Wednesday, April 13

How The Division drinks DayZ’s milkshake

I don't have access to Ubisoft's many bank accounts, but Tom Clancy's The Division looks like the most expensive game the publisher has made by some distance. The Clancy brand alone represents decades' worth of investment, the production values are phenomenal, and a long marketing campaign was rewarded with the best first-week sales of any new franchise ever. These financial reference points are important because they tell us something about The Division: it is a blockbuster designed for the mass-market or, to use industry terminology, an exemplary "triple-A" title.

Working on a game like this is a dream opportunity for many developers, and like any project it comes with restrictions. When you're designing for a mainstream audience, rather than designing a game you hope will find an audience, aspects like how challenging it is are the subject of obsessive tweaking. A mainstream game wants a smooth learning curve with just enough friction, avoiding extremes that could either frustrate or bore the player.

One could argue that The Division is aiming at a player who doesn't exist—the "average" player—and so there is no perfect balance, just the best possible compromise. The developers nevertheless control the numbers at the heart of The Division's gunplay, and post-launch have and will continue to tweak aspects of the game that the player base has trouble with.

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