microtransactions

0:28:21.920 --> 0:28:25.639
<v Speaker 1>included in it, but it's purely for cosmetic elements. So

0:28:26.800 --> 0:28:32.440
<v Speaker 1>you can pay to have different cosmetic features added into Mirage,

0:28:32.920 --> 0:28:34.879
<v Speaker 1>so you can change like the appearance of your character

0:28:35.000 --> 0:28:38.840
<v Speaker 1>and their costume, that kind of stuff, but you won't

0:28:38.880 --> 0:28:42.320
<v Speaker 1>be getting additional content. So very interesting that they're taking that.

0:28:43.000 --> 0:28:47.360
<v Speaker 1>I guess they're kind of testing the waters to see

0:28:47.440 --> 0:28:50.200
<v Speaker 1>what resonates with gamers more because if it is something

0:28:50.240 --> 0:28:53.480
<v Speaker 1>where it's like a stripped down version, that could potentially

0:28:53.520 --> 0:28:59.840
<v Speaker 1>mean a smaller investment resource wise into game development and

0:29:00.960 --> 0:29:03.560
<v Speaker 1>perhaps a better payoff down the line. But if it

0:29:03.600 --> 0:29:06.120
<v Speaker 1>turns out that gamers kind of reject that, then it

0:29:06.160 --> 0:29:09.160
<v Speaker 1>may mean like, well, I guess we're stuck with planning

0:29:09.200 --> 0:29:13.479
<v Speaker 1>out these really huge games. Now, let's go over some

0:29:13.520 --> 0:29:17.160
<v Speaker 1>of the other games that have come out since November

0:29:17.280 --> 0:29:22.960
<v Speaker 1>twenty twenty. Besides Assassin's Creed, Valhalla, and Mirage, there were

0:29:23.000 --> 0:29:27.840
<v Speaker 1>several you know, TV or game show or board game

0:29:27.880 --> 0:29:31.840
<v Speaker 1>based games that came out, like Family Feud or Trivial Pursuit,

0:29:31.880 --> 0:29:34.560
<v Speaker 1>that kind of stuff. Family Feud, by the way, in

0:29:34.640 --> 0:29:37.960
<v Speaker 1>case you're not aware, is a long running TV game show,

0:29:38.120 --> 0:29:41.040
<v Speaker 1>and so that was one of the titles that Ubisoft

0:29:41.080 --> 0:29:44.880
<v Speaker 1>released since November twenty twenty. Then let's see there was

0:29:45.880 --> 0:29:49.080
<v Speaker 1>three different Just Dance games came out, because there's one

0:29:49.120 --> 0:29:52.840
<v Speaker 1>every year, So Just Dance twenty twenty one, twenty twenty two,

0:29:53.000 --> 0:29:56.040
<v Speaker 1>and twenty twenty three all came out since November of

0:29:56.120 --> 0:30:00.000
<v Speaker 1>twenty twenty. There were several Tom Clancy titles that came

0:30:00.080 --> 0:30:03.760
<v Speaker 1>Mount Sin Sin Rainbow six Siege and Rainbow six Extraction

0:30:03.840 --> 0:30:08.240
<v Speaker 1>were two of those. Ubisoft also released Scott Pilgrim Versus

0:30:08.240 --> 0:30:11.560
<v Speaker 1>the World, the Game Complete Edition. The game had been

0:30:11.600 --> 0:30:14.800
<v Speaker 1>out before, but this was kind of a remastered full

0:30:14.880 --> 0:30:18.680
<v Speaker 1>version of the game. Then there was also far Cry

0:30:18.920 --> 0:30:23.360
<v Speaker 1>six in twenty twenty one. Far Cry series is one

0:30:23.400 --> 0:30:27.920
<v Speaker 1>of those. That's also like a long standing franchise with

0:30:28.040 --> 0:30:31.719
<v Speaker 1>Ubisoft Far Cry. Typically you take on the role of

0:30:31.760 --> 0:30:36.320
<v Speaker 1>a person who is stuck in an environment where there

0:30:36.400 --> 0:30:39.880
<v Speaker 1>is an oppressive leader of some sort, and you are

0:30:40.000 --> 0:30:44.920
<v Speaker 1>essentially trying to either escape or overthrow that leader, depending

0:30:45.000 --> 0:30:48.160
<v Speaker 1>upon which Far Cry you're looking at. And Far Cry

0:30:48.280 --> 0:30:52.960
<v Speaker 1>six got some mixed reviews, which is a shame because

0:30:53.320 --> 0:30:56.640
<v Speaker 1>gian Carlo Esposito, the actor who I think of as

0:30:56.720 --> 0:30:59.600
<v Speaker 1>Gus Frang from the Breaking Bad series, he played the

0:30:59.680 --> 0:31:03.920
<v Speaker 1>villain in Far Christ six, a character named Antom Costillo.

0:31:04.280 --> 0:31:06.120
<v Speaker 1>I have not played far Crai six. I think the

0:31:06.200 --> 0:31:09.280
<v Speaker 1>last Far Krai game I played was Blood Dragon, which

0:31:09.320 --> 0:31:13.480
<v Speaker 1>was quite a ways back, but from what I understand,

0:31:13.720 --> 0:31:17.800
<v Speaker 1>it also received mixed reviews and people were generally a

0:31:17.800 --> 0:31:22.360
<v Speaker 1>little disappointed in it, which is a shame because, I mean, again,

0:31:22.400 --> 0:31:24.560
<v Speaker 1>that's a series that has a lot going for it,

0:31:24.600 --> 0:31:27.240
<v Speaker 1>but I think a lot of people feel that it's

0:31:27.360 --> 0:31:31.280
<v Speaker 1>a little formulaic, and so a lot rests on the

0:31:31.320 --> 0:31:35.080
<v Speaker 1>story of those games, because if the gameplay is pretty

0:31:35.160 --> 0:31:37.520
<v Speaker 1>much the same as the previous one in the series,

0:31:38.520 --> 0:31:41.040
<v Speaker 1>you got to make sure that the story really sets

0:31:41.080 --> 0:31:43.160
<v Speaker 1>it apart. And I think a lot of people didn't

0:31:43.240 --> 0:31:48.280
<v Speaker 1>resonate with that story based upon my impressions from reading

0:31:48.360 --> 0:31:53.760
<v Speaker 1>various reviews and such. Anyway, that's just a selection of

0:31:53.760 --> 0:31:56.920
<v Speaker 1>some of the games that Ubi seft released over that period.

0:31:57.040 --> 0:31:59.680
<v Speaker 1>They also had lots of other games as well. Shouldn't

0:31:59.680 --> 0:32:03.960
<v Speaker 1>be because again, Ubisoft has offices all over the world

0:32:04.240 --> 0:32:07.760
<v Speaker 1>these days. But already we can see that the pace

0:32:07.800 --> 0:32:11.080
<v Speaker 1>of releases is different from earlier years at the company.

0:32:11.240 --> 0:32:14.640
<v Speaker 1>Like let's take Assassin's Creed for example. We got Mirage

0:32:15.040 --> 0:32:20.160
<v Speaker 1>just last week, and before that we got Valhalla in

0:32:20.400 --> 0:32:23.840
<v Speaker 1>late twenty twenty. But let's compare that to the era

0:32:24.000 --> 0:32:26.760
<v Speaker 1>of twenty ten to twenty nineteen. So in that ten

0:32:26.840 --> 0:32:32.720
<v Speaker 1>year period, Ubisoft released nine Assassin's Creed games. Started with

0:32:32.760 --> 0:32:35.720
<v Speaker 1>Assassin's Creed Brotherhood, which came out in twenty ten, and

0:32:35.760 --> 0:32:38.360
<v Speaker 1>the last one in that era was Assassin's Creed Odyssey,

0:32:38.400 --> 0:32:41.640
<v Speaker 1>which came out in twenty eighteen. So the pace today

0:32:42.320 --> 0:32:47.000
<v Speaker 1>is absolutely glacial compared to back then. Anyway, there's a

0:32:47.000 --> 0:32:49.960
<v Speaker 1>selection of games that Ubisoft has released over the last

0:32:50.000 --> 0:32:53.560
<v Speaker 1>few years. But what about a game that hasn't been

0:32:53.640 --> 0:32:57.280
<v Speaker 1>released yet, one that's been development for more than a decade.

0:32:57.400 --> 0:33:01.880
<v Speaker 1>Has slipped launch dates half a dozen times and has

0:33:01.960 --> 0:33:05.160
<v Speaker 1>experienced development hell on a level that rivals that of

0:33:05.160 --> 0:33:09.960
<v Speaker 1>titles like Duke Nukem Forever. I am talking, of course,

0:33:10.560 --> 0:33:15.360
<v Speaker 1>about the long awaited pirate game Skull and Bones. We're

0:33:15.360 --> 0:33:18.320
<v Speaker 1>gonna go into the drama behind Skull and Bones, but

0:33:18.360 --> 0:33:31.520
<v Speaker 1>first let's take another quick break. Okay, before the break,

0:33:31.560 --> 0:33:35.640
<v Speaker 1>I alluded to Skull and Bones, which you could, if

0:33:35.640 --> 0:33:37.920
<v Speaker 1>you wanted to keep with the Mariner theme, you could

0:33:37.920 --> 0:33:40.880
<v Speaker 1>say what has been an albatross around the corporate neck

0:33:40.920 --> 0:33:44.200
<v Speaker 1>of Ubisoft for a few years. The general public first

0:33:44.280 --> 0:33:46.680
<v Speaker 1>got a look at Skull and Bones back in twenty

0:33:46.800 --> 0:33:50.880
<v Speaker 1>seventeen during E three, which I'll remind you used to

0:33:50.920 --> 0:33:53.920
<v Speaker 1>be a thing. But the game had been in development

0:33:53.960 --> 0:33:58.880
<v Speaker 1>for several years already, mostly over at Ubisoft Singapore, and

0:33:59.160 --> 0:34:02.680
<v Speaker 1>in part that's where a lot of Ubisoft's problem comes from.

0:34:02.720 --> 0:34:06.640
<v Speaker 1>Not that the developers at Ubisoft Singapore are bad or substandard,

0:34:07.280 --> 0:34:10.759
<v Speaker 1>but that the deal Ubisoft made with Singapore the country

0:34:11.320 --> 0:34:12.960
<v Speaker 1>has kind of put the company in a bit of

0:34:13.000 --> 0:34:17.520
<v Speaker 1>a bind. So when Ubisoft set out to establish the

0:34:17.600 --> 0:34:20.319
<v Speaker 1>Singapore office, which was back in two thousand and eight,

0:34:21.040 --> 0:34:24.560
<v Speaker 1>Ubisoft had to negotiate with Singapore's government, and this is

0:34:24.600 --> 0:34:28.440
<v Speaker 1>to establish stuff like tax breaks and incentives and that

0:34:28.520 --> 0:34:32.280
<v Speaker 1>kind of thing. And you can land those sorts of stuff,

0:34:32.280 --> 0:34:35.640
<v Speaker 1>but typically you have to offer something in return. So

0:34:35.760 --> 0:34:39.560
<v Speaker 1>part of those negotiations included Ubisoft guaranteeing that they would

0:34:39.640 --> 0:34:42.960
<v Speaker 1>hire a certain number of people in Singapore to staff

0:34:43.000 --> 0:34:45.840
<v Speaker 1>the office, so they wouldn't just be bringing people to

0:34:46.040 --> 0:34:48.960
<v Speaker 1>Singapore to do it, they would be hiring from the

0:34:49.040 --> 0:34:53.600
<v Speaker 1>developer community within Singapore itself. Another was a commitment that

0:34:53.640 --> 0:34:58.480
<v Speaker 1>the Ubisoft Singapore office would release original IP games, so

0:34:59.520 --> 0:35:03.520
<v Speaker 1>not gay that belonged to other franchises, but that this

0:35:03.600 --> 0:35:09.320
<v Speaker 1>office itself would become known for creating original IP Also,

0:35:09.360 --> 0:35:12.520
<v Speaker 1>the developers at Ubisoft Singapore were largely responsible for the

0:35:12.640 --> 0:35:18.000
<v Speaker 1>ship gameplay mechanics of one of Ubisoft's best reviewed games,

0:35:18.040 --> 0:35:20.800
<v Speaker 1>and that would play a part, in fact, a primary

0:35:20.880 --> 0:35:25.279
<v Speaker 1>part in the Skull and Bones story. So, according to Kotaku,

0:35:25.760 --> 0:35:29.319
<v Speaker 1>Uisaft first launch development of Skull and Bones back in

0:35:29.400 --> 0:35:34.279
<v Speaker 1>twenty thirteen. Now at that time, the idea was this

0:35:34.480 --> 0:35:37.560
<v Speaker 1>was just going to be an expansion, a multiplayer expansion

0:35:37.640 --> 0:35:42.200
<v Speaker 1>for Assassin's Creed for Black Flag that just happens to

0:35:42.200 --> 0:35:45.760
<v Speaker 1>be my favorite Assassin's Creed game that I have ever played.

0:35:45.840 --> 0:35:48.520
<v Speaker 1>But keep in mind, I've only played like three or

0:35:48.520 --> 0:35:51.640
<v Speaker 1>four of the titles, so I haven't played the vast

0:35:51.719 --> 0:35:54.960
<v Speaker 1>majority of Assassin's Creed games. It's possible that if I

0:35:55.040 --> 0:35:56.839
<v Speaker 1>played one of the other ones, more of the more

0:35:56.840 --> 0:36:00.399
<v Speaker 1>recent titles, I'd say, oh, well, this one's actually my favorite.

0:36:00.520 --> 0:36:03.120
<v Speaker 1>But for now, Black Flag is my favorite. And in

0:36:03.239 --> 0:36:07.360
<v Speaker 1>that game, you play as a privateer slash pirate slash

0:36:07.560 --> 0:36:11.759
<v Speaker 1>eventually an assassin, and it includes sections of the game

0:36:11.800 --> 0:36:14.200
<v Speaker 1>in which you control a ship and you can engage

0:36:14.200 --> 0:36:17.920
<v Speaker 1>in ship to ship combat and pursue you know, generally

0:36:18.000 --> 0:36:22.840
<v Speaker 1>piratical pursuits. So the initial plan was to create a

0:36:22.960 --> 0:36:28.880
<v Speaker 1>multiplayer feature where gamers could purchase this multiplayer expansion to

0:36:28.960 --> 0:36:32.600
<v Speaker 1>Assassin's Creed four and set their own skills against other

0:36:32.680 --> 0:36:36.640
<v Speaker 1>players and have ship to ship battle against people who

0:36:36.640 --> 0:36:40.160
<v Speaker 1>are controlling the other ship. However, while in development, the

0:36:40.200 --> 0:36:43.000
<v Speaker 1>team added more features and components, and this kind of

0:36:43.040 --> 0:36:46.839
<v Speaker 1>inspired executives to expand the project and it went from

0:36:46.880 --> 0:36:51.160
<v Speaker 1>being just an expansion to a full spin off of

0:36:51.280 --> 0:36:54.640
<v Speaker 1>Black Flag, and it had the working title of Black

0:36:54.800 --> 0:36:58.560
<v Speaker 1>Flag Infinite and that decision wasn't just because of the

0:36:58.600 --> 0:37:00.640
<v Speaker 1>game getting fleshed out more or it was also an

0:37:00.640 --> 0:37:04.200
<v Speaker 1>indication that the games as a service model was really

0:37:04.280 --> 0:37:09.279
<v Speaker 1>appealing to Ubisoft. So why spend so many internal resources

0:37:09.320 --> 0:37:13.319
<v Speaker 1>to make an expansion to an existing game that you

0:37:13.320 --> 0:37:17.000
<v Speaker 1>can only really sell the one time? Instead, why not

0:37:17.120 --> 0:37:20.560
<v Speaker 1>create a fully fledged game that has the ability to

0:37:20.640 --> 0:37:25.160
<v Speaker 1>generate revenue repeatedly from the same player base for however

0:37:25.280 --> 0:37:29.200
<v Speaker 1>long that game's life cycle lasts. You know, whether it

0:37:29.239 --> 0:37:33.040
<v Speaker 1>comes in the form of subscriptions or micro transactions or whatever,

0:37:33.840 --> 0:37:36.080
<v Speaker 1>it means you can keep making money off the same

0:37:36.120 --> 0:37:38.480
<v Speaker 1>title year after year. I mean, like, look at Grand

0:37:38.480 --> 0:37:42.560
<v Speaker 1>Theft Auto Online. That's a great example of a game

0:37:42.600 --> 0:37:48.120
<v Speaker 1>that has done that incredibly effectively. Meanwhile, a problem that

0:37:48.160 --> 0:37:52.000
<v Speaker 1>has hit lots of game developers was hitting this particular

0:37:52.000 --> 0:37:56.360
<v Speaker 1>development project. Actually, you could argue that two very common

0:37:56.480 --> 0:38:02.200
<v Speaker 1>problems within video game development hit the Black Flag Infinite Project.

0:38:02.320 --> 0:38:05.120
<v Speaker 1>One was that while developers were hard at work on

0:38:05.160 --> 0:38:09.479
<v Speaker 1>the project, technological innovation in the game hardware space kept

0:38:09.520 --> 0:38:12.560
<v Speaker 1>on going, which meant some of the assets that the

0:38:12.600 --> 0:38:15.800
<v Speaker 1>team had been using were starting to really show their age.

0:38:16.160 --> 0:38:19.080
<v Speaker 1>And this leads to a pretty tough choice. Do you

0:38:19.680 --> 0:38:23.759
<v Speaker 1>adopt newer technologies knowing that this means a lot of

0:38:23.800 --> 0:38:28.239
<v Speaker 1>your earlier work will no longer be usable right as

0:38:28.280 --> 0:38:31.160
<v Speaker 1>you adopt these new technologies, it means you got to

0:38:31.160 --> 0:38:34.960
<v Speaker 1>toss a lot of stuff you've already built. Or do

0:38:35.040 --> 0:38:38.680
<v Speaker 1>you stick with the stuff you've already created and you

0:38:38.840 --> 0:38:41.600
<v Speaker 1>just resign yourself to the problem that folks are going

0:38:41.600 --> 0:38:45.719
<v Speaker 1>to think your game looks outdated at launch. They're going

0:38:45.800 --> 0:38:47.840
<v Speaker 1>to say, oh, this looks like a last generation game.

0:38:48.480 --> 0:38:50.520
<v Speaker 1>So you be self decided they were going to go

0:38:50.560 --> 0:38:52.880
<v Speaker 1>with the first option. They were going to adopt the

0:38:52.960 --> 0:38:55.800
<v Speaker 1>new technologies, but it meant that they were going to

0:38:55.920 --> 0:38:58.960
<v Speaker 1>lose a lot of that early development work. Now, the

0:38:59.040 --> 0:39:01.840
<v Speaker 1>other big problem that a lot of game companies have

0:39:01.920 --> 0:39:05.560
<v Speaker 1>faced is feature creep. So this is when you have

0:39:05.840 --> 0:39:08.600
<v Speaker 1>a set of defined features that you want in your

0:39:08.640 --> 0:39:12.680
<v Speaker 1>project and then someone typically you know, someone in charge,

0:39:12.800 --> 0:39:15.640
<v Speaker 1>decides that, hey, while we're doing all this, we should

0:39:15.640 --> 0:39:20.560
<v Speaker 1>also add in feature X. Except adding feature X means

0:39:20.560 --> 0:39:22.359
<v Speaker 1>that you also have to do a whole lot more

0:39:22.400 --> 0:39:25.560
<v Speaker 1>work not just to have feature X work, but to

0:39:25.600 --> 0:39:28.320
<v Speaker 1>have it work within the context of the overall project.

0:39:28.400 --> 0:39:31.920
<v Speaker 1>Right because just including feature X might break other stuff.

0:39:32.000 --> 0:39:35.480
<v Speaker 1>So it's a lot of work, and it's rarely just

0:39:35.960 --> 0:39:40.080
<v Speaker 1>feature X. Often it becomes feature X and Y and Z,

0:39:40.280 --> 0:39:41.680
<v Speaker 1>and next thing you know, you've run out of letters

0:39:41.719 --> 0:39:43.640
<v Speaker 1>and you've got to start with numbers and stuff, and

0:39:43.719 --> 0:39:47.840
<v Speaker 1>your project becomes bloated and difficult to manage. That happened

0:39:47.840 --> 0:39:52.440
<v Speaker 1>to Ubisoft's project of Black Flag Infinite as well. Now

0:39:52.480 --> 0:39:56.080
<v Speaker 1>a little bit later, you Besoft decided to divorce the

0:39:56.120 --> 0:39:59.640
<v Speaker 1>game from the Black Flag title entirely, which also meant

0:39:59.680 --> 0:40:02.840
<v Speaker 1>Skull and Bones. The new title would be one of

0:40:02.880 --> 0:40:05.840
<v Speaker 1>those original ips that they needed to produce out of

0:40:06.239 --> 0:40:08.840
<v Speaker 1>Ubisoft Singapore, So that would solve that problem, right Like

0:40:09.320 --> 0:40:12.880
<v Speaker 1>here would be a brand new intellectual property that sure

0:40:13.239 --> 0:40:17.440
<v Speaker 1>was drawn from the experience of designing Assassin's Creed Black Flag,

0:40:17.520 --> 0:40:20.799
<v Speaker 1>but had no other connection to it. Now the game

0:40:21.000 --> 0:40:27.759
<v Speaker 1>changed scope and gameplay several times. So originally it was

0:40:27.880 --> 0:40:30.480
<v Speaker 1>meant to be set in the Caribbean. It was going

0:40:30.560 --> 0:40:34.719
<v Speaker 1>to be this ship to ship combat between players where

0:40:34.760 --> 0:40:38.080
<v Speaker 1>you would have these specific instances of ship to ship combat.

0:40:38.680 --> 0:40:42.240
<v Speaker 1>Then after a while it migrated to a fantasy setting

0:40:42.320 --> 0:40:46.880
<v Speaker 1>called Hyperborea for a bit. Another variation had a floating

0:40:46.960 --> 0:40:50.680
<v Speaker 1>pirate citadel called Libertalia as a focal point of the game,

0:40:51.719 --> 0:40:55.760
<v Speaker 1>but then it would ultimately migrate over to the Indian Ocean.

0:40:56.360 --> 0:40:59.319
<v Speaker 1>It had, actually, according to at least some histories I read,

0:41:00.160 --> 0:41:02.120
<v Speaker 1>had moved to the Indian Ocean before and then got

0:41:02.160 --> 0:41:04.560
<v Speaker 1>moved out. Now it's back in the Indian Ocean. That's

0:41:04.600 --> 0:41:09.600
<v Speaker 1>the setting for Skull and Bones as it stands today. Meanwhile,

0:41:10.120 --> 0:41:13.040
<v Speaker 1>the video game developer Rare was at work on a

0:41:13.160 --> 0:41:16.799
<v Speaker 1>similar concept. This one called Sea of Thieves, would be

0:41:16.800 --> 0:41:19.880
<v Speaker 1>a multiplayer game in which players would form small pirate crews.

0:41:19.920 --> 0:41:22.799
<v Speaker 1>They would command ships. They would go on adventures, which

0:41:22.800 --> 0:41:26.640
<v Speaker 1>could include ship to ship combat as well as adventuring

0:41:26.680 --> 0:41:29.200
<v Speaker 1>on land and searching for treasure and that kind of stuff.

0:41:29.600 --> 0:41:31.799
<v Speaker 1>Rare also decided that progression in the game could be

0:41:31.840 --> 0:41:35.480
<v Speaker 1>marked with cosmetic items, and to not lock any weapons

0:41:35.480 --> 0:41:38.480
<v Speaker 1>and tools and such behind that so that way, you know,

0:41:38.560 --> 0:41:41.080
<v Speaker 1>you wouldn't just log into the game for the first

0:41:41.120 --> 0:41:44.040
<v Speaker 1>time and then find yourself obliterated by a veteran player

0:41:44.320 --> 0:41:48.360
<v Speaker 1>who's using I don't know, capt'n Chonky's Intercontinental Ballistic cannonball

0:41:48.440 --> 0:41:52.360
<v Speaker 1>or something. So Rare began developing Sea of Thieves around

0:41:52.360 --> 0:41:55.480
<v Speaker 1>twenty fourteen, so not too long after Ubisoft had started

0:41:55.520 --> 0:41:59.480
<v Speaker 1>on what would become Skull and Bones. Rare first announced

0:41:59.480 --> 0:42:03.440
<v Speaker 1>the game in twenty fifteen at E three, so this

0:42:03.480 --> 0:42:07.000
<v Speaker 1>is before ub Soft would announce Skull and Bones and

0:42:07.040 --> 0:42:09.600
<v Speaker 1>the original plan was to release Sea of Thieves in

0:42:09.640 --> 0:42:13.520
<v Speaker 1>twenty seventeen, but that got delayed till twenty eighteen. Meanwhile,

0:42:13.520 --> 0:42:16.240
<v Speaker 1>back at ub Soft, the project that would become Skull

0:42:16.280 --> 0:42:20.640
<v Speaker 1>and Bones hit some choppy waters. To fit in with

0:42:20.640 --> 0:42:25.120
<v Speaker 1>the metaphor, developer leadership was mercurial. It changed multiple times,

0:42:26.040 --> 0:42:28.120
<v Speaker 1>and that also changed the direction of the development of

0:42:28.160 --> 0:42:32.160
<v Speaker 1>the game, and so it meant that developers were working

0:42:32.200 --> 0:42:34.200
<v Speaker 1>and working and working on this project, but they weren't

0:42:34.239 --> 0:42:37.160
<v Speaker 1>any closer to getting a finished game, and that was

0:42:37.320 --> 0:42:41.640
<v Speaker 1>very much demoralizing. Ubisoft announced the game in twenty seventeen.

0:42:41.680 --> 0:42:45.359
<v Speaker 1>They launched their own preview video at E three. That year.

0:42:46.000 --> 0:42:49.080
<v Speaker 1>Sea of Thieves was not yet out, so now we

0:42:49.200 --> 0:42:53.920
<v Speaker 1>knew about two Pirate Crew games that were coming out.

0:42:54.480 --> 0:42:57.160
<v Speaker 1>The twenty seventeen preview of Skull and Bones showed off

0:42:57.200 --> 0:43:00.960
<v Speaker 1>what appeared to be an encounter involving four ships. First,

0:43:01.000 --> 0:43:03.759
<v Speaker 1>what seems to be a navy ship succumbs to an

0:43:03.760 --> 0:43:08.120
<v Speaker 1>attack led by a female pirate captain, but her victory

0:43:08.160 --> 0:43:12.880
<v Speaker 1>celebration doesn't last very long because just as she's looking

0:43:12.920 --> 0:43:16.480
<v Speaker 1>over the spoils of her attack, two other pirate ships

0:43:16.520 --> 0:43:19.399
<v Speaker 1>come into view, and they flank either side of her ship,

0:43:19.400 --> 0:43:21.520
<v Speaker 1>and then all three vessels open fire on each other,

0:43:21.520 --> 0:43:23.680
<v Speaker 1>and it looks like all four of them sink, and

0:43:23.719 --> 0:43:25.880
<v Speaker 1>that was the end of the preview. The graphics and

0:43:25.880 --> 0:43:29.520
<v Speaker 1>Sea of Thieves tends toward the cartoony, whereas Skull and

0:43:29.560 --> 0:43:31.840
<v Speaker 1>Bones looked more aligned with what you would see in

0:43:31.880 --> 0:43:35.080
<v Speaker 1>an Assassin's Creed game. Again, no big surprise since it

0:43:35.120 --> 0:43:39.239
<v Speaker 1>did spawn from Assassin's Creed originally, but it didn't really

0:43:39.280 --> 0:43:41.400
<v Speaker 1>show any gameplay in that trailer. This was like a

0:43:41.440 --> 0:43:44.399
<v Speaker 1>cinematic approach really didn't give you a sense of what

0:43:44.440 --> 0:43:48.400
<v Speaker 1>you could experience while playing the game. Internally at do Besoft,

0:43:48.920 --> 0:43:51.800
<v Speaker 1>there was chaos. There was concern that Skull and Bones

0:43:51.800 --> 0:43:55.359
<v Speaker 1>didn't have enough sticky content to keep players interested. If

0:43:55.400 --> 0:43:59.480
<v Speaker 1>the game only involved player versus player combat, how long

0:43:59.560 --> 0:44:02.719
<v Speaker 1>before that gets old and people stop playing? And if

0:44:02.719 --> 0:44:04.600
<v Speaker 1>it's meant to be a games as a service where

0:44:04.600 --> 0:44:07.839
<v Speaker 1>you're generating revenue over time. You want people to keep

0:44:07.840 --> 0:44:11.120
<v Speaker 1>playing your game for as long as possible, so they

0:44:11.120 --> 0:44:14.440
<v Speaker 1>got to development on some PvE elements. PvE stands for

0:44:14.520 --> 0:44:17.560
<v Speaker 1>player versus environment, so the player is pitted against stuff

0:44:17.560 --> 0:44:20.600
<v Speaker 1>that's under controlled by the game itself rather than under

0:44:20.640 --> 0:44:24.760
<v Speaker 1>the control of a different player. In twenty eighteen, Ubisov

0:44:24.800 --> 0:44:28.200
<v Speaker 1>showed off some of that PvE stuff in a preview

0:44:28.239 --> 0:44:31.600
<v Speaker 1>called Skull and Bones the Hunting Grounds, where the Hunting

0:44:31.600 --> 0:44:34.040
<v Speaker 1>Grounds showed off some of the things you could do

0:44:35.160 --> 0:44:39.160
<v Speaker 1>in player versus environment missions, and at the end of

0:44:39.200 --> 0:44:42.000
<v Speaker 1>that trailer it proclaimed the game would launch in twenty nineteen.

0:44:42.080 --> 0:44:45.680
<v Speaker 1>Obviously that did not happen. In fact, the whole Hunting

0:44:45.680 --> 0:44:47.879
<v Speaker 1>Grounds version of Skull and Bones would suffer the same

0:44:47.920 --> 0:44:51.960
<v Speaker 1>fate as many other decisions during the development cycle. It sank.

0:44:52.440 --> 0:44:54.560
<v Speaker 1>So instead you'd be Soft was looking at a different

0:44:54.560 --> 0:44:57.719
<v Speaker 1>set of games that were becoming really popular around this time,

0:44:57.760 --> 0:45:00.880
<v Speaker 1>and those would be survival games that includes stuff like

0:45:00.960 --> 0:45:06.359
<v Speaker 1>resource management and crafting, So games like Arc are in

0:45:06.400 --> 0:45:08.680
<v Speaker 1>that category. I play a game like that called Seven

0:45:08.760 --> 0:45:11.760
<v Speaker 1>Days to Die, and that's a Zombie Hordes survival game

0:45:12.280 --> 0:45:14.800
<v Speaker 1>that has some of those crafting elements. And resource management

0:45:14.840 --> 0:45:17.440
<v Speaker 1>included in it. So now Skull and Bones would need

0:45:17.480 --> 0:45:21.000
<v Speaker 1>to adopt those kinds of features as well, and the

0:45:21.040 --> 0:45:23.400
<v Speaker 1>development would drag on because it's not just as simple

0:45:23.440 --> 0:45:26.160
<v Speaker 1>as saying, well, let's add an inventory, right, You had

0:45:26.200 --> 0:45:29.200
<v Speaker 1>to build a whole new player economy. It would change

0:45:29.320 --> 0:45:32.759
<v Speaker 1>motivation for why the player is playing the game like

0:45:32.800 --> 0:45:37.000
<v Speaker 1>it has massive impact on the game's development. So the

0:45:37.080 --> 0:45:39.080
<v Speaker 1>changes would mean that players would need to venture on

0:45:39.200 --> 0:45:42.000
<v Speaker 1>land to find and collect resources, so there had to

0:45:42.000 --> 0:45:45.120
<v Speaker 1>be new ways to manage that inventory. The game would

0:45:45.160 --> 0:45:47.680
<v Speaker 1>have to have an entire crafting mechanism built into it

0:45:47.680 --> 0:45:50.320
<v Speaker 1>to make it all work, and the existing foundation of

0:45:50.360 --> 0:45:52.960
<v Speaker 1>the game wasn't really suitable for all this kind of gameplay,

0:45:53.040 --> 0:45:55.359
<v Speaker 1>so it made it even harder to achieve the new

0:45:55.400 --> 0:45:58.319
<v Speaker 1>direction of the title. So what was actually going on here?

0:45:58.520 --> 0:46:01.320
<v Speaker 1>It's not like game development follows some sort of natural progression.

0:46:01.520 --> 0:46:04.759
<v Speaker 1>The leadership on the project spread out across multiple managers

0:46:05.160 --> 0:46:07.360
<v Speaker 1>and appears that not everyone was on the same page.

0:46:07.560 --> 0:46:10.200
<v Speaker 1>According to some of the folks that Kotaku talked to,

0:46:10.760 --> 0:46:13.760
<v Speaker 1>it seemed like a lot of leadership practiced a passing

0:46:13.760 --> 0:46:16.080
<v Speaker 1>the buck routine when it came to making you know,

0:46:16.160 --> 0:46:20.120
<v Speaker 1>critical difficult decisions, which meant those decisions just didn't get made,

0:46:20.440 --> 0:46:23.200
<v Speaker 1>so things were left in limbo. Then there's the fact

0:46:23.200 --> 0:46:26.319
<v Speaker 1>that Ubisoft Singapore was a young studio that never had

0:46:26.320 --> 0:46:29.480
<v Speaker 1>shipped its own full Triple A title. It had participated

0:46:29.520 --> 0:46:32.840
<v Speaker 1>and contributed to them, but never made its own, so

0:46:32.920 --> 0:46:36.000
<v Speaker 1>that was also an issue. Is possible that, you know,

0:46:36.080 --> 0:46:39.360
<v Speaker 1>the studio itself just didn't have the experience to really

0:46:39.440 --> 0:46:41.920
<v Speaker 1>tackle this and it was a little too soon out

0:46:41.960 --> 0:46:45.400
<v Speaker 1>of the gate for the studio to helm such a

0:46:45.440 --> 0:46:49.680
<v Speaker 1>big title. The game has had three different creative directors

0:46:49.680 --> 0:46:52.640
<v Speaker 1>of the course of its development. The most recent creative director,

0:46:53.000 --> 0:46:57.480
<v Speaker 1>Elizabeth Pellin, left the project back in September. She still

0:46:57.520 --> 0:47:00.840
<v Speaker 1>works for Ubisoft, but now she's back in the Ubisoft

0:47:00.840 --> 0:47:06.120
<v Speaker 1>Paris studio, and Ubisoft announced and missed launch dates for

0:47:06.160 --> 0:47:09.200
<v Speaker 1>the game six times so far. Currently, the plan is

0:47:09.239 --> 0:47:13.160
<v Speaker 1>to release it in twenty twenty three or twenty twenty four,

0:47:13.200 --> 0:47:14.800
<v Speaker 1>and since we're coming up on the end of twenty

0:47:14.800 --> 0:47:17.560
<v Speaker 1>twenty three, I think most folks now are assuming that

0:47:17.600 --> 0:47:21.160
<v Speaker 1>we're looking at twenty twenty four at this point. But

0:47:21.239 --> 0:47:24.080
<v Speaker 1>the game has been in beta, so it's not like

0:47:24.480 --> 0:47:27.600
<v Speaker 1>it's totally behind closed doors. People have had a chance

0:47:27.640 --> 0:47:31.040
<v Speaker 1>to experience the game a select number of people, some

0:47:31.160 --> 0:47:34.319
<v Speaker 1>of them people who work at prominent video games websites.

0:47:34.800 --> 0:47:37.640
<v Speaker 1>They've taken part and reported on it, and the reviews

0:47:37.640 --> 0:47:40.440
<v Speaker 1>are mixed. Some of them are positive, some of them

0:47:40.480 --> 0:47:43.080
<v Speaker 1>are more meh. I don't think I've seen anything that

0:47:43.120 --> 0:47:47.200
<v Speaker 1>was outright negative. The one person said that he was

0:47:47.680 --> 0:47:51.200
<v Speaker 1>bored most of the time, but not like the game

0:47:51.320 --> 0:47:55.560
<v Speaker 1>was outright bad. Not everyone finds the gameplay really that engaging,

0:47:55.560 --> 0:47:57.480
<v Speaker 1>But for the people with whom it clicked, it sounds

0:47:57.520 --> 0:47:59.640
<v Speaker 1>like it clicked really well. So it sounds like, for

0:47:59.719 --> 0:48:02.719
<v Speaker 1>at LEAs some types of players, this is going to

0:48:02.760 --> 0:48:06.719
<v Speaker 1>be a pretty fun game. The Kotaku report on the

0:48:06.760 --> 0:48:09.320
<v Speaker 1>development of Skull and Bones, which came out in twenty

0:48:09.360 --> 0:48:12.160
<v Speaker 1>twenty one, I might add, and you know, the game

0:48:12.200 --> 0:48:14.520
<v Speaker 1>still doesn't come out two years later, say that Skull

0:48:14.560 --> 0:48:17.440
<v Speaker 1>and Bones at that point was well over its initial budget,

0:48:17.680 --> 0:48:20.680
<v Speaker 1>having hit more than one hundred and twenty million dollars.

0:48:21.280 --> 0:48:23.160
<v Speaker 1>This actually has a really big impact, not just on

0:48:23.200 --> 0:48:26.360
<v Speaker 1>the company, but also the developers themselves, because you see

0:48:26.840 --> 0:48:30.960
<v Speaker 1>at Ubisoft, developers are eligible for a bonus depending upon

0:48:31.000 --> 0:48:33.840
<v Speaker 1>how well their game does when it hits release compared

0:48:33.880 --> 0:48:36.360
<v Speaker 1>to how much it cost to make the game. But

0:48:36.440 --> 0:48:39.879
<v Speaker 1>because Skull and Bones was so grossly over budget and

0:48:39.920 --> 0:48:43.040
<v Speaker 1>not at the full of the developers necessarily, it meant

0:48:43.040 --> 0:48:45.040
<v Speaker 1>that there would be no way for the game to

0:48:45.080 --> 0:48:48.000
<v Speaker 1>do well enough to trigger those bonuses. So, according to

0:48:48.040 --> 0:48:51.560
<v Speaker 1>Kotaku's sources, Ubisoft had to do an internal write off

0:48:51.800 --> 0:48:53.920
<v Speaker 1>on the game in order for there to even be

0:48:53.960 --> 0:48:56.080
<v Speaker 1>a chance for developers to get a bonus at all.

0:48:56.440 --> 0:48:58.279
<v Speaker 1>And again, the game hasn't come out yet, so we

0:48:58.280 --> 0:49:01.040
<v Speaker 1>don't know if there will be a bonus. In twenty

0:49:01.080 --> 0:49:05.799
<v Speaker 1>twenty one, Libbey, that French newspaper, reported that Ubisoft Singapore

0:49:06.400 --> 0:49:09.600
<v Speaker 1>had shared some of the toxic traits of the overall

0:49:09.840 --> 0:49:12.960
<v Speaker 1>ub Soft company, and then an investigation was launched into

0:49:13.000 --> 0:49:16.640
<v Speaker 1>the charges of sexual harassment and racial discrimination at that office.

0:49:17.280 --> 0:49:19.680
<v Speaker 1>That probably had a huge impact on the development of

0:49:19.719 --> 0:49:24.320
<v Speaker 1>Skull and Bones as well. More recently, there's been reports

0:49:24.400 --> 0:49:30.440
<v Speaker 1>that the Singapore Creative Media and Publishing Union or CMPU,

0:49:30.840 --> 0:49:35.520
<v Speaker 1>has been campaigning within Singapore's office to try and get

0:49:36.160 --> 0:49:39.759
<v Speaker 1>workers there to unionize and to organize. That has not

0:49:39.960 --> 0:49:42.880
<v Speaker 1>yet happened, but apparently that's been going on for about

0:49:42.880 --> 0:49:46.000
<v Speaker 1>a month now. Ubisoft has also faced other instances of

0:49:46.080 --> 0:49:51.040
<v Speaker 1>labor resistance. Earlier this year, there were members of the

0:49:51.080 --> 0:49:54.399
<v Speaker 1>Paris office who did a walkout around forty of them

0:49:55.000 --> 0:50:00.720
<v Speaker 1>in protest of how Guielmo had released a man stating

0:50:00.760 --> 0:50:03.919
<v Speaker 1>that the problems that the company had faced with were

0:50:04.440 --> 0:50:09.160
<v Speaker 1>largely due to developer issues. And they were saying, Hey,

0:50:09.360 --> 0:50:11.960
<v Speaker 1>it's not us, it's the people you put in charge

0:50:11.960 --> 0:50:15.759
<v Speaker 1>who created this terrible toxic environment. How dare you say

0:50:15.800 --> 0:50:18.520
<v Speaker 1>it's because of us and other demanding things like an

0:50:18.520 --> 0:50:21.759
<v Speaker 1>increase in pay and a four day work week and

0:50:21.840 --> 0:50:26.600
<v Speaker 1>some other considerations. And yeah, then there's Tencent, right. Tencent

0:50:26.680 --> 0:50:29.719
<v Speaker 1>got a forty nine point nine percent economic stake in

0:50:29.760 --> 0:50:34.880
<v Speaker 1>a company called the Guielmo Brothers Limited. This company actually

0:50:35.480 --> 0:50:40.520
<v Speaker 1>holds the stock that belongs to those five brothers who

0:50:40.600 --> 0:50:46.080
<v Speaker 1>founded Ubisoft. So this one entity actually holds the stock

0:50:46.160 --> 0:50:50.120
<v Speaker 1>that belongs to the brothers, and now Tencent owns almost

0:50:50.239 --> 0:50:53.560
<v Speaker 1>half of that company. In addition, it has about ten

0:50:53.600 --> 0:50:58.799
<v Speaker 1>percent ownership of Ubisoft stock overall. Ironically, this is kind

0:50:58.840 --> 0:51:03.160
<v Speaker 1>of old worries that ten Cent could take over ub

0:51:03.239 --> 0:51:07.799
<v Speaker 1>Soft entirely because ub Soft shareholders have indicated they would

0:51:07.840 --> 0:51:11.280
<v Speaker 1>not consider a buyout unless the Ubisoft stock was trading

0:51:11.280 --> 0:51:14.640
<v Speaker 1>for around sixty to seventy euro per share. And when

0:51:14.640 --> 0:51:20.200
<v Speaker 1>Tencent made this this acquisition deal for like fifty percent

0:51:20.280 --> 0:51:23.640
<v Speaker 1>or forty nine point nine percent of the holding company,

0:51:23.760 --> 0:51:26.720
<v Speaker 1>the stock price for Ubisoft fell fifteen percent to thirty

0:51:26.719 --> 0:51:30.120
<v Speaker 1>six point six euros, So it's far below the threshold

0:51:30.120 --> 0:51:33.560
<v Speaker 1>that shareholders would consider for a buyout. And as I

0:51:33.600 --> 0:51:36.160
<v Speaker 1>record this episode, Ubi saft stock price is just below

0:51:36.200 --> 0:51:38.319
<v Speaker 1>twenty nine euro per share, so yeah, it's not on

0:51:38.440 --> 0:51:41.719
<v Speaker 1>track for that buyout option, at least according to shareholders.

0:51:42.120 --> 0:51:45.640
<v Speaker 1>I should also mention Ubisoft's hope that mobile gaming would

0:51:45.680 --> 0:51:48.000
<v Speaker 1>make up a larger percentage of revenue has not really

0:51:48.040 --> 0:51:50.760
<v Speaker 1>panned out that way, at least not yet. It's still

0:51:50.800 --> 0:51:53.120
<v Speaker 1>hovering around the ten percent mark, which is what it

0:51:53.200 --> 0:51:57.120
<v Speaker 1>was at back in twenty twenty, so that might change

0:51:57.440 --> 0:52:00.160
<v Speaker 1>in the next year or two, but so far it

0:52:00.200 --> 0:52:03.239
<v Speaker 1>just hasn't really skyrocketed the way the company had hoped.

0:52:03.640 --> 0:52:05.480
<v Speaker 1>So that kind of gets us up to speed as

0:52:05.480 --> 0:52:08.080
<v Speaker 1>to what Ubisoft has been up to since twenty twenty.

0:52:09.280 --> 0:52:11.560
<v Speaker 1>Felt good to get through all of that. I should

0:52:11.600 --> 0:52:14.359
<v Speaker 1>probably also do this for Blizzard because I did one

0:52:14.640 --> 0:52:17.160
<v Speaker 1>a series on Blizzard not too long ago, and I

0:52:17.160 --> 0:52:19.080
<v Speaker 1>should do an update on that, especially with all the

0:52:19.120 --> 0:52:23.520
<v Speaker 1>Activision Blizzard acquisition shenanigans that have happened over the past

0:52:23.600 --> 0:52:26.480
<v Speaker 1>year and a half or so. But that's enough for today.

0:52:26.920 --> 0:52:29.600
<v Speaker 1>I hope you are all well, and I'll talk to

0:52:29.640 --> 0:52:40.520
<v Speaker 1>you again really soon. Tech Stuff is an iHeartRadio production.

0:52:40.800 --> 0:52:45.839
<v Speaker 1>For more podcasts from iHeartRadio, visit the iHeartRadio app, Apple Podcasts,

0:52:45.960 --> 0:52:51.920
<v Speaker 1>or wherever you listen to your favorite shows.