Ubisoft Montreal devs open up about "that" delay.
By Alex Walker on April 11, 2014 at 6:59 am
Watch Dogs, as we all now by know, will finally see the light of day after a staggering six month delay. But in a new interview with Edge Magazine, co-art director Mathieu Leduc says that “we just polished” over that timeframe. “Naturally, with an open-world game, you polish the main path and you kind of… not let go of the side stuff, but overpolish the main path. So this extension allowed us to just go back and polish a little more of the side stuff, the hidden stuff that’s not on the main path,” Leduc added.
It’s a staggering quote considering it’s almost completely at odds with the explanation provided by creative director Jonathan Morin for the delay. “I can’t say anything like, ‘It was completely broken.’ It’s not even necessarily that something tangibly wasn’t working,” Morin said. “It’s more that when [we crammed] all the features together, we started reacting to all the issues. And there were too many issues.”
The only way I can make sense of it is that there was little work required on the art over the final six months, which makes a lot more sense when Morin talks about the in-game systems. “Sometimes you fall into a situation where you have to use your Plan B instead of your Plan A, because you don’t have enough time to solve it properly. I think what happened is that at some time we started to use our Plan B too much, and it wasn’t really conveying what Watch Dogs was expected to be,” he said.
The entire interview speaks with multiple developers working on Watch Dogs; it’s an excellent read for a lazy Friday. Watch Dogs is due out on May 27.
Source: Thanks, Edge!