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Ubisoft Explains Why There’s No Respawning in Rainbow Six Siege

Ubisoft Explains Why There’s No Respawning in Rainbow Six Siege

Respawning has been a (mostly) universal constant in game design for the past couple of decades. Whether or not it has always been referred to as that, its a concept that’s expected and assumed to be implemented into video games unless its for a specific game mode or genre.

However, the lack of respawning does have its benefits, despite its inconvenience, and Assassin’s Creed developer Ubisoft is hoping that players of the upcoming Rainbow Six Siege will utilize the lack of respawning to benefit and highlight their teamwork, tactics as well as overall tension.

Specifically, if you or a team member dies during a round in Rainbow Six Siege , they will be out until the next round. No respawning. No comebacks. With Siege , Ubisoft is hoping to fill in a game that’s been arguably left absent in the wake of current first-person shooters that are currently circulating the market.

When designing the game, we found that above all else, the No Respawn rule touched the three main pillars of what we want in this game: teamwork, tactics, and tension, ” Ubisoft explained in an in-depth blog post on the matter.

Not only are these three pillars at the heart of Tom Clancy’s video game series, but they’re arguably absent from the FPS market today. Even when playing on a team, run and gun titles emphasize twitch reflexes while neglecting other skill sets, and you may feel disconnected from the action and all alone in your plight. With Siege , that’s not the case.

With respawning no longer being a safety net, Ubisoft acknowledges that Rainbow Six Siege will be a lot more stressful, and even referenced internal tournament-like experiments where early players of the game would go from trash-talking each other to fully coordinating with carefully planned tactics. Originally, the game wasn’t meant to have any “no respawning” rule, but it was later implemented following further experiments.

As part of our ongoing process to perfect the Tom Clancy’s Rainbow Six Siege gameplay experience, we hold internal tournaments here in the studio where everyone dukes it out for bragging rights. We’re all huge FPS fans, so this is a very fun way to work together as a team and get feedback on design direction. During the early stages of development, we didn’t have the No Respawn rule, and the same guys were always at the top of the leaderboard, ” Ubisoft continued.

Level Artist Chris Hendry and Gameplay Programmer Adam Crawley are fantastic solo players, and their teams dominated pretty much every round. Creative Director Xavier Marquis decided to toss this No Respawn rule in to see what would happen, and right away Hendry and Crawley began to struggle, and the developers who had never made much of an impact were now moving up the leaderboard, leading their teams to victory. It didn’t take very long for Hendry and Crawley to climb back up the ladder, but they had to adjust.

When you’re not allowed to respawn during a match, twitch reflexes aren’t the only skills that keep you alive, ” Ubisoft emphasized. “ Teamwork, map awareness, planning, adaptability, communication, and leadership become just as important to win. To be completely straightforward, the game became a lot more stressful… It went from everyone leaning back in their chairs trash-talking, to being on the edge of their seats carefully coordinating tactics.

You can read Ubisoft’s full blog post on Rainbow Six Siege’s No Respawn rule via the source link below. The game was revealed at this year’s E3 during Ubisoft’s press conference, and it was showcased with gameplay footage that was claimed to be of a pre-Alpha multiplayer match.

We’ll bring you more news on Rainbow Six Siege should further information reach our ears. The game is slated to release on PC, PlayStation 4 and Xbox at some point in 2015.

[ Ubisoft.RainbowSix ]

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