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visit

stack.net.au

52

jbhifi.com.au

MARCH

2016

GAMES

Panic

on the

Streets

of

New York

Start spreading the news. NewYork has been hit with a virus and the Big Apple needs you.

We speak with IP director on

Tom Clancy's The Division

, Martin Hultberg.

I

t is of course tradition for Ubisoft to save

a thunderbolt for the conclusion of its E3

media briefing in Los Angeles, and the

five-minute gameplay demo for

The Division

back

in 2013 became the game that everyone at the

show was talking about.

A tentative launch date of 2014 was pinned to

retail schedules, but as details of

The Division

’s

depth and ambition surfaced, it soon transpired

that Massive Ubisoft, the studio behind the game,

had little hope of finishing it in time. 2014 became

2015, and deadlines were set and broken.

"With

The Division

, we had to do a lot of

'firsts'," IP Director at Swedish-based Massive

Ubisoft, Martin Hultberg, tells

STACK

. “We

needed a new next-gen game engine (Snowdrop),

which we developed ourselves. Then we needed

to create a new niche within the Tom Clancy

franchise.

“On top of that we needed to marry several

genres into one cohesive gameplay experience,

and at the same time we had to do what all

games always do; create stories, build a universe,

design missions, etc. It was, simply put, a highly

complex project that needed this amount of time

to reach its full potential.”

Traditionally, Tom Clancy-endorsed games

could be classified as the thinking person’s

military shooters, where strategy is requisite, and

espionage, Cold War and covert operations all

recurrent themes. The RPG genre is, as Hultberg

clearly identifies, totally new territory for the

franchise, and coupled with this new direction,

the studio also decided to make

The Division

online only.

“The original mandate was for us to create a

Clancy online RPG,” says Hultberg. “The online

part is key because we want a vibrant world

that brings people together in different social

experiences. With easy transitions between

playing alone or with others, we hope to give

everyone a chance to experience the full potential

of our world.

“I think one of the main things you have to do

[to attract campaign players] is create an inviting

and interesting universe for people to play in.

Once you have that, you need to look at ways

of making sure the experience is smooth and

immersive. That is why we developed seamless

transition between single-player, co-op and player-

versus-player, for example."

Hultberg describes

The Division

as "a proper

loot and statistics-based RPG”.

“The loot mechanics are at the core of the

game," he continues. "What that means is that the

gear you use is a strong indicator of how effective

you will be in the various tasks you engage

with. Player skill is naturally still important, but

understanding the different attributes and how

they relate to skills, gear, and other mechanics is

crucial."

New York City is faithfully recreated as a

backdrop to game, where an outbreak of a deadly

virus on Black Friday sends the world’s most

iconic city spiraling into a tumultuous terrain of

dog-eat-dog on the eve of Christmas. Playing as

an agent of Strategic Homeland Security (The

Division) thrown into the epicenter of chaos

in the hope of restoring some sense of order,

communication between team members is key,

but not always essential.

“Of course, if players decide not to talk to

each other, they don’t have to communicate at all.

But a team of people communicating will always

be more efficient than one that doesn’t,” says

Hultberg.

GAMES

FEATURE