play station official magazine

(maximka346) #1
053

THE DIVISION 2


OPM: There’ll be three episodes released
post-launch. How important is it to
support The Division 2 in this way?
David Polfeldt: I am very happy about
what we’re planning. I think it’s important
to know the game should change after
launch. We’re fully anticipating that there
will be things that we need to discover
about the game, depending on how people
play it and what they do and don’t like.
That’s where we’ve set it up more like a
relationship. We have a first idea of what
post-launch should be and we’re planning
for the unexpected or for reactions we
need to have to community feedback. So
it’s a different kind of a plan. It’s not like
we have decided everything yet, it depends
really on the conversations we will have.


OPM: Do games like The Division 2 force
developers to work in new ways?
DP: Most developers have more of a tunnel
vision than they may want to admit. You’re
very, very focused on developing your own
thing. What we like and what we think is
fun, and what we think should be the next
stage of evolution for games.
When you’re in that mode you tend to
not look at what other people are doing. So
you might be playing games but you’re not
thinking about them professionally; you’re
thinking ‘This is my hobby, in my work
I’m exploring this area,’ and they might not
be as connected as people sometimes think
or would like to claim, but on the other
hand it asks a few questions about how we
traditionally treat games, as if the material
that is on the disc isthe game, and today
for us, and for many other games, it’s not;
that is only the first salvo or the first gift
in a longer relationship. It’s the
development, and the
evolution, and the attention
you have to that relationship
that is the game.
In The Division 2 we’re
taking it up a notch. We’re
discovering what happened in
Washington, one of the most protected
cities in the world, if it could happen there
what does that actually say about the
situation we’re now facing. And I think
that’s almost impossible, at least for me, to
not fantasise about another story between
one and two, and then another one, you
can just play with it so much.


OPM: How has The Division changed since
launch, and how do those differences
affect the sequel?
DP: It’s a pretty serious game, and it’s a
pretty serious brand. It takes itself
seriously as well and it poses some


real-life questions also, and I think that’s
something you will always debate even if
you go the other direction, even if it’s
super-jolly and super-light, the publisher
might say ‘This seems a little bit too silly’.
Ours was maybe too pretentious, too
serious. That wasdebatedand I think we
ended up finding the right note, and I
think we had that discussion with Ubisoft

many, many times because it’s a fine
calibration when you hit the note. It’s the
same with music, you know? Is it too
dark? Does everything have to be this
dark? Are all the songs completely black or
is there some variation there? Creating The
Division is like creating an album – it’s
not just one song, you need to have a
dynamic also between the different
flavours – and I think we got that right.
But that was because wedebatedit a lot.

OPM: How will things change in the
future, for games and maybe for PS5?
DP:I think we live in interesting times. I

think there’s a lot going on, particularly on
the technology side, hardware side,
cloud-based games, or streaming as a
distribution channel, also new actors
coming in with a lot of interest, old actors
coming back as well.
What I love about this time is that no
matter how you see it, it will bring games
to a bigger audience. Which means that
the content creators are actually the
winners of this particular revolution, and
I’m thinking mostly of streaming when
I say that as I think theoretically streaming
can bring the games to almost anyone on
Earth who has a connected screen, and
that’s a huge difference for us, but it’s
still content.
What’s fun for a person who owns
hardware is usually the same for a person
who doesn’t have hardware, so as soon as
they get their hands on the content it’s
very likely they’ll enjoy it the same as
people who can access it today.

OPM: It sounds like studios like Massive
Entertainment will have the opportunity
to do more?
DP: For me, I think of this as it changing
the power structure a little bit in the
industry and it’s biased towards content
creators, which I think is great for this
industry because it means people who can
make great games are going to be the most
valuable in this generation, and I think
that’s fantastic.
It’s like the movie industry was in the
’50s and the ’60s where you know we
couldn’t just produce enough movies,
and the people who were making good
movies were the ones who were also
driving the industry forwards, and that’s
kind of a change.
I’ve been in the game industry
for so long and when I started
we were basically begging
someone to pay us to do
something that we loved, so the
power structure was different,
and that’s changing, and I think Ubisoft
is also extremely well positioned with
the IP portfolio, and because Ubisoft has
been so loyal to its own IPs for so long,
and now that is going to pay off. I think
it’s going to be very interesting in the
next ten years. It makes me wish I was
20 again [laughs].

OPM: So who ultimately wins?
DP: If you ask me to predict who will
be the winner of the ‘streaming war’ I
will say I have no idea, except for the
people who make the content, they will
win either way.

“THEORETICALLY STREAMING


CAN BRING THE GAMES TO


ALMOST ANYONE ON EARTH.”


Massive Entertainment’s CEO on
sequels,newtechnology,andthe
future of videogames

DAVID POLFELDT

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