PC Gamer UK 01.2021 @InternationalPress75

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t’s hard to imagine a more prestigious PC
gaming university than Maxis in 2008. When
an industry fresher named Alex Hutchinson
joined the Spore team, he was introduced to
Civilization IV designer Soren Johnson,
SpyParty creator Chris Hecker, and producer
extraordinaire Lucy Bradshaw – who Fortune would
later name one of the ten most powerful women in
gaming. Presiding over it all was SimCity genius and
walking TED talk Will Wright.

“It was a very big learning curve, working with some of
the smartest people I’ve even seen,” Hutchinson recalls.
“There were all these luminaries from the business, which
for a 20-something Australian was pretty exciting.”
As it turned out, though, Maxis was a better
environment for learning than it was for building games.
Despite its acquisition by EA, the success of The Sims had
insulated the studio from publisher influence that might
have given it tighter structure and goals.
“There were endless fascinating discussions with people
about the role of videogames and the purpose of mechanics,”
Hutchinson says. “I was exposed to all kinds of new ways to
think about games. The downside was that getting through
those debates was time-consuming and exhausting –
everyone had very strong opinions, and a forceful idea of
where Spore should go and how it should be.”

notion that console players are stupid or impatient.
Hutchinson later took that perspective to Ubisoft,
where he headed up Assassin’s Creed III and Far Cry 4.

KILLING WITH COMEDY
“The one throughline of my career is the idea that the
player’s narrative is more important than the game’s
narrative,” he explains. “Allowing room for player
expression, making that as wide as possible and
celebrating their decisions. That was always something
that Soren and Will were excited by, and I think that
probably infected my thinking.”
With Far Cry, Hutchinson inherited a bleak message
embedded in the series by a fellow Ubisoft game director,
Clint Hocking: the idea that the player couldn’t really
change anything for the better with a loaded gun. “Clint’s
an old friend,” Hutchinson says, “and a very serious man”.
Hutchinson’s own instinct was different: to embrace the
black comedy of a man murdering his way across Kyrat so
that he could bury his mother’s ashes. For him, Far Cry was
best handled with a weary smirk.
“I’d become so exhausted by linear shooter narratives
about how shooting people is bad,” he says. “The only way I
could get through rewriting the script was to make it a big
joke – the idea that a person would fly to a warzone for any
other reason than to get involved in a war. I liked the idea
that we could make this big systemic soup, and then the

FAR OUT


How THE SIMS shaped the career of Far Cry director Alex Hutchinson


VACUUM DREAMER


Five features from
Hutchinson’s cancelled
Ubisoft space game, Pioneer

Wright wasn’t always around to
mediate, and the finished Spore bore
the marks of that indecision. It wasn’t
one game but several, of varying
quality, taped together. Ultimately it
hasn’t been Spore that’s defined
Hutchinson’s career, but his least
high-profile work at Maxis – working
to adapt The Sims for consoles.
“For a while they were trying to
make the brand more palatable for
what they thought a console audience
wanted,” he says. “They’d added
objectives and locations with fixed
characters. But when we got to The
Sims 2, it occurred to me that perhaps
we should try as earnestly as possible
to be true to the experience.”
It’s an attitude that’s since become
the prevailing one – to launch PC
games across multiple platforms
without compromise, eschewing the

narrative we did build would be a
commentary on how that narrative
was essentially farcical.”
Small wonder, then, that since
leaving Ubisoft, Hutchinson has
leaned into the systemic side of Far
Cry – rejecting story to focus on
discovery, aggressive wildlife, and
organic encounters between AI. That
was the pitch for Journey to the Savage
Planet, which Hutchinson built with
an independent team before joining
Google Stadia last Christmas.
“We’re working on new games,” he
says. “It’s the last thing I haven’t ever
tried, which is to be first-party. Google
is very new to the games business,
which is exciting. They haven’t got
any historical assumptions about how
games are made, so that can be
challenging, but also it’s a positive.”
Jeremy Peel

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