"The fantasy doesn't make the AI feel alive. "So it started to feel repetitive," he said. You don't have final data for AI, all of the narrative."įor instance, he said, when hacking AI-controlled characters, there originally wasn't a lot of variety. "In a big production at the end of the project, everything merges. "It's when you put everything together," he said. It was, as we wrote, game that was shaping up to be "a culmination of lessons learned by Ubisoft in the open-world genre."īut Danny Belanger, lead game designer, pointed out it wasn't the sort of thing you would typically pick up on right away.
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We didn't notice any issues with Watch Dogs when we played it at Gamescom last year. It explains why the team took so long to realize they were going to need more time to work on the game. But ultimately, all of those little things added up to one big thing: The game could become repetitive over time. What was it that made all of those developers, all of those executives decide that the game wasn't ready? Speaking to nearly half a dozen people on the team, the answer was typically "polish." The game needed a lot of fine-tuning there were a lot of little things that needed work, lots of details that needed to be added. "We thought it was for the best, though, because the expectations for Watch Dogs were high and we wanted to make sure we delivered exactly what we promised gamers." Too repetitive Everybody was playing the game and seeing the same things, and so those discussions were all coming down to the same conclusion."Īnd that conclusion was to delay the game, to give the team the time they needed to finish it, to make the game they wanted to make. Everybody was talking, looking at the game. "There were discussions that were happening between people in the development team, senior core team, but also with HQ and the studio here. "We got everyone together and we looked at the game," senior producer Dominic Guay said. It was a surprising move for a game with so much anticipation built up around it, one that looked like it could have been one of the major launch titles for not one new gaming console, but two.īut as the time neared for the game's launch, the massive team working on Watch Dogs started to realize something: They weren't going to be able to ship the game they wanted to make, the one they promised to gamers not if they were going to hit the November launch. Watch Dogswas just a month away from shipping last year when Ubisoft announced it was delaying the game.