Ubisoft manage The Division expectations and emphasise its RPG status

Tom Clancy Division Screen 3

A recent interview reveals Ubisoft want to be clear about what The Division is, and manage fan expectations.

It's been quite a while since we've heard anything new about Ubisoft's The Division. At the moment there's plenty of news, trailers, screenshots and the like of all the upcoming autumn and Christmas period releases. However, in an interview with IGN, Ubisoft Massive's art director Rodrigo Cortes has tried to get across how much of an RPG the game is, as well as managing fans' expectations.

The article mentions that previewers of the game are to have a full 3 days to play it before writing about it, to make sure they 'understand its intricacies'. Cortes said: "We want to show gamers the game they will end up playing. We don’t want to sell a fantasy. We’ve been persistent with our messaging about high targets and benchmarks, and we want to deliver that. Then it’s about making sure people get the game we’re promising so they don’t think it’s something else'

With a general feeling that this new generation of consoles has yet to really show what the next generation of gaming really is, and with the likes of Watch Dogs, Elder Scrolls Online, and Destiny not living up to everyone's expectations, Cortes clearly wants to make sure The Division doesn't fall into the same bracket:.

Ubisoft also want to emphasise The Division's RPG mechanics, with Cortes saying that 'it’s not a shooter with some RPG stats tacked on. It’s actually a proper RPG from the very beginning. There’s deep progression when it comes to loot, gear and levels and you’ll be able to customise every skill, do exactly what you want and choose roles. So, that’s probably the biggest communication challenge. We want to make clear to everyone that it’s an RPG.'

Cortes wasn't giving any new game details away, but he does go on to talk about the dynamic class system. An example is given of a player choosing a healer path, but when grouping with friends who're using similar class skills they can switch it up to be 'more short range or assault or closer to the action. You can switch between offensive, defensive and support skills on the fly.'

Another point of the interview discusses the 'instance' type grouping, where players are grouped as friends in multiplayer. 'In the background, the technology being used to decide who is placed with who could be described almost as an instance but as a gamer it’s seamless. You walk out and are with your friends or whatever, but technologically I suppose you could say it’s an instance,' Cortes explains.

No mention of a timeframe was given for how long the game will be supported post-launch, or whether it will be in the form of expansions, patches, or further sequels to the game. But, Cortes did say: 'We want to keep the players playing for a long time. We don’t want to do a story that ends and it’s like you can take the disc and put it on the shelf. We want to keep the players enjoying the game in many different ways so we would obviously offer different activities like PvP, PvE and several progressions. First there’s the story progression, where you can finish the story and get more tidbits later on, but then there’s the progression of your gear, your stats, also of your base of operation. You can continue upgrading your base and yourself together. We’re hoping for endless gameplay. On top of that we’ll support the game heavily post-launch, though we won’t go into details yet.'

Despite the scarcity of new details surrounding the game at the moment, Cortes did confirm new details are coming soon.

Tom Clany's The Division is to be available in 2015 for PS4, Xbox One, and PC.

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