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00:00 The Crew Motor Fest launches on September 14th,
00:03 letting you race across the entire island of
00:06 Oahu on almost anything with an engine.
00:08 The game is launching with more than 600 vehicles,
00:11 which you'll use across 15 custom-made playlists,
00:15 which celebrate everything from
00:16 Japanese street racing and vintage cars,
00:18 to the legacies of Porsche and Lamborghini.
00:21 We visited the development team at
00:22 Ivory Tower to uncover the roots of the Crew franchise.
00:25 Find out how after five years,
00:27 the Crew 2 still has one million unique players every week,
00:31 and learn how Motor Fest is the culmination of everything that
00:34 makes the Crew and its creators so special.
00:37 >> The studio started in my mind and I met El Menú 17 years ago.
00:49 It's a journey of 10,
00:51 20 people that start with an ambition and want to do more,
00:55 to do a better experience.
00:57 >> We liked a lot to invent stuff.
00:59 We saw that the best way to do it was
01:02 actually to make our own decision and to take our own risk.
01:04 >> The pitch was, we've built a great game together with my team.
01:08 It was called Test Driver Unlimited,
01:09 and I would like to do more.
01:11 Big open world, the US with all your car, all the adventure.
01:16 >> Initially, our code name was Route 66.
01:19 We wanted to do it online.
01:20 It was a checklist of the new territories we wanted to explore.
01:25 They were very numerous.
01:26 >> You will have your full world and you
01:28 craft all your car with RPG stuff.
01:30 I was a big fan of World of Warcraft at that time.
01:32 I call that World of Car Craft.
01:34 >> For that, we needed to find a partner that could share the vision.
01:37 >> One day, Ubisoft, Yves Guillemot said,
01:41 "I want to be part of the adventure. So let's go."
01:44 We funded Ivoitor at that time with Ahmed and Manu.
01:48 We just two slide, a team and an ID, and they say yes.
01:52 >> The online aspect,
01:57 all this big open world aspect with my car,
01:59 the freedom with your car was so, for me,
02:02 important that I need to bring it to the players.
02:06 In the US, you have so many different locations,
02:09 so many different places to enjoy,
02:11 chill, discover that it's really something that everyone know.
02:16 >> It took longer than we thought.
02:18 It was harder than we thought.
02:19 But ultimately, we managed to deliver something,
02:23 I think, fresh and new,
02:25 and that was a great achievement for us.
02:27 >> We've got a studio.
02:28 We deliver the crew one,
02:29 but in between seven years of hard work.
02:33 The journey that you have with so many people that are now,
02:36 most of them present for the studio,
02:38 even 15 years later,
02:39 it's creating a game for us, for our life.
02:42 >> On top of that, we brought the promise that it will never end.
02:47 This promise, it was a very bold jump into the unknown.
02:53 >> We launched the Crew One in 2014,
02:55 and when it comes to listening to the fans,
02:57 we did not wait to launch.
02:58 For example, we announced the Crew One in 2013.
03:01 On day one, somebody created the Reddit page.
03:04 We contacted that person right away to make sure that we can
03:08 get feedback on every aspect of the game as early as possible.
03:11 They were asking, "Will there be
03:12 a hardcore mode when it comes to handling?"
03:14 We did not plan that, but we started to have a discussion.
03:17 Fergus said, "Let's go for it."
03:19 It was so cool to be in touch with the players.
03:21 Initial feedback that we got is
03:22 that it's great to have so much content.
03:25 It's great to have so many cars.
03:26 It's great to have this kind of
03:28 story linked to the progression of your car.
03:30 But they wanted more, of course.
03:31 They wanted more cars.
03:32 They wanted high diversity, more content.
03:35 >> What we learned from TC1,
03:37 really people really love when the game evolves through time.
03:41 It was a big learning from us.
03:43 So the team learned how to do it and how to please the player.
03:47 All this evolution through time during
03:49 three years of content update,
03:51 consistently done with some expansion,
03:53 title update, and it was really tiring.
03:57 With TC2 at that time,
03:59 yes, we decided for a live framework,
04:01 and more defined and understandable for the player.
04:05 The evolution was more mastered.
04:07 Why do we have boats and planes and not only cars?
04:11 Because for me, it was obvious that I
04:13 would like to see from different perspectives the world.
04:15 It's so cool to go to the US from a plane,
04:19 through the cloud, and see all these beautiful landscape,
04:22 or inside your boat.
04:24 When you can't go to the water, it's frustrating.
04:27 When you can't go to the air, it's frustrating.
04:29 It was my answer to decrease the frustration and say to everyone,
04:33 "You are pleased to come and enjoy it through many ways."
04:37 Each time you need to develop all the handling of it,
04:41 the feeling of it, and it's not something on the side,
04:43 something that you have to take care of.
04:45 What do we change on the map?
04:47 First of all, we keep exactly the same size,
04:49 but we improve a lot the quality in every aspect of it.
04:54 So we improve every biome, we improve every vegetation, lighting.
04:58 We're creating many playgrounds in it.
05:00 More track, more stuff that are related to the motorsports experience.
05:05 Yeah, one of the learning, I think, from the Core 1 is,
05:07 don't bring just new content.
05:09 Give it a story, give it a theme,
05:10 and give a long framework so that players get used to,
05:14 "Here's what's coming this week,
05:15 but the entire month and the entire season."
05:17 It doesn't mean you have to have a huge narrative
05:19 and new characters and stuff like that,
05:21 but you need to tell something.
05:22 You can't just bring a car.
05:23 Same with the races.
05:25 We released the Summit Experience,
05:26 which is a live competition that you have every week.
05:30 And in the Core 1, when we released it,
05:32 people were present, but not enough.
05:35 We reworked the recipe once again,
05:38 and now this is the cornerstone of the live experience of TC2.
05:42 This is a Summit Experience.
05:43 So from some time to every week,
05:46 you refine stuff, you decide to really focus all your experience
05:49 on the things that they love.
05:51 With the Promoter Fest, we had one big objective,
06:04 which turned into a huge opportunity.
06:06 The big objective was to bring
06:08 the next generation experience of the crew.
06:10 The main thing that the community has been requesting
06:12 to see in a new game after the Crew 2, a new map.
06:15 For the Crew Monitor Fest, we decided to decrease the size,
06:19 but improve a lot the density of stuff around you,
06:22 improve a lot the quality.
06:23 Through everything that we mastered,
06:25 the old gen, we mastered, the next gen.
06:28 Oahu is really a beautiful island in Hawaii
06:32 with so much more technology to render now.
06:36 We decided this time to have everything destructible,
06:40 to have this liberty, this freedom of movement.
06:43 Yeah, I'm proud of the team, how they take the challenge
06:47 of really improving, once again, the quality of our game.
06:52 One of the great things that we've been able to add
06:54 some amazing brands, like for example, Toyota.
06:57 Pairs have been requesting that, asking,
06:59 "When do we get the Toyota Supra?"
07:01 Well, you are getting the Toyota Supra.
07:04 We announced the Crew Monitor Fest on February 1st,
07:06 if I'm correct, and right away,
07:08 we also announced the Insider Program.
07:10 So if you want to get the best feedback on that,
07:12 we need to run a test that will last for a month
07:15 or several months, and we're gonna invite
07:17 the most engaged players that we have in the Crew 2
07:19 to get their feedback, to know exactly what they like.
07:22 As they started playing, they told us,
07:24 "Handling is great, but off-road is not that great.
07:28 "We would like to make some adjustment on that."
07:30 And right away, we started looking at all the adjustment
07:32 we can bring to the off-roader vehicles.
07:34 In the next month and next phase of the Insider Program,
07:38 we made some adjustment, and we are keep making
07:40 some adjustments so that we are going to the best quality
07:44 that would please Pairs.
07:45 - But it's just a step, once again.
07:47 We will continuously improve the recipe.
07:50 The Crew is, for me, a big step for the studio,
07:53 for Ubisoft, for the driving genre.
07:55 It's just the beginning.
07:56 The future of Fiber 8.0, it's definitely the Crew Monitor Fest.
08:01 It's the Crew Monitor Fest for the years to come.
08:03 And our purpose, once we release the game,
08:05 it really expanded into building it with the players.
08:09 - The mindset of this live aspect
08:12 and enriching the game on the long run
08:14 has been today acquired by the entire team.
08:17 And then, there's a lot of communication between the teams.
08:20 We thought about that, we got the feedback on this.
08:22 What do the players think about that?
08:23 And now, this culture of the live aspect,
08:25 of the community aspect, of the feedback,
08:28 is embedded in all the departments of the studio.
08:31 - And more and more people are joining the party,
08:34 joining the Crew.
08:35 Now, we are more, I would say, expert.
08:37 With thanks to all this community
08:39 that help us really to see what they like a lot.
08:42 And we refine step by step.
08:45 So, it's our story.
08:46 (dramatic music)
08:49 (dramatic music)
08:53 (upbeat music)
08:55 (upbeat music)
08:58 (upbeat music)
09:01 (upbeat music)
09:04 you