Rainbow Six Siege has undergone praiseworthy evolution in its three decades on the current market, emerging as one of the top
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shooters. Despite its troubled roots in 2015, Ubisoft's commitment to
reinvigorate its player base has proven successful, with its population
reaching an all-time large in 2018.
Even though Operation Grim
Sky is expected to make its public debut next month, we all sat down
with Ubisoft community programmer on Rainbow Six Siege, Craig Robinson,
to talk about its contents, and that which lies ahead for the game.
Matt
Brown, Windows Central console editor: Between back in 2015 and today,
what has changed regarding the Rainbow Six Siege development procedure?
The general perception of Rainbow Six Siege, and what gamers expect, has
obviously changed.
Craig Robinson, Ubisoft community programmer:
We've made a firm commitment to supporting the match long-term. I think
we talked about it, we have demonstrated that using Operation Health,
together with the accession of BattlEye at [Operation] Skull Rain,
things like this. So gamers will recognize that we are going to keep on
supporting Rainbow Six Siege for a while. 100 operators' objective would
be something our players point out. Again, we're encouraging Rainbow
Six for quite a while.
The game's general quality has improved.
Operation Health was a turning point for Rainbow Six Siege plus it was a
period where we took a step back in the continuous speed of releasing
content and required a little time to [form ] the infrastructure and
foundation of the match, so as to be certain it's a game that could last
for years to come. And we are still reaping the benefits of Operation
Health with the server enhancements we've implemented, the new processes
we implemented on the evolution side. So I believe that, combined with
the fact we're speaking with our players all comes together, and gamers
are trusting us not to bond on Rainbow Six Siege.
100 playable
Operators' guarantee is a claim. Do you feel as you keep on balancing
the roster like it will end up overwhelming? Today, when you present a
new Operator, you will find balancing changes.
We actually
created a balancing group, so their sole focus would be the balancing of
Operators. This was kind of created in response to Lion being
published. It's made up of a information scientist a game programmer,
and a user researcher
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and those 3 men, they work together to identify which operators want
some adjustments. Whether they need a buff, a nerf, in which that change
needs to be executed, to be sure that we get the desired result and
don't affect how entertaining the operator would be to perform -- and
that's their mandate.
The Wall