{"id":109214,"date":"2020-02-14T22:06:00","date_gmt":"2020-02-14T22:06:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/358213"},"modified":"2020-02-14T22:06:00","modified_gmt":"2020-02-14T22:06:00","slug":"a-peek-at-the-risks-and-reworks-that-gave-rainbow-six-siege-a-chance-to-thrive","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/02\/14\/a-peek-at-the-risks-and-reworks-that-gave-rainbow-six-siege-a-chance-to-thrive\/","title":{"rendered":"A peek at the risks and reworks that gave Rainbow Six Siege a chance to thrive"},"content":{"rendered":"<p><big><em><strong>\u201cWe realized pretty quickly [into alpha testing] that we were not a slow shooter at all. We were actually faster than <\/strong><\/em><strong>Counter-Strike<\/strong><em><strong>. We had to adapt to that.\u201d<\/strong><\/em><\/big><\/p>\n<p><em>&#8211; <\/em>Siege<em> lead designer Jean-Baptiste Hall\u00e9 recounts how the game found its footing early into development.<\/em><\/p>\n<p>IGN has <a href=\"https:\/\/www.ign.com\/articles\/saving-siege-ubisofts-hard-fought-victory\">published a retrospective<\/a> on <em>Rainbow Six Siege<\/em>\u2019s five-year evolution, speaking with&nbsp;lead designer&nbsp;Jean-Baptiste Hall\u00e9&nbsp;to trace the project&#8217;s ups and downs and explore how the once-troubled game was able to bounce back and become a Ubisoft staple.<\/p>\n<p>One of the early obstacles the dev team had to overcome was figuring out what aspects of a <em>Dota<\/em>-inspired competitive multiplayer game like <em>Siege<\/em> needed to differ from the usual <em>Rainbow Six<\/em> mentality.<\/p>\n<p>Part of that was doing away with the player-versus-terrorist structure favored by other military shooters, and another was realizing how the game they had envisioned differed from the one that had started to take form.&nbsp;<\/p>\n<p>&#8220;When we started playing <em>Rainbow<\/em> ourselves, we had this whole idea of something that was relatively slow, where you would plan a lot of things in advance,\u201d&nbsp;Hall\u00e9&nbsp;tells IGN. \u201cBut we realized pretty quickly [into alpha testing] that we were not a slow shooter at all. We were actually faster than Counter-Strike. We had to adapt to that.\u201d<\/p>\n<p>Hall\u00e9&nbsp;notes that some operators still aren&#8217;t quite played the way they envisioned them during development&#8211;&#8220;Doc was designed to be a healer, but we would end up discovering that healing in a game like Rainbow is very different from a game that has a lower lethality&#8221;&#8211;but that&#8217;s just one of many lessons the team has learned from in <em>Siege<\/em>&#8216;s half-decade of live support.&nbsp;&nbsp;<\/p>\n<p>The <a href=\"https:\/\/www.ign.com\/articles\/saving-siege-ubisofts-hard-fought-victory\">full chat over on IGN<\/a> offers more anecdotes from the game\u2019s development, while also walking thought how the team handled sizable post-launch changes like the Operation Heath overhaul of 2017, a risky move that put new monetized content releases on hold in order to fully focus on fixing issues that were holding <em>Siege<\/em> back.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u201cWe realized pretty quickly [into alpha testing] that we were not a slow shooter at all. We were actually faster than Counter-Strike. We had to adapt to that.\u201d &#8211; Siege lead designer Jean-Baptiste Hall\u00e9 recounts how the game found its footing early into development. IGN has published a retrospective on Rainbow Six Siege\u2019s five-year evolution, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":109215,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-109214","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/109214","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=109214"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/109214\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/109215"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=109214"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=109214"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=109214"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}