Ubisoft's Jade Raymond on making blockbusters 'with more meaning'
Jade Raymond, managing director of Ubisoft Toronto, laments the Michael Bay-inspired action games that are dominating the market now. How can blockbusters "weave in a little bit more meaning?"
I Am Alive
Grand Theft Auto V
Splinter Cell Conviction
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Andrew Yoon posted a new article, Ubisoft's Jade Raymond on making blockbusters 'with more meaning'.
Jade Raymond, managing director of Ubisoft Toronto, laments the Michael Bay-inspired action games that are dominating the market now. How can blockbusters "weave in a little bit more meaning?"-
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Splinter Cell Conviction is exactly the sort of game she is lamenting and the lead designer on that game was Maxime Beland who, last I heard, was promoted to overall creative director of the new Toronto studio Jade is in charge of. I don't think any games have come out of the Toronto studio yet so we have yet to see what sort of work its culture produces.
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i like to play games to relax and unwind and not to be ethically challenged. i'm sure it's a noble and provoking thought but sometimes it's just too much. why do we need to be preach at in every medium. let's keep the entertainment value in games free of political and morality issues. at the end it's just a game, man.
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It's not a question of the flavor of the content but the implementation of mechanics.
As much as love a good story in a game, if the gameplay remains stale the whole project is a heap. I can deal with a mindless story as long as the game is fun to play. A good story can take a bad game only so far. Alpha Protocol had a decent story but the gameplay was balls. The Final Fantasy series has degraded into having very minimal gameplay because the story took too much precedence. Jade Raymond herself is guilty of this. The first Assassin's Creed had a very excellent story. It even had good gameplay mechanics. Many concessions were made to give an authentic look that the scenario designs took a back seat. We were left with excellent cities to explore with little variety of things to do.
Story content is not the problem with games right now. We need to readjust the balance between story and mechanics. Right now story takes such a priority that they try too hard to be cinematic movies, which is an industry too polluted with mindless Michael Bayisms. Games today stimulate the mind in the same way as a movie would as a result. This is more of a visual stimulation. Games with proper gameplay should be stimulate the mind through gameplay and interaction. If games stop trying to be movies and start trying to be games, naturally you will get games with deeper meaning in terms of mechanics as well as story.
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