Let's say you develop massive games at a rapid pace using thousands developers from studios all over the world. To be able to do that you need to have a well established formula, blueprint if you will, so that the global factory can run smoothly. Unfortunately there's a massive creative cost. This is exactly why Ubisoft is suffering imo. They have scaled up in an impressive way, but it has been at the expense of rather soulless games. There are a couple of aspects of the formula I find particulary annoying.
First off there's no attempt to make the factory made content feel organic. On the contrary the games frequently highlight it by flagging the content as much as they can (filling out the maps) and adding lists of chores. If Ubisoft tried to cover it up more I think they could get away with it better. I mean what's the bloody point of marking chests on the map? Do you really want to scream "BLOAT" at the face of the player?
Secondly it's not just that the activities are repeated, they are way too short and extremely shallow to begin with. Take FarCry 4 for example. There are missions where you support a truck. What's fun about that mission type? Or the hunting missions? Or the races? At least try to hit a higher benchmark before starting the copy-paste process. The collectibles can go burn in a figher.
Thirdly their games are mechanically weak. FarCry 4 is actually a fine stealth/guerilla game imo, but perhaps not the strongest shooter. The core gameplay loop of taking over an outpost is fun though imo. Assassin's Creed on the other hand is just pure trash from a mechanical standpoint (last I played was 4). The combat is shallow and yet it's clumsy as f*. Even something like Ryse: Son of Rome is massively superior. Stealth isn't functional. The AI is broken. Detection rules inconsistent, there's a lack of fun tools and so on. The parkour is ok to casually explore, but when put under pressure (chase for example) it breaks down. If the mechanics were much stronger the repetition wouldn't be so bad.
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