This will be the end of Ubisoft

00:26:37
https://www.youtube.com/watch?v=z5hdb9kifho

Resumo

TLDRThe video provides a critical analysis of Ubisoft's current predicament, focusing on their repeated failures in game launches and inability to connect with their audience. Highlighting the detrimental impact of management decisions, it critiques Ubisoft's over-reliance on established franchises like Assassin's Creed and Rainbow Six, coupled with poor monetization strategies and refusal to innovate creatively. The potential outcome of these practices may lead to Ubisoft going private and selling off its biggest IPs. The analysis also addresses Ubisoft's mishandling of diversity and representation, accusing them of inconsistency and lack of genuine intent. Furthermore, the financial instability and loss of investor confidence are discussed as a result of systemic issues, including toxic corporate culture and high operational costs. This serves as a cautionary tale for the industry, illustrating the perils of ignoring player feedback and prioritizing profit over quality.

Conclusões

  • 💡 Ubisoft's management has made poor decisions leading to their current downfall.
  • 📉 Failed game launches like 'Star Wars Outlaws' have greatly impacted their finances.
  • 🚫 Ignoring player feedback and over-monetization are significant criticisms.
  • 🔄 Analysts predict Ubisoft might go private and sell major IPs.
  • ⚖️ Attempts to handle diversity in games are seen as inconsistent and disingenuous.
  • 🏦 Financial struggles are leading to layoffs and studio closures.
  • 🛠️ Ubisoft is criticized for failing to innovate and relying on old mechanics.
  • 🎮 Their current game offerings are not competitive or appealing in today's market.
  • 📰 Ubisoft's story is presented as a cautionary tale for the gaming industry.
  • 👥 The company's inability to connect with its audience is a major issue.

Linha do tempo

  • 00:00:00 - 00:05:00

    Ubisoft, once a giant in the gaming industry, is facing severe criticism and failure. After poor decisions and ignoring feedback, companies like Ubisoft are seeing predictions of privatizations and asset sales, losing touch with their audience and vision. After analyzing Ubisoft's downfall, it is clear that their over-reliance on annual franchises and monetization tactics alienated their player base, combined with financial losses and failure to innovate, have only worsened their situation.

  • 00:05:00 - 00:10:00

    Ubisoft is unable to support its vast workforce of 20,000 employees due to financial struggles. Despite aiming for success with upcoming releases, Ubisoft's history of expensive failures on titles like 'Skull and Bones' and 'Star Wars Outlaws' endangers their recovery. Even if new titles perform moderately well, they are unlikely to cover previous failures, requiring drastic measures and strong leadership that seems currently unavailable as they continue to face more potential iceberg moments in their company trajectory.

  • 00:10:00 - 00:15:00

    Ubisoft's decision to launch a controversial NFT based game, despite numerous challenges, reflects poor strategy and execution. With representation in 'Assassin's Creed Shadows' causing controversy, Ubisoft defends its position using historical accuracy claims that seem inconsistent to audiences. The argument of basing creativity on diversity feels forced, creating further distrust among players. The company’s attempts at defending its creative directions make them appear disconnected from their audience, leading to concerns about leadership and decision-making within Ubisoft.

  • 00:15:00 - 00:20:00

    Creative expression and player criticism seem to be misaligned within Ubisoft. The company's narrative claims that criticism suppresses creativity are seen as exaggerated and out of touch by players. Comparing game creation criticism to existential threats depicts an insincere perspective from Ubisoft, further distancing players. Ubisoft sticking to its refused strategies leaves them vulnerable, leading customers to lose faith in their message and products, and indicates a significant disconnect with the gaming community.

  • 00:20:00 - 00:26:37

    Ubisoft's financial challenges are exacerbated by poor product reception and ineffective marketing strategies, making them less competitive. Their games fail to differentiate and become repetitive and overpriced, failing to captivate audiences in a crowded market. Despite struggling with identity and profitability, key lessons from successful distinct games like 'Elden Ring' highlight Ubisoft’s need for originality to stand out. As the industry grows, companies must find ways to innovate and align with customer needs to survive.

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Vídeo de perguntas e respostas

  • What are the main issues faced by Ubisoft according to the video?

    Ubisoft faces issues like failed game launches, loss of audience connection, toxic corporate culture, and potential privatization due to declining revenues.

  • How does the video describe Ubisoft's decision-making?

    The video describes Ubisoft's decision-making as deeply flawed, focusing on poor choices like ignoring player feedback, over-reliance on IPs, and troubling monetization strategies.

  • What predictions does the video make about Ubisoft's future?

    The video predicts that Ubisoft may go private and sell off its major IPs like Assassin's Creed to maintain financial stability.

  • Why is Ubisoft compared to a cautionary tale in the video?

    Ubisoft is seen as a cautionary tale due to its loss of vision, audience disconnect, and top-heavy management leading to financial struggles.

  • How does the video critique Ubisoft's handling of diversity and representation in games?

    The video critiques Ubisoft for inconsistent messaging on diversity in games, calling it disingenuous and more about avoiding backlash than genuine representation.

  • What stance does the video take on Ubisoft's creative direction?

    The video criticizes Ubisoft's lack of innovative gameplay and overreliance on repetitive and monetized game mechanics.

  • What specific games are mentioned as failures for Ubisoft?

    Games mentioned as failures include Skull and Bones, Star Wars Outlaws, and X Defiant.

  • How does the video explain Ubisoft's financial struggles?

    Ubisoft's financial struggles are attributed to failed game launches, high operating costs, and inadequate returns on investments in new game developments.

  • What is the video’s message regarding Ubisoft's relationship with its audience?

    The video suggests Ubisoft has a poor relationship with its audience due to neglecting feedback, resulting in player alienation.

  • What does the video suggest about the impact of Ubisoft's failures on the gaming industry?

    The video suggests that Ubisoft's failures highlight issues in the industry like overreliance on monetization and lack of creativity.

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  • 00:00:00
    silence your critics lie to your fans
  • 00:00:02
    double down on poor decisions ignore
  • 00:00:04
    feedback what's that oh oh this this is
  • 00:00:06
    a this is a big bag of feedback we don't
  • 00:00:09
    need that and then virtue signal from
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    your SE Suite office that is the Ubisoft
  • 00:00:15
    plan for success that's to get them
  • 00:00:17
    right back on track I am floreda I can't
  • 00:00:21
    believe it you know everything that
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    they've done every action they've taken
  • 00:00:25
    everything that they have said has only
  • 00:00:27
    dug their grave even deeper at this
  • 00:00:30
    point they're just diving in and
  • 00:00:31
    honestly I can't even really blame them
  • 00:00:33
    you know I had hoped that after all of
  • 00:00:35
    the bad press surrounding Ubisoft with
  • 00:00:37
    the failed launch of Star Wars Outlaws
  • 00:00:40
    them pushing back Assassin's Creed
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    Shadows that they would try to figure
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    out ways to be able to Trend in the
  • 00:00:46
    right direction and then I thought to
  • 00:00:49
    myself why would they do that I mean
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    come on now we have industry analysts
  • 00:00:55
    that are predicting that Ubisoft is
  • 00:00:56
    going to go private and then sell off
  • 00:00:58
    their biggest IPS and to be honest with
  • 00:01:00
    you they're probably not very far off a
  • 00:01:03
    lot has happened with Ubisoft since we
  • 00:01:05
    last talked about them and at this point
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    their graceless downfall has turned into
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    nothing but pure Cinema Ubisoft once a
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    Titan of the gaming industry is now a
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    cautionary tale of what happens when a
  • 00:01:17
    company loses touch with its audience
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    its vision and becomes so topheavy that
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    their only recourse is to squeeze their
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    customers for all their worth this is a
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    story that we have chronicled before a
  • 00:01:27
    company plagued by scandals inter etal
  • 00:01:30
    dysfunction and creative stagnation in
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    my video the complete and utter collapse
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    of Ubisoft we retraced all of their
  • 00:01:37
    obsessions with their annualized
  • 00:01:39
    franchises like Assassin's Creed Rainbow
  • 00:01:42
    6 and Far Cry once they're crown jewels
  • 00:01:45
    now they're Achilles heel by recycling
  • 00:01:47
    mechanics churning out uninspired titles
  • 00:01:49
    becoming increasingly more predatory
  • 00:01:51
    with their monetization and refusing to
  • 00:01:53
    innovate Ubisoft alienated their once
  • 00:01:56
    loyal player base that could no longer
  • 00:01:58
    stomach mediocrity their problems
  • 00:02:00
    weren't just creative they were systemic
  • 00:02:02
    as I pointed out in Ubisoft lost more
  • 00:02:03
    than their worth the company has been
  • 00:02:05
    hemorrhaging money losing key developers
  • 00:02:07
    and chasing Trends instead of setting
  • 00:02:09
    them they gambled on live service games
  • 00:02:11
    and large projects that nobody asked for
  • 00:02:13
    sinking resources into games like the
  • 00:02:16
    long delayed Skull and Bones a game that
  • 00:02:18
    has now become an industry punchline
  • 00:02:20
    they lost it all on Star Wars Outlaws
  • 00:02:22
    only selling a million copies and then
  • 00:02:24
    further embarrassing themselves with a
  • 00:02:25
    release on Steam and they've closed the
  • 00:02:28
    studio behind Prince of Persia the loost
  • 00:02:30
    Crown arguably the best game that
  • 00:02:31
    they've had in recent times just because
  • 00:02:33
    they overcharged for it add to that
  • 00:02:35
    Workplay scandals and allegations of
  • 00:02:37
    toxic leadership and it's no surprise
  • 00:02:39
    that Ubisoft has seen waves of talent
  • 00:02:41
    departures and plummeting investor
  • 00:02:43
    confidence despite the warning signs of
  • 00:02:45
    their games failing to reach audiences
  • 00:02:47
    Ubisoft seemed unwilling or unable to
  • 00:02:49
    change they clung to outdated design
  • 00:02:52
    philosophies and toned deaf marketing
  • 00:02:54
    strategies prioritizing shareholder
  • 00:02:56
    appeasement over player satisfaction
  • 00:02:58
    while accomplishing nothing literally
  • 00:03:01
    nothing and while other companies in the
  • 00:03:03
    industry have found ways to Pivot or
  • 00:03:04
    regain their footing Ubisoft has dug
  • 00:03:06
    their heels in spiraling further into
  • 00:03:09
    irrelevance fast forward to today and
  • 00:03:11
    the cracks in the foundation have split
  • 00:03:13
    wide open the struggles that we've
  • 00:03:14
    talked about before are no longer cracks
  • 00:03:16
    in their armor they are gaping wounds
  • 00:03:19
    just recently Ubisoft announced the
  • 00:03:21
    closure of two Studios another
  • 00:03:22
    devastating blow to their Workforce and
  • 00:03:24
    morale and then there's ex defiant a
  • 00:03:27
    game that was supposed to show that
  • 00:03:28
    Ubisoft could still compete in the realm
  • 00:03:30
    of military Shooters instead becomes yet
  • 00:03:33
    another entry in their growing list of
  • 00:03:35
    failures juice van Duran business
  • 00:03:38
    professor and former CEO and co-founder
  • 00:03:40
    of super data research a games marketing
  • 00:03:42
    research company is predicting that
  • 00:03:44
    Ubisoft is headed for privatization and
  • 00:03:47
    Dismantling in 2025 saying with the
  • 00:03:49
    share prices plummeting from
  • 00:03:51
    $289 to $123 cents year-over-year the
  • 00:03:55
    company has become an attractive
  • 00:03:57
    takeover Target its valuable assets
  • 00:03:59
    particularly Rainbow Six Siege and the
  • 00:04:01
    Assassin's Creed franchise could be
  • 00:04:03
    worth more separately than together now
  • 00:04:06
    something I want to be crystal clear on
  • 00:04:07
    is that Ubisoft is essentially powerless
  • 00:04:10
    in the videos that I had made previously
  • 00:04:11
    I was just basically stating that the
  • 00:04:13
    Titanic had hit the iceberg they were
  • 00:04:15
    already taking on water the ship was
  • 00:04:17
    sinking their only options right now are
  • 00:04:19
    to save their valuables and try to
  • 00:04:22
    salvage what's left that's the position
  • 00:04:24
    that they're in right now you know in a
  • 00:04:26
    lot of cases we talk about how difficult
  • 00:04:28
    it is for some of these really topheavy
  • 00:04:29
    companies to be able to turn things
  • 00:04:31
    around because it takes a while for them
  • 00:04:32
    to do so but we don't ever get to study
  • 00:04:35
    a company that can't turn around and
  • 00:04:38
    that's the position that Ubisoft is in
  • 00:04:39
    and honestly that's what makes this so
  • 00:04:42
    fascinating you know when I had made the
  • 00:04:44
    video talking about how Ubisoft had lost
  • 00:04:46
    more than their worth I meant it truly I
  • 00:04:49
    meant it they have had too many games
  • 00:04:52
    that they've released that came out to
  • 00:04:54
    subpar reception or failed completely
  • 00:04:57
    and they spent way too much money on it
  • 00:04:58
    and on top of that the company has too
  • 00:05:00
    many employees to support do people even
  • 00:05:03
    understand that this company has over
  • 00:05:05
    20,000 employees working for them they
  • 00:05:07
    are massive when you're making as much
  • 00:05:10
    money as they are right now that is not
  • 00:05:12
    enough to support that many people I
  • 00:05:14
    mean even if Assassin's Creed Shadows
  • 00:05:17
    found success let's say 5 million copies
  • 00:05:20
    that's a conventional success in gaming
  • 00:05:22
    that's not too bad that would cover
  • 00:05:24
    their development costs and marketing
  • 00:05:26
    costs and then outside of that not
  • 00:05:28
    really a whole lot else
  • 00:05:31
    they would need a balers Gate 3 or Elden
  • 00:05:33
    ring level of success we're talking 10
  • 00:05:35
    plus million copies sold for them to
  • 00:05:38
    make a profit on this game and then even
  • 00:05:40
    still it's not going to cover up any of
  • 00:05:42
    the mistakes that they've made with
  • 00:05:43
    their other games with all of the money
  • 00:05:46
    that they've invested into skull and
  • 00:05:48
    bones or Star Wars Outlaws or anything
  • 00:05:51
    else for that matter and then keep in
  • 00:05:53
    mind that their next games to release
  • 00:05:55
    after this are much much further down
  • 00:05:58
    the road we're talking years that
  • 00:05:59
    they're going to have to survive on that
  • 00:06:01
    money Assassin's Creed Shadows is not
  • 00:06:03
    going to sell that
  • 00:06:06
    much for Ubisoft to be able to patch the
  • 00:06:09
    hole and get to shore it's an impossible
  • 00:06:12
    task they're not going to be able to do
  • 00:06:14
    it but if they did it would be one of
  • 00:06:16
    Gaming's biggest turnarounds but to do
  • 00:06:19
    that it would require leadership strong
  • 00:06:21
    leadership but in this case the captain
  • 00:06:24
    is just heading for the next Iceberg
  • 00:06:26
    following the bad press surrounding
  • 00:06:28
    Ubisoft the delay of a Assassin's Creed
  • 00:06:30
    shadows and the failed launch of Star
  • 00:06:31
    Wars Outlaws you would think that the
  • 00:06:33
    company would try to remain low profile
  • 00:06:36
    not make any waves and not do anything
  • 00:06:38
    to rock the boat any further
  • 00:06:40
    disregarding all sense of caution common
  • 00:06:42
    sense and reality for that matter
  • 00:06:44
    Ubisoft launched Champions tactics goria
  • 00:06:47
    Chronicles a tactical turn-based player
  • 00:06:49
    versus player RPG the gameplay markets
  • 00:06:53
    as tactical play to win this nft game
  • 00:06:57
    would see you buy and sell character p
  • 00:06:59
    pieces earning cryptocurrency in the
  • 00:07:01
    game that you could then turn into
  • 00:07:03
    Heroes and then you could sell that for
  • 00:07:04
    real money the common line of garbage
  • 00:07:07
    that we normally get with these kind of
  • 00:07:08
    games or at least what they try to sell
  • 00:07:10
    to their coped out audiences but Ubisoft
  • 00:07:13
    was selling characters for upwards of
  • 00:07:16
    $63,000 and to the dismay of many
  • 00:07:18
    playing the game in true Ubisoft fashion
  • 00:07:21
    it was broken at launch with claims of
  • 00:07:23
    cheaters and exploiters while Ubisoft
  • 00:07:26
    tiptoed around their nft game ubisoft's
  • 00:07:28
    head of Assassin's Creed Shadows held
  • 00:07:30
    back nothing when it came back to
  • 00:07:32
    tackling the ongoing discussions about
  • 00:07:34
    forced representation and the influence
  • 00:07:37
    of diversity equity and inclusion in
  • 00:07:39
    video games this has been a major point
  • 00:07:41
    of contention for potential players and
  • 00:07:43
    fans of Assassin's Creed as this is the
  • 00:07:45
    first game to be set in Japan A fitting
  • 00:07:47
    setting for the franchise but the game's
  • 00:07:49
    main protagonist isn't Japanese
  • 00:07:52
    Assassin's Creed boss Mark Alexis cot
  • 00:07:54
    responded to player push back saying
  • 00:07:55
    Assassin's Creed has always been about
  • 00:07:57
    exploring the full spectrum of history
  • 00:08:00
    and by its very nature that history is
  • 00:08:02
    diverse staying true to history means
  • 00:08:05
    embracing the richness of the human
  • 00:08:07
    perspective without compromises for
  • 00:08:09
    example in Assassin's Creed Shadows we
  • 00:08:11
    highlight figures both fictional like
  • 00:08:13
    Nai a Japanese woman warrior and
  • 00:08:15
    historical like yasuke the African born
  • 00:08:18
    Samurai while the inclusion of a black
  • 00:08:20
    samurai in feudal Japan has sparked
  • 00:08:22
    questions and even controversy nawe a
  • 00:08:25
    fictional character has also faced
  • 00:08:27
    scrutiny for her gender but just as y's
  • 00:08:30
    presence in Japanese history is fact so
  • 00:08:34
    too are the stories of women who Define
  • 00:08:36
    societal expectations and took up arms
  • 00:08:39
    in times of conflict holy Gaslight
  • 00:08:42
    Batman I don't think I've seen anybody
  • 00:08:43
    straw man this hard I don't think I've
  • 00:08:46
    seen any backlash regarding Nai a
  • 00:08:48
    Japanese female ninja is pretty fitting
  • 00:08:50
    for a setting like this and I'll be
  • 00:08:52
    honest with you if she was the main and
  • 00:08:54
    only protagonist I don't think people
  • 00:08:56
    would be complaining nearly as much I
  • 00:08:58
    personally do do not understand the
  • 00:09:00
    inconsistency of the messaging here
  • 00:09:02
    first you want to say it's rooted in
  • 00:09:04
    history then you want to say it's
  • 00:09:05
    fiction then you want to say you want to
  • 00:09:07
    make a fictional character historic I
  • 00:09:09
    just don't understand why you keep
  • 00:09:11
    trying to justify it why don't you just
  • 00:09:13
    say we made Yas because well we thought
  • 00:09:16
    it would be entertaining and it's what
  • 00:09:18
    we wanted to make rather than making it
  • 00:09:19
    sound like it's some type of noble cause
  • 00:09:22
    first they claim the game is rooted in
  • 00:09:24
    history get pivot to emphasizing
  • 00:09:26
    fictional elements while defending their
  • 00:09:28
    creative choices then they blur the
  • 00:09:29
    lines even further by trying to
  • 00:09:31
    represent a fictional character na as a
  • 00:09:33
    part of some broader historical
  • 00:09:35
    narrative it's as if they're trying to
  • 00:09:37
    have it both ways asserting historical
  • 00:09:39
    authenticity when it suits them while
  • 00:09:41
    falling back on fiction when it doesn't
  • 00:09:43
    if the decision to include yasuke was
  • 00:09:45
    genuinely creative or thematic then why
  • 00:09:47
    not just own it say we wanted yasuke
  • 00:09:50
    because we thought it added something
  • 00:09:52
    unique to the story that would make it
  • 00:09:54
    feel far more honest than trying to
  • 00:09:55
    dress it up as some Noble Endeavor to
  • 00:09:57
    try to highlight diversity the
  • 00:09:59
    overjustification doesn't reinforce the
  • 00:10:01
    decision it just makes it feel
  • 00:10:03
    disingenuous as though they're
  • 00:10:05
    anticipating the backlash rather than
  • 00:10:07
    simply standing for their Creative
  • 00:10:09
    Vision toot would go on to further
  • 00:10:11
    justify their actions saying this Echoes
  • 00:10:13
    the selfless bravery of our Assassin's
  • 00:10:16
    Creed protagonists they fought for
  • 00:10:17
    freedom knowledge and the right to chart
  • 00:10:20
    their own paths just as we do as
  • 00:10:22
    creators fight to tell stories that
  • 00:10:24
    matter in a world that grows
  • 00:10:26
    increasingly divided as the authors of
  • 00:10:28
    how democ democracies die so powerfully
  • 00:10:30
    stated democracies crumble when good
  • 00:10:33
    people decide to stay silent the same is
  • 00:10:35
    true I think of our creative freedom
  • 00:10:37
    when we allow fear to stifle our voices
  • 00:10:40
    when we self-censor in the face of
  • 00:10:43
    threats when we hand over our power
  • 00:10:45
    Peace by peace until freedom and
  • 00:10:48
    creativity both wither away we cannot
  • 00:10:51
    let that happen it's time for us
  • 00:10:53
    creators to stand firm in our commitment
  • 00:10:56
    to our values by telling stories that
  • 00:10:58
    INSP ire that challenge and help people
  • 00:11:01
    to connect our silence cannot become
  • 00:11:08
    complicit this man deserves an Emmy I am
  • 00:11:11
    dying here please help cot is suggesting
  • 00:11:14
    that criticism or backlash is akin to
  • 00:11:17
    self-censorship implying that
  • 00:11:19
    questioning their creative choices is
  • 00:11:20
    the same as threatening their freedom to
  • 00:11:22
    create but criticism is not censorship
  • 00:11:26
    players are pointing out inconsistencies
  • 00:11:28
    questioning decisions and expressing
  • 00:11:30
    dissatisfaction for a product that
  • 00:11:31
    they're expected to pay for and that's
  • 00:11:34
    not an existential threat to your
  • 00:11:36
    creative freedom it's feedback treating
  • 00:11:39
    critique as a form of Oppression is not
  • 00:11:41
    only disingenuous but it's actively
  • 00:11:43
    dismissing the audience's role in this
  • 00:11:45
    process the invocation of how
  • 00:11:48
    democracies die is especially egregious
  • 00:11:51
    it conflates realworld political and
  • 00:11:53
    social crisis with the act of creating
  • 00:11:56
    entertainment products it's appealing to
  • 00:11:59
    a Authority using the weight of academic
  • 00:12:01
    work to justify your inclusion of
  • 00:12:04
    specific characters or narratives in a
  • 00:12:06
    damn video game but the game is not
  • 00:12:09
    democracy nor is it a Battleground for
  • 00:12:12
    your lofty ideals it is a product
  • 00:12:14
    designed for entertainment and for sale
  • 00:12:17
    and that's where the root of player
  • 00:12:18
    concerns are right now this is a product
  • 00:12:21
    designed to be purchased for
  • 00:12:22
    entertainment and this is what you want
  • 00:12:23
    to use it for and then when we find out
  • 00:12:26
    that this game is reportedly being
  • 00:12:27
    worked on by a staff comprised of people
  • 00:12:29
    who nearly half of them have never even
  • 00:12:31
    made a game before with some of them
  • 00:12:34
    believing that it is the worst game ever
  • 00:12:36
    and your only response to players
  • 00:12:38
    concerns is your nobility and the belief
  • 00:12:41
    that you're some Freedom Fighter it only
  • 00:12:43
    helps to prove that this game regardless
  • 00:12:45
    of its delay will have yasuke being the
  • 00:12:48
    least of players concerns they're
  • 00:12:50
    burying the lead when I see a developer
  • 00:12:53
    that is this wrapped up in their own
  • 00:12:55
    social
  • 00:12:56
    politics I see it as a mining canary
  • 00:12:59
    that they are ignoring what they need to
  • 00:13:01
    be paying attention to which is making
  • 00:13:03
    sure that they're making a game that
  • 00:13:04
    players are actually going to enjoy
  • 00:13:07
    they're not paying attention to game
  • 00:13:08
    playay they think they're writing a
  • 00:13:09
    stage play and I think that's what has a
  • 00:13:12
    lot of players a lot of customers that
  • 00:13:14
    are genuinely upset and sick of a lot of
  • 00:13:17
    these Studios and many of their
  • 00:13:19
    Executives this kind of speech that cot
  • 00:13:21
    is using only serves to alienate the
  • 00:13:24
    players even further because he's taking
  • 00:13:26
    the conversation to a moral High Ground
  • 00:13:29
    that is so high the elevation is likely
  • 00:13:31
    to make you sick players are not
  • 00:13:33
    rejecting creativity diversity or
  • 00:13:35
    meaningful storytelling they are pushing
  • 00:13:38
    back against
  • 00:13:40
    pretention and their critiques of a
  • 00:13:43
    product being compared to assaults on
  • 00:13:47
    fundamental
  • 00:13:49
    freedoms I think that's the most
  • 00:13:50
    frustrating part about all of this is
  • 00:13:52
    that it's so easy to see that Community
  • 00:13:54
    concerns player concerns customer
  • 00:13:56
    concerns are being purposefully ignored
  • 00:13:59
    this is patented intellectual dishonesty
  • 00:14:03
    and because of that the players and the
  • 00:14:05
    customers feel disrespected and this is
  • 00:14:07
    just a piece of advice that I'm going to
  • 00:14:09
    give but when players feel that way
  • 00:14:11
    they're not going to buy your
  • 00:14:13
    games I don't think that I've ever seen
  • 00:14:15
    a company so thoroughly and completely
  • 00:14:20
    Gaslight themselves as much as Ubisoft
  • 00:14:22
    has and they're good at it and that's
  • 00:14:25
    just that's just the state of the
  • 00:14:27
    company today now following the abysmal
  • 00:14:29
    launch of Star Wars Outlaws the game
  • 00:14:31
    reportedly only captured 1 million
  • 00:14:33
    copies sold in an act of self-inflicted
  • 00:14:35
    financial Devastation the company has
  • 00:14:38
    chose to stay true to its plans to
  • 00:14:40
    continue to support the game with more
  • 00:14:42
    updates reworks and changes in an
  • 00:14:44
    interview with Games Radar Julian G the
  • 00:14:47
    creative director said I'm a little
  • 00:14:49
    disappointed with the Metacritic
  • 00:14:50
    recognition from the critics is very
  • 00:14:52
    important to us but I do think that
  • 00:14:54
    players are really connecting with what
  • 00:14:56
    we did we had a very ambitious Target we
  • 00:14:59
    literally reached for the stars and I
  • 00:15:02
    think that we were successful from so
  • 00:15:04
    many different angles there's a magical
  • 00:15:06
    unique experience within Outlaws whether
  • 00:15:09
    it's Star Wars or not now I want to
  • 00:15:10
    pause there for a moment before I
  • 00:15:12
    continue because worrying about the
  • 00:15:14
    critics is exactly what got Ubisoft into
  • 00:15:16
    the position it's in today as I go
  • 00:15:18
    throughout this interview they mostly
  • 00:15:19
    end up talking about how they're still
  • 00:15:21
    working hard on the game story
  • 00:15:22
    expansions as well as improving the base
  • 00:15:25
    game however I can't help but feel as
  • 00:15:27
    though this is just an exercise in
  • 00:15:29
    futility more than anything else and
  • 00:15:31
    they would be better off refunding
  • 00:15:33
    players who bought the season pass
  • 00:15:34
    content and just cutting ties with the
  • 00:15:36
    game I wish that companies would stop
  • 00:15:38
    being so ambitious about the future of
  • 00:15:41
    their game and focus on the present what
  • 00:15:43
    is the point of committing yourselves to
  • 00:15:44
    future plans if you have no idea whether
  • 00:15:47
    or not players are going to even play
  • 00:15:49
    your game in the first place when Elden
  • 00:15:51
    ring was announced I don't think that
  • 00:15:53
    there was any mention of additional
  • 00:15:55
    content that would come in the future
  • 00:15:56
    while there were hints and assumptions
  • 00:15:59
    we never got confirmation until after
  • 00:16:01
    the game had released and garnered
  • 00:16:02
    success there's wisdom in that I mean
  • 00:16:05
    Ubisoft announced back in September that
  • 00:16:07
    massive the studio behind Star Wars
  • 00:16:09
    Outlaws would be moving over to start
  • 00:16:11
    work on division 3 the series that that
  • 00:16:13
    studio is loved for which has already
  • 00:16:16
    gone into pre-production from my
  • 00:16:17
    perspective given the sales of Star Wars
  • 00:16:20
    Outlaws and its tepid reception when it
  • 00:16:21
    released on Steam wouldn't it be a
  • 00:16:23
    better idea to go all Hands-On Deck with
  • 00:16:26
    an IP that you know players want and you
  • 00:16:28
    know that studio has the most experience
  • 00:16:31
    with it just doesn't make any sense not
  • 00:16:33
    from a customer perspective or from a
  • 00:16:35
    business perspective however lately
  • 00:16:37
    Ubisoft isn't known for having the
  • 00:16:39
    brightest ideas I mean they just
  • 00:16:41
    convinced themselves that skull and
  • 00:16:43
    bones is a worthwhile investment and
  • 00:16:45
    they are telling players in the media
  • 00:16:46
    that they will turn it around in the
  • 00:16:48
    next season which now that I think about
  • 00:16:50
    it that sounds oddly familiar Ubisoft
  • 00:16:53
    coming out to reassure players and the
  • 00:16:55
    industry that contrary to popular belief
  • 00:16:57
    one of their games is actually healthy
  • 00:16:59
    and has a bright future oh wait that's
  • 00:17:02
    right X defiant just a few months ago
  • 00:17:04
    Mark ruin the head of X defiant wrote a
  • 00:17:07
    blog post in a summary of their year one
  • 00:17:09
    road map for the game and in it he took
  • 00:17:11
    the time to take on Insider Gaming's
  • 00:17:13
    claims that the game was living on
  • 00:17:15
    borrowed time Ruben had said I just want
  • 00:17:18
    to quickly address the status of the
  • 00:17:20
    game I.E is the game dying no the game
  • 00:17:23
    is absolutely not dying we know that
  • 00:17:25
    there are things we need to improve like
  • 00:17:27
    net code and hit regist ation and adding
  • 00:17:29
    more content to progression but the game
  • 00:17:32
    is doing well we just want it to do
  • 00:17:33
    better and we do that by addressing the
  • 00:17:35
    concerns of the community which has
  • 00:17:37
    always been the plan Ubisoft is very
  • 00:17:39
    much behind us and has allocated more
  • 00:17:41
    resources to the team in order for us to
  • 00:17:44
    do that only for two months later for
  • 00:17:46
    Mark ruin to go on Twitter and announce
  • 00:17:48
    that ex defiant will shut down and
  • 00:17:50
    services will end on June 3rd 2025 Ruben
  • 00:17:53
    goes on to talk about how the game was a
  • 00:17:56
    passion project how difficult it is to
  • 00:17:58
    to get a live service game off the
  • 00:18:00
    ground and more what I find really
  • 00:18:02
    interesting is this section where Mark
  • 00:18:04
    says if there's something I hope we can
  • 00:18:06
    take away from this experience it's the
  • 00:18:08
    importance of open honest communication
  • 00:18:10
    between developers and players the
  • 00:18:12
    player first mentality along with
  • 00:18:14
    respectful non-toxic conversations
  • 00:18:17
    between developers and players has been
  • 00:18:19
    one of the standout differences that
  • 00:18:21
    made ex Defiance so special from my
  • 00:18:24
    first post about ex defiant this was the
  • 00:18:26
    vision I wanted to Champion I hope it
  • 00:18:29
    leaves a positive mark on how the games
  • 00:18:31
    industry treats its players and
  • 00:18:34
    communities yet none of that ever
  • 00:18:36
    actually happened there was no honest
  • 00:18:38
    communication or a player first
  • 00:18:40
    mentality when it came to X defiant or
  • 00:18:42
    any other Ubisoft game for that matter
  • 00:18:45
    while the game had issues serious core
  • 00:18:48
    issues with net code and hit
  • 00:18:49
    registration two things that are quite
  • 00:18:51
    literally the backbone of a first-person
  • 00:18:53
    shooter experience that didn't stop
  • 00:18:56
    Ubisoft from adding more
  • 00:18:57
    microtransactions or season passes
  • 00:19:00
    instead the money printer kept printing
  • 00:19:02
    while the issues kept pushing players
  • 00:19:04
    out of the game while Ubisoft plans to
  • 00:19:07
    refund the players that had purchased
  • 00:19:08
    the ultimate edition of the game and
  • 00:19:11
    auto refunded microtransactions that
  • 00:19:13
    were purchased within the last month
  • 00:19:15
    there is still plenty of players that
  • 00:19:16
    are left hung out to dry I think that
  • 00:19:18
    this is the Crux of the whole issue with
  • 00:19:20
    Ubisoft and many other companies they're
  • 00:19:22
    so caught up in their own personal
  • 00:19:23
    identity politics personal politics
  • 00:19:25
    actual politics social politics and all
  • 00:19:28
    the different ways that they can make
  • 00:19:30
    money off of games that they've lost
  • 00:19:32
    sight of the fact that they are
  • 00:19:33
    providing a service and a product to
  • 00:19:35
    customers Technical and quality issues
  • 00:19:38
    or even just the vision of a well-made
  • 00:19:40
    game game that players will actually
  • 00:19:42
    enjoy is eclipsed by how they can
  • 00:19:44
    commoditize monetize and use their games
  • 00:19:47
    as a soap box while I definitely think
  • 00:19:48
    that there's a problem with egos within
  • 00:19:50
    the industry I think that this mentality
  • 00:19:52
    with a lot of these companies is born
  • 00:19:54
    from the fact that they're publicly
  • 00:19:55
    traded they have fiduciary
  • 00:19:56
    responsibilities they need to make money
  • 00:19:58
    for their investors but I also think
  • 00:20:00
    that it's a symptom of a much larger
  • 00:20:02
    issue too much investment and too much
  • 00:20:05
    inorganic growth many of the biggest
  • 00:20:07
    Publishers and studios in the industry
  • 00:20:09
    are now incentivized by the sheer size
  • 00:20:12
    of their organization and the number of
  • 00:20:14
    their employees to make their games more
  • 00:20:16
    expensive to fill them with
  • 00:20:18
    microtransactions and to create things
  • 00:20:20
    of lower quality they need to make as
  • 00:20:22
    much money as they possibly can for a
  • 00:20:24
    minimum viable product just to be able
  • 00:20:26
    to keep their heads above water they
  • 00:20:28
    can't take creative risk they can't
  • 00:20:29
    create Niche experiences they can't make
  • 00:20:31
    games that have their own identity
  • 00:20:34
    because they need everybody to be
  • 00:20:35
    interested in that game they can't
  • 00:20:37
    remove or limit monetization because
  • 00:20:40
    well they need as much money as possible
  • 00:20:42
    so they bloat their single player games
  • 00:20:44
    with useless content to urge casual
  • 00:20:46
    players to buy Solutions in the form of
  • 00:20:49
    microtransactions for problems that they
  • 00:20:51
    created Ubisoft as a company is a case
  • 00:20:54
    study for this industry and where it is
  • 00:20:56
    headed they aren't alone in this issue
  • 00:20:58
    they're not alone in this race and while
  • 00:21:01
    games media and CEOs will happily blame
  • 00:21:03
    toxic Gamers for the issues of these
  • 00:21:05
    companies or say that the reason why
  • 00:21:07
    games are failing is because of steep
  • 00:21:09
    competition they deny reality the same
  • 00:21:12
    as Ubisoft your games are boring they're
  • 00:21:15
    buggy repetitive and too expensive we
  • 00:21:17
    don't need you but you need us and that
  • 00:21:20
    becomes more apparent by the day as we
  • 00:21:22
    see more games fail and more Studios
  • 00:21:24
    close remember who you're working for or
  • 00:21:27
    you might not be working much longer you
  • 00:21:30
    know something that I've noticed and I'm
  • 00:21:31
    sure a few of you guys have seen this as
  • 00:21:32
    well is that art styles themes colors
  • 00:21:36
    characters stories even music at times
  • 00:21:39
    has started to kind of blend together
  • 00:21:40
    with some of these games however the
  • 00:21:42
    most popular games the games that have
  • 00:21:44
    gotten some of the best sales and some
  • 00:21:45
    of the best player feedback and
  • 00:21:47
    retention and all that good stuff player
  • 00:21:50
    appreciation customer appreciation are
  • 00:21:52
    games that are incredibly distinct if I
  • 00:21:54
    look at like Elden ring or balers gate
  • 00:21:56
    or Path of Exile 2 or any of these games
  • 00:21:59
    they end up standing out because they
  • 00:22:00
    just don't look like or play like or
  • 00:22:02
    sound like anything else that's out
  • 00:22:04
    there but if I take a game just as an
  • 00:22:07
    example like Dragon Age and I rip off
  • 00:22:10
    the EA and the BioWare logo and then you
  • 00:22:12
    tell me who made that game epic
  • 00:22:17
    Activision I don't know like they all
  • 00:22:20
    start to look the same after a while and
  • 00:22:21
    I think it's because they're all just
  • 00:22:22
    chasing each other's Tails that's really
  • 00:22:25
    all it ends up being they look to see
  • 00:22:26
    what the other big company is doing and
  • 00:22:28
    they say oh we're going to do that too
  • 00:22:30
    and that's their big great idea that
  • 00:22:32
    they you know bring forth to their
  • 00:22:33
    boards in the pursuit of growing they
  • 00:22:37
    lost their identity and it made them
  • 00:22:40
    unable to stand out in front of other
  • 00:22:42
    Studios and other games and as a result
  • 00:22:44
    they needed to make even more money but
  • 00:22:46
    they then continued to hire people and
  • 00:22:49
    as their companies grew larger and they
  • 00:22:50
    had more money well then they needed to
  • 00:22:52
    monetize their games and price their
  • 00:22:54
    games higher so what are you left with
  • 00:22:57
    you're left with overpriced over
  • 00:22:58
    monetized and boring games that fail to
  • 00:23:01
    stand out amongst the rest of the
  • 00:23:03
    competition out in the market right now
  • 00:23:05
    that's why games are failing that's why
  • 00:23:07
    you're not making any money that's why
  • 00:23:09
    the games that you're putting out aren't
  • 00:23:10
    finding an audience because there's
  • 00:23:12
    other games that stand out much better
  • 00:23:14
    are much more original and value our
  • 00:23:17
    time and money in a way that you just
  • 00:23:18
    don't anymore and it's also because you
  • 00:23:20
    can't because it really is really does
  • 00:23:22
    come down to just how big these
  • 00:23:23
    companies are they don't have time to
  • 00:23:25
    think about what the customer needs they
  • 00:23:26
    can only think about what they need
  • 00:23:28
    right right now and fact of the matter
  • 00:23:31
    is you just don't have what it takes to
  • 00:23:33
    be able to compete in a creative
  • 00:23:35
    industry anymore because this cold
  • 00:23:37
    corporate approach just doesn't work
  • 00:23:40
    here simple as that you're selling
  • 00:23:43
    products based on people's wants not
  • 00:23:45
    their needs you can't just do anything
  • 00:23:48
    you want to what you're selling to us
  • 00:23:49
    that's just not how this works
  • 00:23:52
    sorry Ubisoft has taken too many L's
  • 00:23:55
    they've had too many games that have
  • 00:23:56
    failed and they don't have enough games
  • 00:23:59
    to give a positive outlook not only for
  • 00:24:01
    their investors but just in general for
  • 00:24:03
    keeping the like keeping the company
  • 00:24:05
    afloat keeping your employees paid
  • 00:24:08
    because if if we actually sit back and
  • 00:24:10
    look at every single game that they've
  • 00:24:12
    failed on and how much those games cost
  • 00:24:14
    them well that's all going on the
  • 00:24:16
    background against any of the games that
  • 00:24:18
    actually have succeeded which is
  • 00:24:20
    basically none for quite a while now
  • 00:24:22
    outside of Valhalla and that was back in
  • 00:24:24
    was like 2018 2020 or 2019 something
  • 00:24:27
    right around there it's it's been a few
  • 00:24:28
    years since then and it's not enough
  • 00:24:30
    money to float all the poor decisions
  • 00:24:32
    that they've made it nor is um what is
  • 00:24:35
    it called Rainbow 6 Rainbow 6 isn't
  • 00:24:38
    making enough money to be able to keep
  • 00:24:39
    the entire company afloat I brought it
  • 00:24:41
    up earlier in the video they have over
  • 00:24:42
    20,000 employees they have offices all
  • 00:24:45
    around the world and even though people
  • 00:24:47
    are in games even though people in games
  • 00:24:49
    media are like they've laid off 300
  • 00:24:51
    employees oh and it's just like they
  • 00:24:54
    have
  • 00:24:56
    20,000 like how are you paying for that
  • 00:24:59
    no wonder your investors are leaving
  • 00:25:00
    they're like there's just no way that
  • 00:25:02
    this company's going to be able to
  • 00:25:03
    backpedal out of this their only choice
  • 00:25:06
    literally their only choice is to go
  • 00:25:09
    private and then sell their IPs that's
  • 00:25:11
    I'm saying their only choice I'm saying
  • 00:25:12
    the owners that's the only thing the
  • 00:25:14
    owners can do to be able to make money
  • 00:25:16
    for themselves because honestly that's
  • 00:25:18
    likely the road that they're going to
  • 00:25:19
    end up wanting to take I would imagine
  • 00:25:21
    that 10 cent is probably on the opposite
  • 00:25:24
    side of that where they don't want the
  • 00:25:25
    company to shut down they want to keep
  • 00:25:26
    it up they want to keep the employees
  • 00:25:28
    there because they want to make the
  • 00:25:29
    games and they probably think that they
  • 00:25:30
    could do a better job at getting the
  • 00:25:33
    company to produce at the level it
  • 00:25:35
    should be producing at I mean take that
  • 00:25:37
    however you want I know people have a
  • 00:25:38
    lot of thoughts on 10 cent I get it you
  • 00:25:40
    know I'm not really a huge fan of
  • 00:25:42
    corporate takeovers but to be honest
  • 00:25:45
    with you a lot of the companies the
  • 00:25:46
    10cent has their fingers in don't really
  • 00:25:47
    perform all that badly
  • 00:25:49
    so I don't
  • 00:25:51
    know this is just ridiculous I can only
  • 00:25:54
    predict that there will be more videos
  • 00:25:56
    at one point in time I'm not sitting
  • 00:25:58
    here trying to like Farm these guys
  • 00:26:00
    every single day I don't really want to
  • 00:26:01
    do that I just wait until there's enough
  • 00:26:03
    to talk about this is more than I
  • 00:26:05
    thought I was going to end up having to
  • 00:26:06
    talk about they
  • 00:26:09
    man pure cinema this is too good good
  • 00:26:14
    eaten my friends anyway I hope you guys
  • 00:26:17
    enjoyed the video If you guys did enjoy
  • 00:26:19
    the video like the video subscribe to
  • 00:26:21
    the channel you guys can follow me on
  • 00:26:23
    Twitch if you want to see me rant about
  • 00:26:24
    video games or die in Path of Exile 2 uh
  • 00:26:27
    outside of that stay cool stay righteous
  • 00:26:30
    stay safe I'll catch you guys in the
  • 00:26:31
    next one peace family family family
  • 00:26:36
    family
Etiquetas
  • Ubisoft
  • gaming industry
  • failed launches
  • player feedback
  • monetization
  • privatization
  • Assassin's Creed
  • toxic culture
  • financial struggles
  • creative stagnation