Watch Dogs, arguably the most-awaited game this year, was five years in the making. Jonathan Morin, Kevin Shortt and Dominic Guay of the creative team behind it talks to Abhik Sen about the game's evolution, in an email interaction. Edited excerpts:
How did you come up with the concept?
Jonathan Morin, creative director: Our primary source of inspiration comes from the real-life intersection of technology and security where our citizens, our government and the infrastructure of our cities are increasingly networked. Now imagine that someone can hack those networks and manipulate both the layers of data buried inside and the real world systems dependent on that data. This is the world of Watch Dogs.
Watch Dogs is more grounded and plausible than science fiction or fantasy. The team draws their inspiration from who they are as individuals and what their society represents.
What was the inspiration for Aiden Pearce?
Kevin Shortt, story designer: Our player character is Aiden Pearce, an anti-hero vigilante who's propelled into a quest for vengeance. His cause is noble but his methods are questionable. It's those questionable methods that give an opening for players. They become Aiden Pearce and choose how far they're willing to go for what they want. Pearce isn't the clear cut hero. He doesn't exist on a distinct line of good or bad, and that gives players room to play in a style that suits them.
The story stays true throughout but the players' interpretations of that story are partly determined by how they've chosen to play the game. What sort of vigilante have they become? How have they approached each crisis? When players finish the game, they'll each have their own interpretations of the same story but those interpretations are influenced by the way they chose to play the game.
How long did it take from the concept stage to the finished product?
Dominic Guay, senior producer: Ubisoft Montreal has been the lead studio for Watch Dogs over the last five years. It is where the project took its roots. However, Watch Dogs is a massive game and… is a co-production between Montreal and the studios in Paris, Newcastle, Bucharest and Quebec.
Were Edward Snowden's revelations a case of life imitating art?
Morin: No, I don't think it goes that far. Watch Dogs was always about hyper-connectivity, its impact on our society and privacy in general. While Snowden wasn't in the news five years ago, what he revealed was part of our reality for quite a long time. We simply inspired ourselves from reality and as the game approached its release, these subjects became more and more relevant to the masses. I think it's great to have such relevance for a video game but I wouldn't call it life imitating art.
How did you come up with the concept?
Jonathan Morin, creative director: Our primary source of inspiration comes from the real-life intersection of technology and security where our citizens, our government and the infrastructure of our cities are increasingly networked. Now imagine that someone can hack those networks and manipulate both the layers of data buried inside and the real world systems dependent on that data. This is the world of Watch Dogs.
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We also had to imagine the kind of morally ambiguous figure that would do such things. Who would use this technology for their own gain, even if it means hurting their fellow citizens? We live in a time where people are more open to anti-hero protagonists. Recent TV shows have brought more shades of grey into our popular culture and we believe it is important to be as relevant in video games. There's no such thing as a black and white society. Everything is grey around us and we are glad that entertainment in general recognizes this more and more.
Watch Dogs is more grounded and plausible than science fiction or fantasy. The team draws their inspiration from who they are as individuals and what their society represents.
What was the inspiration for Aiden Pearce?
Kevin Shortt, story designer: Our player character is Aiden Pearce, an anti-hero vigilante who's propelled into a quest for vengeance. His cause is noble but his methods are questionable. It's those questionable methods that give an opening for players. They become Aiden Pearce and choose how far they're willing to go for what they want. Pearce isn't the clear cut hero. He doesn't exist on a distinct line of good or bad, and that gives players room to play in a style that suits them.
The story stays true throughout but the players' interpretations of that story are partly determined by how they've chosen to play the game. What sort of vigilante have they become? How have they approached each crisis? When players finish the game, they'll each have their own interpretations of the same story but those interpretations are influenced by the way they chose to play the game.
How long did it take from the concept stage to the finished product?
Dominic Guay, senior producer: Ubisoft Montreal has been the lead studio for Watch Dogs over the last five years. It is where the project took its roots. However, Watch Dogs is a massive game and… is a co-production between Montreal and the studios in Paris, Newcastle, Bucharest and Quebec.
Were Edward Snowden's revelations a case of life imitating art?
Morin: No, I don't think it goes that far. Watch Dogs was always about hyper-connectivity, its impact on our society and privacy in general. While Snowden wasn't in the news five years ago, what he revealed was part of our reality for quite a long time. We simply inspired ourselves from reality and as the game approached its release, these subjects became more and more relevant to the masses. I think it's great to have such relevance for a video game but I wouldn't call it life imitating art.