Ubisoft Toronto Wants Videogames To “Grow Up”

Ubisoft Toronto Wants Videogames To “Grow Up”

“We don’t need to make the equivalent to a Michael Bay flick”, says ex-Assassin’s Creed producer Jade Raymond.

Jade Raymond, the head of Ubisoft Toronto, has told CVG that she hopes her studio will produce videogames with “more meaning” and “mature themes” in the future.

“I really do feel it’s time for our medium to grow up. I think we don’t need to make the equivalent to a Michael Bay flick in order to sell five million copies. I think things can be exciting, have meaning and hit important topics, and I’m not the only one that thinks that. There are major franchises trying to have more meaning and be something more interesting”

Those major franchises might be few and far between, but they are making their mark. Just look at thought provoking big sellers like Mass Effect, Bioshock, Metal Gear Solid, and Assassin’s Creed 2, the latter of which Raymond worked on as Executive Producer.

“We obviously tried a bit – and I hope it was obvious – to make a story with more meaning and mature themes in Assassin’s Creed”, she explained. “It’s definitely something that we’re pushing for at Ubisoft Toronto. I think every other entertainment medium or art form does manage to have commercial success and have the viewers or audience think or be inspired.”

Raymond also offered a titbit of info on the next Splinter Cell game, Splinter Cell: Retribution, which she will be producing.

“It will have all of the action flick elements for sure, but we’re trying to also explore something a little bit more interesting, which is actually one of the themes that’s at the root of the franchise historically”, she explained.

So Sam Fisher won’t be jumping into a mech suit and blasting wave upon wave of evil mutant aliens? Oh, shame. In all seriousness, though, it is always nice to see more people in the industry going down the more mature route when it comes to game design. For as much as I enjoy a big dumb fun shooters (as long as it’s fun and not just big and dumb, like a few games I’ve played over the last year), the wider the emotional and artistic range gaming can offer the better.

 

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