13 July 2013
Ubisoft explains the systemic, non-scripted experience of Watch_Dogs
Ubisoft talks about the player’s actions interacting with a dynamic, not a scripted, game world.
Ubisoft lead game designer Danny Belanger discusses the dynamic world of the game: “There are many questions about the systemic or scripted nature of the game. Many people have doubts that we’ve scripted everything we shown. This is truly a systemic game – a good example is our E3 2012 demo with the car accident done by hacking the traffic lights, it depends on the amount of vehicles present at the intersection when it is triggered.”
Belanger said the gravity of the accident is ‘totally dependent’ on the speed and amount of cars at that particular instant – something which is not scripted. “Our goal is to give a lot of interesting tools to the player to modify, affect the simulation and let him be creative in using them to achieve his goals.”
“We are building an AI that supports stealth and shooting with the transitions required between the two states. This means that the player can take advantage of not being seen to engage into gunplay when he decides. With this angle, using technology becomes a core component of our game.”
Examples include using cameras to spot enemies in order to ambush them and using technology to modify cover or taking down enemies with electricity. Those who prefer to go in guns blazing can do so aswell.
“We also have a full range of weapons at the player’s disposal – from basic pistols to grenade launchers, these can be used anywhere the player wants and it can create quite the mess when a fight breaks out in downtown Chicago. It becomes even more interesting when you add the range of city hacks and vehicles the player can use in combination with his arsenal.”