Latest / The Game Business Show / “We’ve been baptized in fire” – the new Rainbow Six boss on losing staff, Tencent, GTA and… Moana
Transcript
- 0:00SPEAKER_00: Right as soon as we launched, we needed to rest.
- 0:02SPEAKER_00: We had to give the team some time to kind of recover from this.
- 0:05SPEAKER_00: And then that caused a bit of a content wall that happened in the seasonal cadence.
- 0:09SPEAKER_00: And that really hurt.
- 0:10SPEAKER_00: We know something's coming along the lines,
- 0:12SPEAKER_00: like we've got a big one coming this year,
- 0:14SPEAKER_00: which you Obviously,
- 0:15SPEAKER_00: it doesn't matter what genre you're in, you're going to get hit.
- 0:18SPEAKER_00: You have to think ahead and be like,
- 0:19SPEAKER_00: okay, bring your expectations in line of what's going to go on there.
- 0:22SPEAKER_00: People are going to go play and they'll come back and stuff like this.
- 0:24SPEAKER_00: And heck, all of us are going to play.
- 0:26SPEAKER_00: The question was like, why do Siege X and not do Siege 2?
- 0:28SPEAKER_00: One of the big things is fundamentally rebuilding our entire system.
- 0:32SPEAKER_00: It's a mountain of work to do and to nail it and to get it right and to be able
- 0:36SPEAKER_00: to scale in the way we're doing.
- 0:37SPEAKER_00: If we were to want to do something like this,
- 0:39SPEAKER_00: Siege would have to essentially go on ice in order to do.
- 0:46SPEAKER_01: Hello and welcome to The Game Business Show.
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- 1:41SPEAKER_01: And now, let's get back to that show.
- 1:44SPEAKER_01: This week's edition is once again about a major shooter series.
- 1:48SPEAKER_01: In particular, it's about Rainbow Six Siege.
- 1:51SPEAKER_01: Now, it launched nearly 11 years ago.
- 1:53SPEAKER_01: And last year,
- 1:54SPEAKER_01: it celebrated its 10th anniversary with the major update X,
- 1:59SPEAKER_01: which introduced a new game mode,
- 2:00SPEAKER_01: modernized maps,
- 2:01SPEAKER_01: various gameplay upgrades, audio and UI overhaul, and loads of other things as well.
- 2:06SPEAKER_01: It also introduced the ability for players to access the base game for free,
- 2:10SPEAKER_01: But it proved a challenging project.
- 2:12SPEAKER_01: It led to a tired development team and a large number of people left the project.
- 2:16SPEAKER_01: That included creative director Alexander Kapasis who handed the reins over
- 2:21SPEAKER_01: to Joshua Mills who was previously the game director.
- 2:24SPEAKER_01: Now I had a chance to chat with Mills about Rainbow Six Siege,
- 2:27SPEAKER_01: how it's doing today,
- 2:28SPEAKER_01: how his team plans to react to the launch of Grand Theft Auto 6,
- 2:32SPEAKER_01: the impact of Siege's major 2025 security breach and whether there will ever be
- 2:37SPEAKER_01: a need for a Rainbow Six Siege 2.
- 2:40SPEAKER_01: Check it out.
- 2:41SPEAKER_00: Hello, Josh.
- 2:42SPEAKER_00: Welcome to the show.
- 2:43SPEAKER_01: Hey, man.
- 2:43SPEAKER_01: It's an honor to be here.
- 2:44SPEAKER_01: It's cool to be talking to you, so I appreciate it.
- 2:46SPEAKER_01: Oh, wow.
- 2:47SPEAKER_01: I love doing these interviews where I discover, I mean, I do know about Rainbow Six Siege.
- 2:50SPEAKER_01: I was there 11 years ago when it launched.
- 2:53SPEAKER_01: I think Warframe recently and old school And I just thought,
- 2:57SPEAKER_01: so fascinating because they're like different industries in their own little right.
- 3:01SPEAKER_00: I find it really exciting doing these sort of interviews.
- 3:03SPEAKER_00: It's funny because the team sent me,
- 3:05SPEAKER_00: whenever they sent this over to me, they sent me the Warframe one you had done.
- 3:08SPEAKER_00: And I was like, that's awesome because like I'm originally I'm actually from Ontario.
- 3:11SPEAKER_00: So like Digital Extremes was like the thing back then.
- 3:15SPEAKER_00: So it was really, really cool to see.
- 3:16SPEAKER_00: And like, I mean,
- 3:17SPEAKER_00: I still follow them to this day because like, it's incredible what they've done.
- 3:20SPEAKER_00: Yeah.
- 3:21SPEAKER_00: Well, just plug in at it and keep going.
- 3:23SPEAKER_00: That's kind of the way.
- 3:24SPEAKER_01: Well, you've taken the creative director role on Rainbow Six Siege.
- 3:27SPEAKER_01: Yes.
- 3:28SPEAKER_01: Was it April you joined?
- 3:29SPEAKER_00: Oh, not joined, but when you took that role?
- 3:31SPEAKER_00: Publicly,
- 3:32SPEAKER_00: we announced it at SI,
- 3:33SPEAKER_00: or a little before SI,
- 3:35SPEAKER_00: just this year,
- 3:36SPEAKER_00: but the reality was I actually took the role in the shadows,
- 3:39SPEAKER_00: or at least Ubisoft structure, around September of last year.
- 3:42SPEAKER_00: All right, you've been doing it for a year.
- 3:44SPEAKER_00: Yeah, so it's, oh man, I didn't even realize it's been a year now.
- 3:48SPEAKER_00: Yeah, so beyond that,
- 3:50SPEAKER_00: we mentioned in like a blog post we did where Carpasses,
- 3:52SPEAKER_00: like Alex Carpasses and I got to kind of talk about the handover.
- 3:55SPEAKER_00: The reality was I was shadowing Alex for some time,
- 3:58SPEAKER_00: and this was something that was kind of on the books for a while.
- 4:00SPEAKER_01: So when you got like full control, did you ring in the changes?
- 4:03SPEAKER_01: Have you ripped up all the rule books?
- 4:07SPEAKER_00: Okay.
- 4:08SPEAKER_00: So, uh, I've not just me, there's been a lot of, uh, we have like a generational team.
- 4:13SPEAKER_00: So this team on Siege has changed a lot over time,
- 4:16SPEAKER_00: uh, which has definitely brought new perspectives and different challenges.
- 4:18SPEAKER_00: Uh, one of the things was when I joined the team, like,
- 4:21SPEAKER_00: what was it,
- 4:21SPEAKER_00: five years ago or about that now,
- 4:23SPEAKER_00: everything that could have been challenged to say that, well, this is how it's done.
- 4:27SPEAKER_00: It was like, well, let's talk about it because it's been 10 years.
- 4:29SPEAKER_00: Like, does it make sense at this point with like how the industry shifted,
- 4:32SPEAKER_00: how our players have shifted?
- 4:34SPEAKER_00: So I don't want to say ripping up the rule book,
- 4:36SPEAKER_00: but definitely challenging decisions that may have been kind of stuck for
- 4:41SPEAKER_00: a little bit.
- 4:41SPEAKER_00: That hasn't changed.
- 4:42SPEAKER_00: And then post Siege XL's launch,
- 4:44SPEAKER_00: there were a bunch of challenges that we were being faced with,
- 4:46SPEAKER_00: and we had to adapt at that point.
- 4:48SPEAKER_01: Well, I'll go ask about both of those things.
- 4:50SPEAKER_01: So it's interesting, when I interviewed RuneScape recently, they've gone through the same thing.
- 4:54SPEAKER_01: They've been going to be 20 odd years,
- 4:56SPEAKER_01: and they've gone through the whole thing where they've gone, right,
- 4:57SPEAKER_01: those decisions that we made in 2009,
- 5:00SPEAKER_01: where we decided that that doesn't work,
- 5:02SPEAKER_01: Actually, are we in a different world now where that might work?
- 5:06SPEAKER_01: Should we put a game on a console?
- 5:08SPEAKER_01: Should we challenge all of the decisions that they made before?
- 5:11SPEAKER_01: Not because they were wrong in the first place,
- 5:12SPEAKER_01: but because when you're talking about a game that's been around for,
- 5:15SPEAKER_01: in your case, nearly 11 years, things change.
- 5:17SPEAKER_01: Players change.
- 5:18SPEAKER_01: Behaviors change.
- 5:19SPEAKER_01: Yeah, 100%.
- 5:20SPEAKER_00: It's exactly that.
- 5:20SPEAKER_00: Just challenge it.
- 5:21SPEAKER_00: Open up the hood of the car, take a look at the engine, see if everything makes sense.
- 5:24SPEAKER_00: And if it does, cool.
- 5:25SPEAKER_00: Keep it going forward, but then build it as part of your pillar going forward.
- 5:28SPEAKER_00: And that was kind of the way we looked at it.
- 5:29SPEAKER_01: I was going to ask about the X launch later on in the interview, but you brought it Oh, sorry.
- 5:33SPEAKER_01: Well, no, no, no, it's great.
- 5:35SPEAKER_01: That's how these things float.
- 5:36SPEAKER_01: So you talked about some challenges coming out of that.
- 5:38SPEAKER_01: What ones are you talking about?
- 5:39SPEAKER_00: I mean,
- 5:40SPEAKER_00: there's multiple because if we talk about just the sheer amount of work that we did
- 5:44SPEAKER_00: as a team,
- 5:45SPEAKER_00: basically we're running a live game at the same time
- 5:46SPEAKER_00: as producing what was essentially a huge feature list in the background and
- 5:51SPEAKER_00: then dropping it all at the same time.
- 5:53SPEAKER_00: There's a ridiculous amount of technical risk doing something like that
- 5:55SPEAKER_00: because you're going to go live.
- 5:57SPEAKER_00: It can trip up stuff that is live because once you're live,
- 5:59SPEAKER_00: that's when the truth starts coming out.
- 6:01SPEAKER_00: And that kind of stand up was we were essentially building a game
- 6:05SPEAKER_00: while still shipping the live game at the same time for a good while there.
- 6:09SPEAKER_00: So there was a lot of fatigue that was building on the team.
- 6:12SPEAKER_00: The goal was to kind of kick off for a big 10 year anniversary of Siege.
- 6:16SPEAKER_00: Like, I mean, it's a huge accomplishment.
- 6:17SPEAKER_00: Like, I mean,
- 6:19SPEAKER_00: we're in company with some of the like the greats out there and it's really awesome
- 6:22SPEAKER_00: to be able to be here for 10 years.
- 6:23SPEAKER_00: So we wanted to do something special.
- 6:25SPEAKER_00: This meant some fundamental rebuilds of different modules within our engine,
- 6:29SPEAKER_00: pushing our lighting system and our audio system further and stuff like this.
- 6:32SPEAKER_00: It was a huge undertaking.
- 6:34SPEAKER_00: And then when we came out there,
- 6:36SPEAKER_00: really what it came down to was the idea that right as soon as we launched,
- 6:41SPEAKER_00: we needed to rest.
- 6:42SPEAKER_00: We had to give the team some time to kind of recover from this.
- 6:44SPEAKER_00: And then that caused a bit of a content wall that happened in the seasonal cadence.
- 6:49SPEAKER_00: And that really hurt where people are like super excited about the stuff coming.
- 6:53SPEAKER_00: Excited about the future of what Siege was going to be.
- 6:55SPEAKER_00: And then we went a little bit quiet as we came out.
- 6:57SPEAKER_00: And I think fundamentally that was where we kind of misaligned with the expectations
- 7:01SPEAKER_00: of our community.
- 7:03SPEAKER_00: And we had some trust to rebuild after that.
- 7:06SPEAKER_01: I guess it was a bit of a bad time to do that because it also happened to be
- 7:10SPEAKER_01: a moment where I know there are different types of games,
- 7:12SPEAKER_01: but suddenly Battlefield does its thing and Art Raiders does its thing
- 7:14SPEAKER_01: and you've got these competitors.
- 7:15SPEAKER_01: I understand that a lot of the time you're snatching players away from each other
- 7:18SPEAKER_01: and then they come back and all that kind of stuff.
- 7:20SPEAKER_01: But if you've slowed down your output at a time when these sort of things happening,
- 7:25SPEAKER_01: I guess that poses business challenges as well.
- 7:28SPEAKER_00: That's definitely the thing.
- 7:29SPEAKER_00: We're always like the ebb and flow of players moving between different games
- 7:32SPEAKER_00: and different experiences.
- 7:34SPEAKER_00: I think the one thing that we know,
- 7:36SPEAKER_00: we know that DNA of Siege is super unique and super special,
- 7:39SPEAKER_00: and we know there's nothing quite like it,
- 7:41SPEAKER_00: which is why many of us work on it in the first place.
- 7:44SPEAKER_00: So really what that meant was, okay,
- 7:46SPEAKER_00: listen, let's get a rest for a second, rally, and then start working towards it.
- 7:51SPEAKER_00: And that's where we rebuilt our new content cadence,
- 7:52SPEAKER_00: a bunch of different things like this to kind
- 7:54SPEAKER_00: of make those measurable steps moving forward.
- 7:57SPEAKER_00: Have you had to make any changes to the team after all that?
- 8:01SPEAKER_00: Oh, well, I mean,
- 8:02SPEAKER_00: the reality is we did have,
- 8:04SPEAKER_00: so when Alex stepped out and then I took the creative director role,
- 8:09SPEAKER_00: the majority of the core team has actually been updated because a lot
- 8:12SPEAKER_00: of them had been on the project for seven years or a long time.
- 8:15SPEAKER_00: And a lot felt that Siegex was a good opportunity,
- 8:19SPEAKER_00: like this is a big moment,
- 8:20SPEAKER_00: we'll do this anniversary together and then we'll go on to our next chapter.
- 8:24SPEAKER_00: So there was a big shift of a lot of personnel going through.
- 8:27SPEAKER_00: So we have a new game director, we have new folks in different positions and stuff like this.
- 8:31SPEAKER_00: It's all adjusting.
- 8:32SPEAKER_00: And obviously there's,
- 8:34SPEAKER_00: I would say,
- 8:34SPEAKER_00: growing pains that come with that where everyone's kind of adjusting
- 8:36SPEAKER_00: into their new roles.
- 8:38SPEAKER_00: But all in all,
- 8:40SPEAKER_00: this is that generational team I'm talking about where there's kind of
- 8:43SPEAKER_00: a constant evolution that happens where people bring their best for a bunch of years
- 8:47SPEAKER_00: and they'll put what they want and what they can into the game.
- 8:51SPEAKER_00: And then they'll be like, all right, I think my chapter is done.
- 8:53SPEAKER_00: I'm going to move on to something else.
- 8:54SPEAKER_00: So I'm not caught up with the Rainbow Six Siege in a long time.
- 8:57SPEAKER_01: I'm interested, is it all set up?
- 8:58SPEAKER_01: Are you all in Montreal?
- 8:59SPEAKER_01: Is that where most of this takes place?
- 9:01SPEAKER_00: We're pretty global, so we do have a lot of codevs.
- 9:03SPEAKER_00: So we have codevs in Barcelona,
- 9:05SPEAKER_00: we have codevs in other parts of Quebec as well, and over in Shanghai.
- 9:09SPEAKER_00: So we do have people around the world,
- 9:11SPEAKER_00: but the majority of the team or like your core kind of hive mind is in Montreal.
- 9:17SPEAKER_01: Okay.
- 9:17SPEAKER_01: Obviously the big change from a corporate level,
- 9:19SPEAKER_01: I don't know if it affects you,
- 9:20SPEAKER_01: has been Vantage Studios and Tencent sort of being more involved and
- 9:25SPEAKER_01: at least co-owning it.
- 9:26SPEAKER_01: Has that actually changed anything for you?
- 9:27SPEAKER_01: Do you suddenly have access to Tencent's array
- 9:30SPEAKER_01: of hit live service game makers you can tap into and get on the phone with?
- 9:35SPEAKER_00: So, I mean, things have definitely changed.
- 9:36SPEAKER_00: I think one of the coolest things about it is we have like a much more direct line with HQ.
- 9:41SPEAKER_00: I may be jumping on a topic that you might bring up later,
- 9:42SPEAKER_00: but there was a hack that happened at Christmas a little while back.
- 9:46SPEAKER_00: And when that occurred,
- 9:47SPEAKER_00: like I was in a chat,
- 9:48SPEAKER_00: like Charlie was in the chat with us and we were all sitting up like a couple
- 9:51SPEAKER_00: of days after Christmas in conversations for what was going on,
- 9:55SPEAKER_00: ramping the team back online and kind of calling people in to get things moving.
- 9:58SPEAKER_00: The point being,
- 9:59SPEAKER_00: we were all in it together,
- 10:00SPEAKER_00: and it kind of felt like we were thick as thieves,
- 10:02SPEAKER_00: which was really,
- 10:03SPEAKER_00: really cool in that regard,
- 10:04SPEAKER_00: because there's a real rally point around the game to try to protect it and kind
- 10:07SPEAKER_00: of get things moving.
- 10:08SPEAKER_00: So between that and the fact that we have open communication,
- 10:12SPEAKER_00: if there's conversations we need,
- 10:13SPEAKER_00: resources we need, or anything like that, we can just talk.
- 10:16SPEAKER_00: And that's really great.
- 10:17SPEAKER_00: So there's a lot less,
- 10:18SPEAKER_00: I don't want to say layers of stuff we have to go through in order to have
- 10:23SPEAKER_00: a transparent conversation.
- 10:24SPEAKER_00: We can have those relatively easily, which is, I think, a really, really good improvement.
- 10:28SPEAKER_00: Outside of that,
- 10:29SPEAKER_00: when we're talking about Tencent, we're definitely working with our partners there.
- 10:32SPEAKER_00: We've announced Siege China is something that's happening, so we're working with them.
- 10:37SPEAKER_00: And that's been a great collaboration because,
- 10:38SPEAKER_00: yes, there's a lot of insight on the region that we just don't have.
- 10:40SPEAKER_00: So being able to work with them has been incredible.
- 10:43SPEAKER_01: China's tricky because there's an element of cultural changes and things you have
- 10:47SPEAKER_01: to sort of make to adapt to that.
- 10:49SPEAKER_01: But obviously it's tricky, but a huge opportunity if you can get it right.
- 10:54SPEAKER_01: But there's one company that can help you do that.
- 10:55SPEAKER_01: It's Tencent, isn't it?
- 10:58SPEAKER_01: It sounds to me like you've had quite a baptism, to be honest.
- 11:02SPEAKER_01: You've come in off a really challenging and you said fatigue team with X.
- 11:07SPEAKER_01: You've then seen a lot of people leave and you've had to rebuild that way.
- 11:10SPEAKER_01: You've had this horrible hack happen in December and you've had to look at everything again.
- 11:15SPEAKER_01: Are you okay?
- 11:19SPEAKER_00: Let's just say I didn't have the hair before,
- 11:21SPEAKER_00: so it's not like I lost it during this... No,
- 11:24SPEAKER_00: honestly,
- 11:25SPEAKER_00: kind of the thing that I'll say is the new core team,
- 11:27SPEAKER_00: and I can say this very honestly,
- 11:28SPEAKER_00: I think we've all become very good friends,
- 11:31SPEAKER_00: and we've kind of been,
- 11:32SPEAKER_00: like you said, baptized in the fire of everything going on, but that's been awesome.
- 11:37SPEAKER_00: And the reason I say it's awesome is
- 11:38SPEAKER_00: because It really felt like we can handle anything together
- 11:44SPEAKER_00: and this team can handle anything together.
- 11:46SPEAKER_00: So as things are coming up,
- 11:47SPEAKER_00: we're like,
- 11:48SPEAKER_00: all right,
- 11:48SPEAKER_00: this is like we take our hit and we find out what we do next and we kind
- 11:51SPEAKER_00: of keep moving.
- 11:52SPEAKER_00: And that could be like maybe a new cheap provider comes out and now they're attacking our game.
- 11:56SPEAKER_00: It's like, okay, cool.
- 11:57SPEAKER_00: That's a new conversation we're going to have and we're going to get on that
- 11:59SPEAKER_00: and we're going to ramp up in different ways and then counter it.
- 12:01SPEAKER_00: But yeah,
- 12:02SPEAKER_00: it's been tough in a lot of different ways,
- 12:04SPEAKER_00: but I don't know,
- 12:06SPEAKER_00: when you talk about this idea of like, oh, it's quite the way of jumping into it.
- 12:11SPEAKER_00: I look at my career and most of my career was always that,
- 12:14SPEAKER_00: where it was like, okay, here's the deep end, go and figure it out from there.
- 12:18SPEAKER_00: So I think surrounding yourself with good people makes a huge difference
- 12:22SPEAKER_00: on being able to weather the storm there.
- 12:25SPEAKER_01: I wasn't asked too much about the hack, but I will ask, how has that impacted things?
- 12:29SPEAKER_00: I think one of the big things is like, well, we did a rollback whenever it happened.
- 12:33SPEAKER_00: So basically we shut everything down, rolled back the data and did this.
- 12:37SPEAKER_00: So we've just kind of,
- 12:39SPEAKER_00: Updated a bunch of virtual processes and stuff like that to go faster
- 12:42SPEAKER_00: if something like this were to ever happen or occur again.
- 12:44SPEAKER_00: So you have your best laid plan for the what if,
- 12:47SPEAKER_00: then it happens, you're like, okay, well, we could be better.
- 12:49SPEAKER_00: So ultimately it was that.
- 12:52SPEAKER_00: Outside of this,
- 12:53SPEAKER_00: we know we tend to get attacks launched at us right around Christmas
- 12:57SPEAKER_00: because they know we're off.
- 12:59SPEAKER_00: So like this is kind of the thing.
- 13:02SPEAKER_00: So we've built up extra layers around that too.
- 13:04SPEAKER_01: Well, I mentioned it earlier,
- 13:05SPEAKER_01: the shooter genre,
- 13:06SPEAKER_01: it's always been,
- 13:07SPEAKER_01: I know your game's very different,
- 13:09SPEAKER_01: it's very unique,
- 13:09SPEAKER_01: and that's why it's managed to succeed over 11 years,
- 13:11SPEAKER_01: but it's obviously still a very competitive scene,
- 13:14SPEAKER_01: and last year we had,
- 13:15SPEAKER_01: obviously,
- 13:15SPEAKER_01: Battlefield and Ark Raiders suddenly enter the fight and track loads of numbers.
- 13:20SPEAKER_01: I'm interested in this,
- 13:21SPEAKER_01: when big launches like that happen,
- 13:22SPEAKER_01: or even when it's like a game that's been around for ages,
- 13:24SPEAKER_01: does a big update,
- 13:25SPEAKER_01: like you did,
- 13:26SPEAKER_01: I guess, with X,
- 13:28SPEAKER_01: and it disrupts things,
- 13:29SPEAKER_01: even if it's a short-term disruption,
- 13:31SPEAKER_01: how do you have to react to that, or do
- 13:33SPEAKER_00: you just not?
- 13:34SPEAKER_00: I think one thing is like, I mean, from a business point of view, we prepare accordingly.
- 13:38SPEAKER_00: Like we know something's coming along the lines.
- 13:40SPEAKER_00: Like, I mean, we've got a big one coming this year with GTA.
- 13:43SPEAKER_00: Obviously it doesn't matter what genre you're in, you're going to get hit when that drops.
- 13:47SPEAKER_00: So it's like,
- 13:47SPEAKER_00: you have to think ahead and be like,
- 13:49SPEAKER_00: okay, Bring your expectations in line on what's going to go on there.
- 13:52SPEAKER_00: People are going to go play and they'll come back and stuff like this.
- 13:54SPEAKER_00: And heck, all of us are going to play.
- 13:56SPEAKER_00: Like that's what happens.
- 13:56SPEAKER_00: Like even like Battlefield, play Battlefield all through it.
- 14:00SPEAKER_00: Yeah, it comes out.
- 14:01SPEAKER_00: Of course we're playing.
- 14:03SPEAKER_00: So as far as that goes,
- 14:04SPEAKER_00: it's being smart about your expectations during that window so
- 14:08SPEAKER_00: that you can keep all those expectations and run with HQ,
- 14:11SPEAKER_00: with the team as well, because the team is affected by the same thing.
- 14:15SPEAKER_00: So if they see that we don't like our players are going down or whatnot,
- 14:19SPEAKER_00: they can get Almost like an anxiety about it as well,
- 14:23SPEAKER_00: but it's all temporary, generally speaking, because we know the core is there.
- 14:27SPEAKER_00: And the one rule we have is to act as if,
- 14:32SPEAKER_00: for those who are staying connected the whole time,
- 14:35SPEAKER_00: serve them Make sure that they constantly have what it is that we offer
- 14:42SPEAKER_00: and make sure we serve them to the best of our ability.
- 14:43SPEAKER_00: We don't go on vacation because there's a competitor that's kind of swelling
- 14:48SPEAKER_00: the market for a second.
- 14:49SPEAKER_00: No, we do our double down and serve as best as we can during that time
- 14:52SPEAKER_00: and give even more during that time just to make sure that anyone who is spending
- 14:57SPEAKER_00: that most valuable resourced time is rewarded for spending it with us.
- 15:01SPEAKER_00: You're probably not doing a major update during those periods.
- 15:07SPEAKER_00: That's the funny thing because we will have our season four drop right around that time.
- 15:12SPEAKER_00: But that's okay because this shifts up the game in a bunch of different ways.
- 15:15SPEAKER_00: We do have some surprises that we actually haven't talked about.
- 15:18SPEAKER_00: So we are holding a few things just
- 15:22SPEAKER_01: to make a bit of a splash.
- 15:23SPEAKER_01: Well, okay.
- 15:24SPEAKER_01: Well, that's interesting.
- 15:25SPEAKER_01: I like asking this question.
- 15:27SPEAKER_01: If you've heard the Warframe,
- 15:27SPEAKER_01: I might have asked it to them as well,
- 15:28SPEAKER_01: because it's been 11 years since, you know, nearly 11 years since Siege launched.
- 15:32SPEAKER_01: 18-year-olds that bought that game in December 2015, they're now knocking on 30.
- 15:37SPEAKER_01: And as you know, that becomes a tricky age.
- 15:39SPEAKER_01: Folks have careers, maybe families, when they start getting to that point.
- 15:42SPEAKER_01: Have you had to adapt much to an aging audience,
- 15:44SPEAKER_01: or do you find that new people
- 15:46SPEAKER_00: come in It's such a good question
- 15:48SPEAKER_00: because I can tell you this,
- 15:49SPEAKER_00: our audience has definitely aged lower now with just more players coming in
- 15:54SPEAKER_00: who are younger than what we've seen in the past, which is cool.
- 15:58SPEAKER_00: It's awesome to see people looking for that challenge and jumping into the game,
- 16:01SPEAKER_00: but their expectations are different as well because you take that someone
- 16:03SPEAKER_00: who played 10 years ago,
- 16:05SPEAKER_00: which is myself,
- 16:06SPEAKER_00: and what I am now,
- 16:08SPEAKER_00: I'm not going to be the most mechanically I have to rely on all the strategy and all
- 16:14SPEAKER_00: the gadgets and everything like this.
- 16:16SPEAKER_00: Whereas a lot of the younger players, they'll click heads.
- 16:20SPEAKER_00: They are absolutely insane with their sticks or their messing keyboard.
- 16:24SPEAKER_00: So they'll run and gun it a little bit more.
- 16:26SPEAKER_00: So they change the pace of the game and the meta of the game because of
- 16:28SPEAKER_00: the way they like to play.
- 16:30SPEAKER_00: One thing that we've talked about a lot,
- 16:33SPEAKER_00: and you can see this,
- 16:34SPEAKER_00: even with that market shifting younger,
- 16:35SPEAKER_00: you go, well, they want faster, they want this.
- 16:37SPEAKER_00: It's like, yeah, but that's not what Siege is.
- 16:39SPEAKER_00: Like Siege is a tactical, like methodical game.
- 16:43SPEAKER_00: We need to be true to it.
- 16:45SPEAKER_00: And anytime we've veered away from it or whatnot,
- 16:48SPEAKER_00: you get that immediate lash back from the core because the core knows what
- 16:50SPEAKER_00: the game is, which is it's a thinking man shooter.
- 16:54SPEAKER_00: That's kind of the way we It's chess when it comes down to it.
- 16:56SPEAKER_00: And we've done different things.
- 16:59SPEAKER_00: In the past,
- 16:59SPEAKER_00: we've slowed down ADS times and different things like this because, again,
- 17:03SPEAKER_00: they were so mechanically good that they were on the verge of just breaking
- 17:06SPEAKER_00: the actual netcode of what they could do because of how fast they were moving around
- 17:10SPEAKER_00: the game and, like, jiggle peeking and all these things.
- 17:13SPEAKER_00: When you do that,
- 17:14SPEAKER_00: you break the entire immersion of the game,
- 17:15SPEAKER_00: you break this idea that you are this tactical elite unit,
- 17:18SPEAKER_00: and you just look like Rambo.
- 17:23SPEAKER_00: There was a real consensus to be like, we need to know who we are and we need to focus on that.
- 17:28SPEAKER_00: I did a talk inside Ubisoft.
- 17:30SPEAKER_00: This is the most ridiculous thing I'm probably going to say this entire conversation.
- 17:34SPEAKER_00: We do this thing called UDC, which is like a Ubisoft developer conference kind of thing.
- 17:38SPEAKER_00: And the clip I used was a clip from Moana because you can tell I have kids.
- 17:44SPEAKER_00: And it's the part where she's like, I am Moana.
- 17:47SPEAKER_00: She's on the board at the end when all her ancestors come up.
- 17:50SPEAKER_00: Because the reality is Siege is a product of its past and the entire franchise that came before.
- 17:57SPEAKER_00: So anytime we want to push the game or we are challenging what the game is meant
- 18:01SPEAKER_00: to be or what that core identity is,
- 18:03SPEAKER_00: we got to not necessarily look in everybody else's backyards,
- 18:06SPEAKER_00: but look back to where we came from and readjust to that point.
- 18:09SPEAKER_00: So between that and then Rallying the community around that concept and
- 18:13SPEAKER_00: that idea has been our main focus,
- 18:16SPEAKER_00: just to let people know this is a methodical tactical shooter.
- 18:19SPEAKER_00: If you want to run and do all that stuff, Siege isn't going to be the place for you.
- 18:23SPEAKER_01: You mean the moment after Maui has left and ran away and she's alone on the boat, right?
- 18:28SPEAKER_01: Yeah.
- 18:28SPEAKER_01: I'm in.
- 18:29SPEAKER_00: Yeah, that's exactly it.
- 18:31SPEAKER_00: Yes.
- 18:31SPEAKER_00: In the heart of Te Fiti, you went down to the ocean.
- 18:33SPEAKER_00: Yes.
- 18:34SPEAKER_00: That moment.
- 18:34SPEAKER_00: Yeah, yeah, yeah.
- 18:36SPEAKER_00: I've also got kids.
- 18:37SPEAKER_01: Perfect.
- 18:40SPEAKER_01: Before we deviate off, I was going to ask before the film, the new one, but you were right.
- 18:44SPEAKER_01: So I spoke to Arrowhead around Hell Divers 2 launch,
- 18:47SPEAKER_01: and they got caught up in this because they launched Hell Divers 2,
- 18:49SPEAKER_01: which they viewed as like an escape from Tarkov sort of thing.
- 18:52SPEAKER_01: And then they had millions of Call of Duty players play it.
- 18:56SPEAKER_01: Like millions of Call of Duty players jumped in and they're like,
- 18:58SPEAKER_01: oh, well, what do we do for these players?
- 19:01SPEAKER_01: And then they sort of went away from what the game was supposed to be to try
- 19:05SPEAKER_01: and satisfy those Call of Duty players.
- 19:07SPEAKER_01: And they soon realized their mistake and they course corrected.
- 19:11SPEAKER_01: But that's exactly what you're talking about,
- 19:13SPEAKER_01: which is you might want to chase that lovely audience you've suddenly managed
- 19:15SPEAKER_01: to bring in.
- 19:16SPEAKER_01: But long term, it's probably not the best.
- 19:18SPEAKER_01: Oh, yeah.
- 19:19SPEAKER_01: You lose your call.
- 19:21SPEAKER_01: Exactly.
- 19:22SPEAKER_01: Well, it's interesting,
- 19:23SPEAKER_01: because obviously you've done a bit of free-to-play and all this sort of stuff.
- 19:25SPEAKER_01: Are you finding you're bringing in lots of new users there?
- 19:27SPEAKER_01: I mean, based on what you just said, the answer is yes.
- 19:29SPEAKER_01: What keeps Rainbow Six going, basically?
- 19:31SPEAKER_01: Is it this engaged audience that you have, or is it these new players that come in and cycle in?
- 19:36SPEAKER_00: Or is it a bit of both?
- 19:37SPEAKER_00: It is a bit of both.
- 19:38SPEAKER_00: Like, I think ultimately, once Rainbow gets its hooks in you, you're done.
- 19:43SPEAKER_00: There's literally nothing else that feels like it.
- 19:46SPEAKER_00: And that's really what makes it stand out.
- 19:49SPEAKER_00: If you've crossed that echelon into getting to the point where something clicks,
- 19:52SPEAKER_00: where you could be like, oh, wait,
- 19:54SPEAKER_00: I didn't just immediately get shot off the spawn or whatever,
- 19:57SPEAKER_00: then you're kind of starting to see the magic of it.
- 20:00SPEAKER_00: And then you start doing the what if scenario game where it's like, well, what if I did this?
- 20:02SPEAKER_00: Well, what if I did this?
- 20:03SPEAKER_00: Well, what if I did this?
- 20:04SPEAKER_00: And you can do that a billion times in the same map that's been out for 10 years.
- 20:08SPEAKER_00: Sure, it's been remastered or updated and stuff like this,
- 20:10SPEAKER_00: but Essentially, it's the same essence.
- 20:13SPEAKER_00: And that's where the magic goes.
- 20:15SPEAKER_00: And then every update we do, we shake the board a little bit.
- 20:18SPEAKER_00: And then you're like, okay, well, now what if, what if, what if?
- 20:21SPEAKER_00: We do see a lot more players checking out the game because we have free access
- 20:24SPEAKER_00: so they can jump into the game and give it a go.
- 20:26SPEAKER_00: And we see a lot of players bounce,
- 20:28SPEAKER_00: which we knew was going to happen,
- 20:29SPEAKER_00: where they come in, they're like, okay, whoa, no, these people are crazy.
- 20:32SPEAKER_00: And then they leave, which is why we've put such a focus on our onboarding.
- 20:37SPEAKER_00: And this is one of the things that we're constantly working on.
- 20:40SPEAKER_00: To give full context, it was year seven when we got a tutorial.
- 20:45SPEAKER_00: So this is not something that we've been stellar about doing to introduce people into the game.
- 20:52SPEAKER_00: Something we're building towards,
- 20:53SPEAKER_00: we have our new machine learned AI,
- 20:56SPEAKER_00: essentially,
- 20:57SPEAKER_00: where we use player data to actually drive our AI,
- 20:59SPEAKER_00: because Siege is so complicated,
- 21:01SPEAKER_00: just straight up programming AI to do what an operator can do in all the scenarios.
- 21:05SPEAKER_00: It's not enough.
- 21:06SPEAKER_00: So we actually feed it player data to be able to figure out where it goes,
- 21:10SPEAKER_00: the best placement of the gadgets and everything like this, all the interactions.
- 21:13SPEAKER_00: So those sort of systems are helping a lot for players to get into the game.
- 21:17SPEAKER_00: And we're making it so that we're kind of building those,
- 21:21SPEAKER_00: that staircase on the side of the mountain, which is the mastery of siege.
- 21:24SPEAKER_00: So it's helping a lot and people are sticking,
- 21:26SPEAKER_00: but again, The second the hook gets in you, you're like, okay, you're done.
- 21:31SPEAKER_00: It is such a special thing.
- 21:34SPEAKER_00: But yeah, it is definitely a different beast to say, you're not going to be good for a while.
- 21:39SPEAKER_00: And if you're willing to put in the time,
- 21:41SPEAKER_00: you're going to find that special, I don't know, the magic that everybody else sees.
- 21:47SPEAKER_01: My one suggestion I've had on the show that I quite liked around AI was the fact
- 21:50SPEAKER_01: that because I'm an older player,
- 21:52SPEAKER_01: sometimes I disappear from a game for a while and I'll come back and I'll have
- 21:55SPEAKER_01: to be reminded where it is.
- 21:56SPEAKER_01: I'd love for some tool or whatever to be able to come in and just say,
- 22:01SPEAKER_01: all right, okay, just remind you, this is where you're up to.
- 22:04SPEAKER_01: This is the new stuff we've introduced.
- 22:06SPEAKER_01: Just like it knows why I might be a bit lost.
- 22:10SPEAKER_01: 100%.
- 22:10SPEAKER_01: Yeah, I think that'd be useful.
- 22:13SPEAKER_01: We've had like 100 million players in the game over time.
- 22:17SPEAKER_00: Oh, yeah.
- 22:17SPEAKER_00: Yeah.
- 22:18SPEAKER_00: Like we're well past that now, but yeah.
- 22:21SPEAKER_01: Do you spend much time,
- 22:22SPEAKER_01: obviously you talk about people cycling out,
- 22:24SPEAKER_01: but do you spend much time thinking about how to win them back or is
- 22:27SPEAKER_01: that not really
- 22:28SPEAKER_00: part of it?
- 22:29SPEAKER_00: I mean, it's definitely a part of it because like the reality is if we have players
- 22:32SPEAKER_00: that are falling off the game for one reason or another,
- 22:34SPEAKER_00: it could be just personal reasons,
- 22:35SPEAKER_00: like you said, like that life happens and like you've got more responsibilities.
- 22:39SPEAKER_00: But at the end of the day,
- 22:41SPEAKER_00: We want it to be a place that if this is the kind of game that you want to play,
- 22:44SPEAKER_00: that this is the experience for you.
- 22:47SPEAKER_00: And any of the rough edges that are in the game that are causing you to bounce off
- 22:51SPEAKER_00: of it, we're investigating those to see what's the problem here.
- 22:54SPEAKER_00: Is this necessary for the game to be the game itself?
- 22:58SPEAKER_00: Some of those rough edges 100% are like one shot,
- 23:01SPEAKER_00: headshot, and Siege is a very integral part to how the game feels.
- 23:08SPEAKER_00: Other things that are in the game right now,
- 23:10SPEAKER_00: for example,
- 23:10SPEAKER_00: we are actually in this season, we're introducing the mini map into a quick match.
- 23:14SPEAKER_00: So we didn't have a mini map up until this time,
- 23:16SPEAKER_00: but map knowledge is fundamentally one of the hardest things for people to learn
- 23:19SPEAKER_00: and new maps,
- 23:19SPEAKER_00: our players stay away from them because they don't want to risk their elo
- 23:22SPEAKER_00: and everything like this.
- 23:24SPEAKER_00: We're trying to find new ways to get people more comfortable and get that level
- 23:27SPEAKER_00: of competency quickly.
- 23:29SPEAKER_00: And if you walked away from the game,
- 23:31SPEAKER_00: let's say in year seven,
- 23:33SPEAKER_00: we've released a ridiculous amount of operators since then and guns
- 23:36SPEAKER_00: and everything else that can be incredibly overwhelming.
- 23:39SPEAKER_00: You're going to need So we are looking at different ways to kind
- 23:45SPEAKER_00: of reactivate players in that regard and serve them where they are
- 23:50SPEAKER_00: because some folks have a very clear idea of what Rainbow Six is meant to be
- 23:53SPEAKER_00: and we're trying to drive towards that.
- 23:55SPEAKER_01: That's got to be really, when you get to the age you are, you've got people wanting one thing.
- 23:58SPEAKER_01: You've talked about young people coming in, expecting different stuff.
- 24:01SPEAKER_01: And I often find that's where people fall down.
- 24:04SPEAKER_01: One of my favorite games is Sea of Thieves.
- 24:06SPEAKER_01: And there's players that just want to shoot.
- 24:07SPEAKER_01: They want to shoot everything.
- 24:09SPEAKER_01: And there's players that don't.
- 24:10SPEAKER_01: Why do you have to have it where you shoot people and you can attack people?
- 24:13SPEAKER_01: You've got completely different audiences.
- 24:14SPEAKER_01: And I have to imagine as a developer,
- 24:15SPEAKER_01: you're sort of looking at the two groups of people wanting the opposite thing.
- 24:19SPEAKER_01: It's really hard.
- 24:20SPEAKER_01: And it's not a question.
- 24:21SPEAKER_00: I just sort of sympathize.
- 24:23SPEAKER_00: It is.
- 24:23SPEAKER_00: It is really tough because like if we look at the Siege or actually just the market
- 24:27SPEAKER_00: in general,
- 24:27SPEAKER_00: the way people kind of engage with like free access games and stuff like this,
- 24:31SPEAKER_00: whether it be through cosmetics, some people like really over the top stuff.
- 24:35SPEAKER_00: Siege is a tactical shooter based on military operations
- 24:38SPEAKER_00: where some folks just want like the most tactical thing and that's it.
- 24:41SPEAKER_00: Like they don't want anything.
- 24:42SPEAKER_00: They don't want to see any of the collabs and stuff like this.
- 24:44SPEAKER_00: And that's a real clash between the player engagement and how people engage
- 24:48SPEAKER_00: with their games,
- 24:49SPEAKER_00: because that's a totally different way of looking at it and how you play.
- 24:52SPEAKER_00: What we try to do is make clear lines where it's like, this is what Siege is.
- 24:57SPEAKER_00: And if we do an event like Assault on Hereford, this is canon.
- 25:01SPEAKER_00: So there will be nothing like this is true to what actual Rainbow Six franchise is.
- 25:05SPEAKER_00: If you're in a PvP match, player expression is king at that point.
- 25:09SPEAKER_00: They can do whatever they want and stuff like that.
- 25:11SPEAKER_00: But if we're driving the narrative or we're showing an asset, It's going to be canon.
- 25:15SPEAKER_00: I'll change the subject a little bit.
- 25:16SPEAKER_00: How does the eSports side
- 25:18SPEAKER_01: of things influence you?
- 25:19SPEAKER_01: Does it have much impact on what you're doing?
- 25:21SPEAKER_00: It's pretty big,
- 25:22SPEAKER_00: actually,
- 25:22SPEAKER_00: because everything we do,
- 25:23SPEAKER_00: like a new operator or whatnot,
- 25:25SPEAKER_00: we do all the testing with our pros first,
- 25:27SPEAKER_00: because they're going to be the ones who are going to break it,
- 25:28SPEAKER_00: like 100%, and they're going to break it very fast.
- 25:31SPEAKER_00: If we get it to them and they're like, oh, well,
- 25:33SPEAKER_00: If you do this and this,
- 25:34SPEAKER_00: then the game is unplayable for these reasons because nobody can open a wall
- 25:38SPEAKER_00: or nobody can do this.
- 25:39SPEAKER_00: So we work really closely with our bro teams to have really early testing.
- 25:43SPEAKER_00: At this point,
- 25:43SPEAKER_00: I think they're usually I don't know, two,
- 25:46SPEAKER_00: three ops ahead of where we actually are in the release cadence of the calendar.
- 25:52SPEAKER_00: This includes balancing changes and different conversations like that.
- 25:54SPEAKER_00: We'll go to a major, which is one of our esports events throughout the year.
- 25:59SPEAKER_00: And what we've started to do is we'll actually do a meeting with the pros early when
- 26:03SPEAKER_00: the competitions first starting and then just sit down and show them everything for
- 26:06SPEAKER_00: the reveal coming up and then things coming down the line to get their feedback on
- 26:10SPEAKER_00: where things are going and if it aligns to what They expect at their level.
- 26:14SPEAKER_00: Now, not every change is for esports.
- 26:15SPEAKER_00: In fact, the majority of the stuff we do, we focus on our core community.
- 26:19SPEAKER_00: But if something happens on one of our stages,
- 26:21SPEAKER_00: like say the SI stage, somebody pulls off a crazy player, crazy interaction.
- 26:25SPEAKER_00: Six months later, that's in everybody's rent game.
- 26:27SPEAKER_00: So like it's it's kind of a signal for us.
- 26:30SPEAKER_01: I see.
- 26:31SPEAKER_01: I see.
- 26:31SPEAKER_01: You've got so many different areas to this and so many different challenges.
- 26:34SPEAKER_01: Well, opportunities as well.
- 26:36SPEAKER_01: And I'm not always mean that in a negative sense.
- 26:39SPEAKER_01: How big is the Rainbow Six team?
- 26:41SPEAKER_00: Can you say?
- 26:43SPEAKER_00: I think worldwide now, we're over 600.
- 26:45SPEAKER_00: Oh, wow.
- 26:47SPEAKER_00: Because we have codevs around the world and stuff like this.
- 26:50SPEAKER_00: So yeah, we're a pretty big team.
- 26:52SPEAKER_00: We were bigger during X.
- 26:54SPEAKER_00: It's a natural thing that we're building a game at the same time as producing the live content.
- 26:57SPEAKER_00: So you kind of ramp up like a normal production would do.
- 27:00SPEAKER_00: But yeah,
- 27:00SPEAKER_00: we're still pretty big,
- 27:01SPEAKER_00: but there's a lot going on because there's the entire esports side of things.
- 27:04SPEAKER_00: Obviously there's the store stuff,
- 27:06SPEAKER_00: there's the gameplay and all the different playlists that we run because we have
- 27:09SPEAKER_00: a lot of content that's dropping throughout the season as well.
- 27:12SPEAKER_01: How's the free to play stuff?
- 27:14SPEAKER_01: I know it's not all free to play, but the ability to come in for free.
- 27:16SPEAKER_01: Has that had much of an impact?
- 27:17SPEAKER_01: It sounds like it might have done in terms of types of players you had coming in.
- 27:21SPEAKER_00: 100% as far as types of players,
- 27:22SPEAKER_00: you get a lot of like, well,
- 27:25SPEAKER_00: I don't like the term,
- 27:26SPEAKER_00: but it's like,
- 27:27SPEAKER_00: I've heard it called tourist,
- 27:28SPEAKER_00: someone who's just checking it out because they're like,
- 27:30SPEAKER_00: oh, it's free, I can just download it and I'll take a look at it.
- 27:32SPEAKER_00: So folks will come in and see the game.
- 27:34SPEAKER_00: There are a decent amount of people who will just stay in the free access ecosystem
- 27:38SPEAKER_00: because basically for us, paid access unlocks ranked.
- 27:41SPEAKER_00: We did it for security concerns as well,
- 27:43SPEAKER_00: just to keep it that one layer away from just easy testing against like widgets
- 27:48SPEAKER_00: and stuff like this.
- 27:49SPEAKER_00: But generally speaking,
- 27:50SPEAKER_00: you do see people come in,
- 27:51SPEAKER_00: check out stuff, see if they like it, and then bounce back out.
- 27:54SPEAKER_00: Engagement is there.
- 27:56SPEAKER_00: Actually, it's raised over time.
- 27:58SPEAKER_00: The amount of people that are coming in and kind of finding the spark,
- 28:01SPEAKER_00: they're sticking around longer.
- 28:02SPEAKER_00: So that's really cool.
- 28:03SPEAKER_00: But- There's a large amount of traffic,
- 28:06SPEAKER_00: I'll say that,
- 28:07SPEAKER_00: of people coming in and checking out the game now,
- 28:09SPEAKER_00: compared to when you had to put down your $5 originally.
- 28:12SPEAKER_01: It's a fascinating world,
- 28:14SPEAKER_01: and it seems to be one that's constantly changing,
- 28:17SPEAKER_01: and I've learned a lot from this, but what's your goal?
- 28:20SPEAKER_01: I guess when you took charge,
- 28:21SPEAKER_01: and I know that you've been working on the game for a while,
- 28:23SPEAKER_01: but when you took charge,
- 28:24SPEAKER_01: I guess you might have had a vision for where you'd like to take the game.
- 28:26SPEAKER_01: I know the players end up leading that in a lot of other ways,
- 28:28SPEAKER_01: but where would you like to see Siege in, I don't know, five years?
- 28:32SPEAKER_00: Well, I mean,
- 28:33SPEAKER_00: like you said,
- 28:33SPEAKER_00: the players do lead a lot of it because that's
- 28:35SPEAKER_00: the one key thing is we listen really closely to what the players are experiencing
- 28:39SPEAKER_00: and living in the moment to moment matches because that's what really matters.
- 28:43SPEAKER_00: But I think when we talk about where we want to take Siege and like we're driving
- 28:46SPEAKER_00: towards, I look back to a few years ago, we had a real tone shift in the game.
- 28:52SPEAKER_00: So it was the last SI we did in Montreal where essentially Harry,
- 28:56SPEAKER_00: which was the six at the time, he was killed by Deimos.
- 29:00SPEAKER_00: Like this is all lore stuff in a PVP game.
- 29:02SPEAKER_00: I know that doesn't necessarily shake everyone,
- 29:05SPEAKER_00: but the reality was when it happened,
- 29:07SPEAKER_00: it was a real signal to everyone that the stakes are back and Rainbow is back in
- 29:11SPEAKER_00: a very big way.
- 29:12SPEAKER_00: It's in the sense that We're going to be that counter-terrorist unit.
- 29:15SPEAKER_00: We're going to be this much more gritty and grounded kind of approach to the game
- 29:20SPEAKER_00: because it was a little bit combat sports-esque before that.
- 29:23SPEAKER_00: It was kind of a turn that it went to.
- 29:25SPEAKER_00: We're kind of like doubling down on this and kind of focusing on that back to roots.
- 29:31SPEAKER_00: This is why many of the different things that we've introduced into
- 29:33SPEAKER_00: the game have been callbacks from the original franchise.
- 29:37SPEAKER_00: So Deimos is Gerald Morris coming back from the game.
- 29:40SPEAKER_00: Scopos is Carys.
- 29:41SPEAKER_00: Like there's a bunch of...
- 29:43SPEAKER_00: A bunch of different references coming out of the original franchise.
- 29:47SPEAKER_00: We even released Casino, which was from Vegas too, like the Vegas games.
- 29:53SPEAKER_00: All for the idea of just, again,
- 29:55SPEAKER_00: reminding where we're from so that we stay the course and we focus
- 29:58SPEAKER_00: on our core identity and solidify it and then armor it.
- 30:02SPEAKER_00: And what I mean by armor it is because All the mechanics in Siege are very unique,
- 30:05SPEAKER_00: and they add to this ridiculously cool system of interactions and creativity,
- 30:11SPEAKER_00: and we want to reinforce that.
- 30:12SPEAKER_00: We want to show that if I'm being as competitive as most Siege players are,
- 30:17SPEAKER_00: I want us to be the best at it, where it's like, this is impenetrable.
- 30:21SPEAKER_00: You can't even come close to what Siege can pull off as far as the level of 10 years
- 30:25SPEAKER_00: of investment into these interactions and into this kind of chess-like FPS.
- 30:32SPEAKER_00: Continuing to go that way,
- 30:34SPEAKER_00: Bring really exciting technological advancements as we're going forward as well.
- 30:39SPEAKER_00: Because as of right now, we run on PS4 all the way up.
- 30:43SPEAKER_00: So that's a pretty widespread of tech to be working on right now.
- 30:48SPEAKER_00: But there's a lot of opportunity on the horizon.
- 30:50SPEAKER_00: And I'm trying to be as cryptic as possible because I don't want to leak anything.
- 30:54SPEAKER_00: But the reality is When we look at Siege and people ask like,
- 30:59SPEAKER_00: oh, like, is it hard to come up with operators and stuff like that?
- 31:01SPEAKER_00: And it's like, no, because it's always a question of what if, so what if this happened?
- 31:06SPEAKER_00: And I'll give you the example of, we added these things called destructible ingredients.
- 31:10SPEAKER_00: It's a simple thing of a gas pipe.
- 31:12SPEAKER_00: You shoot it and it does this.
- 31:13SPEAKER_00: So we have team A, team B and team C being the map now.
- 31:19SPEAKER_00: And I think that's where things get really exciting is
- 31:21SPEAKER_00: when we add these extra levels of interaction and extra levels of what if into
- 31:26SPEAKER_00: the game.
- 31:27SPEAKER_00: This might sound like a stupid question, but do you ever need to do a Siege 2?
- 31:30SPEAKER_00: Is that something that... Yeah.
- 31:33SPEAKER_00: It's a funny one because it's come up a lot and it came up a lot during X. Oh, really?
- 31:37SPEAKER_00: Yeah, because the question was like, why do Siege X and not do just Siege 2?
- 31:41SPEAKER_00: One of the big things is fundamentally rebuilding our entire system.
- 31:45SPEAKER_00: It's a mountain of work to do and to nail it and to get it right and to be able
- 31:48SPEAKER_00: to scale in the way we're doing.
- 31:51SPEAKER_00: If we were to want to do something like this,
- 31:53SPEAKER_00: Siege would have to essentially go on ice in order to do,
- 31:56SPEAKER_00: because I don't think we could ever do something of that scale like we did
- 32:00SPEAKER_00: with Siege X.
- 32:01SPEAKER_00: It's not even close to the level of scale we're talking about.
- 32:04SPEAKER_00: If we were to go and rebuild the entire game, kind of make a Siege 2.
- 32:08SPEAKER_00: I think, end of the day, the way we've architectured our technology, it's very modular.
- 32:14SPEAKER_00: So when we did X,
- 32:15SPEAKER_00: we rebuilt the audio and the lighting system,
- 32:17SPEAKER_00: and both of those are maturing right now.
- 32:19SPEAKER_00: The foundations were rebuilt and now we're actually taking them to new levels
- 32:22SPEAKER_00: as we push forward.
- 32:23SPEAKER_00: This is all kind of behind the scenes stuff,
- 32:25SPEAKER_00: but we can do that with all the different parts of our game.
- 32:27SPEAKER_00: And we've been doing it with different parts of our game for the last 10 years.
- 32:31SPEAKER_00: So The need for doing it is not necessarily completely there with the cost
- 32:36SPEAKER_00: of what would happen when you have to shut the lights off and then do that.
- 32:39SPEAKER_00: Because you can't possibly run both at the same time with the fact
- 32:42SPEAKER_00: that you would need the expertise of the team that's running the game to rebuild
- 32:45SPEAKER_00: the game kind of thing.
- 32:46SPEAKER_00: So it'd be really, really difficult to do.
- 32:48SPEAKER_00: And again, our tech teams are able to run ahead and rebuild the modules anyway.
- 32:52SPEAKER_00: So it makes it pretty easy for us to take those steps incrementally.
- 32:57SPEAKER_01: I think I also not entirely convinced based on these other games.
- 32:59SPEAKER_01: I don't know about your audience, but certainly the other games that people really want.
- 33:03SPEAKER_01: Oh, it needs to look flashy.
- 33:04SPEAKER_01: It looks fancy.
- 33:04SPEAKER_01: You know, I find it hilarious.
- 33:06SPEAKER_01: I mean, I know it's completely different,
- 33:07SPEAKER_01: but I find it hilarious that old school RuneScape is bigger than RuneScape.
- 33:10SPEAKER_01: I don't think some of the stuff Some of that stuff necessarily matters as much
- 33:14SPEAKER_01: as we did once upon a time.
- 33:16SPEAKER_00: Yeah, for our core, it really doesn't.
- 33:19SPEAKER_00: I mean, I was at the EWC just the other day,
- 33:21SPEAKER_00: like in Paris, and we had the demo booth set up with the new scenes.
- 33:25SPEAKER_00: And every time I walked by,
- 33:26SPEAKER_00: all the screens were set by four by three and stretch resolution,
- 33:30SPEAKER_00: everything on low looking like completely like flat lighting and stuff like this,
- 33:34SPEAKER_00: because everyone's going for all those FPSs and then they're running.
- 33:37SPEAKER_00: They just run at the lowest settings anyway, because it's what we're used to.
- 33:41SPEAKER_00: And that is very much the core audience of Siege runs like this.
- 33:45SPEAKER_00: So we have a lot of conversations internally.
- 33:48SPEAKER_00: When we were rebuilding the lighting system and modernizing the maps,
- 33:51SPEAKER_00: the question was, should we really do this?
- 33:53SPEAKER_00: Does anybody care?
- 33:55SPEAKER_00: And the reality on that is it's more about this idea where people talk about,
- 34:00SPEAKER_00: especially Siege,
- 34:01SPEAKER_00: Prior to the modernization of the maps,
- 34:04SPEAKER_00: folks were saying that the maps were a bit more flat and the lighting
- 34:06SPEAKER_00: and stuff like this because they were hyper competitive and that's what we went for
- 34:09SPEAKER_00: and it made total sense.
- 34:11SPEAKER_00: But the richness is what everybody has in their head as to what Siege is
- 34:14SPEAKER_00: and what Rainbow Six is.
- 34:16SPEAKER_00: So they think of the original E3 trailer,
- 34:18SPEAKER_00: they think of Vegas and all these moments where it's flashlights and gritty and dark
- 34:24SPEAKER_00: and like,
- 34:25SPEAKER_00: you know,
- 34:25SPEAKER_00: it's People rappelling down the building and then breaking in
- 34:29SPEAKER_00: and everything busting up and stuff like this.
- 34:32SPEAKER_00: Whereas in the game,
- 34:33SPEAKER_00: because we were so focused on competitive,
- 34:36SPEAKER_00: we had cleaned all that out and made everything super, super easy and readable.
- 34:40SPEAKER_00: So we had new outline systems and stuff like that to allow us to get
- 34:42SPEAKER_00: a little bit more to the rich lighting.
- 34:44SPEAKER_00: But it is funny.
- 34:46SPEAKER_00: We get this feedback that It doesn't matter, like all the lighting and all these things.
- 34:51SPEAKER_00: But then we'll get the exact same feedback from pros.
- 34:53SPEAKER_00: And this was the funniest thing I had heard during all this was we had the gas pipes.
- 34:57SPEAKER_00: We showed them for the first time.
- 34:59SPEAKER_00: And one of the pro teams said, we can't put those on bank.
- 35:02SPEAKER_00: Bank is one of our maps.
- 35:03SPEAKER_00: And we're like, oh, why?
- 35:05SPEAKER_00: They're like, well, gas pipes wouldn't be in a bank.
- 35:07SPEAKER_00: Like that doesn't make it.
- 35:08SPEAKER_00: Oh, well, maybe in the basement.
- 35:10SPEAKER_00: So they cared more about the realization of it being in the basement.
- 35:14SPEAKER_00: And I'm like,
- 35:14SPEAKER_00: but you're the same players who will turn off everything and stretch a resolution,
- 35:18SPEAKER_00: but they cared that the gas pipe made sense in the world.
- 35:21SPEAKER_00: It's not how it looks, it's what it does.
- 35:22SPEAKER_00: Yeah, I get it.
- 35:23SPEAKER_01: I think it makes sense.
- 35:24SPEAKER_01: I think it's fascinating.
- 35:25SPEAKER_01: Josh, it's lovely chatting to you.
- 35:26SPEAKER_01: I love the fact the game's still going.
- 35:28SPEAKER_01: I remember it's a launch and to see it go from strength to strength and be one of
- 35:31SPEAKER_01: the key tactical shooters in the world and doing this well is a phenomenal one.
- 35:35SPEAKER_01: It's great to see it going and good luck with all the challenges
- 35:38SPEAKER_01: and opportunities you've got ahead.
- 35:39SPEAKER_00: Hey, appreciate it.
- 35:40SPEAKER_00: Like, I mean,
- 35:41SPEAKER_00: I stand on the shoulder of giants that came before,
- 35:43SPEAKER_00: like Honest's team,
- 35:44SPEAKER_00: and we just carry forward the legacy of the game and it's an honor to be able
- 35:47SPEAKER_00: to do it, so.
- 35:48SPEAKER_00: Gonna watch Moala now, right?
- 35:52SPEAKER_00: I'll see you then.
- 35:52SPEAKER_00: There you go.
- 35:53SPEAKER_00: Take care.
- 35:53SPEAKER_00: Bye-bye.
- 35:54SPEAKER_01: So that's it for today's episode of The Game Business Show.
- 35:58SPEAKER_01: And join us for more news, analysis, insight and interviews in the days and weeks ahead.
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- 36:11SPEAKER_01: But that's it from us today.
- 36:13SPEAKER_01: Until next time, thank you for tuning in.