Skip to main content
News

Watch Dogs: "Mobile versus console live for the first time"

We talk about the asymmetric multiplayer of Watch Dogs' lead designer Phillippe Baude.
Bengt Lemne 8 October 2013

We caught up with lead designer Phillippe Baude at the recent Ubisoft DigiDays event in Paris to talk about the innovative multiplayer modes and the companion app.

"In CtOS mobile we are playing live for the first time mobile players versus console players on a live cross-platform experience. Meaning it's you on your mobile versus them at home on their console."

Baude goes into the nitty gritty details of the experience and explains how players controlling the CtOS and pursuing the console player at home will have a meaningful experience with progression. The experience has been designed so that both players always have something to gain from engaging in multiplayer.

"It's a win-win situation as we share a great time together. If you win just win even more. In the end you win xp and cash for the companion. You keep that as it has its own full progression. You will be able to get faster helicopters, stronger, more agile and consumables with the helicopter."

Baude also told us how companion app players would have to contend with players capable of shooting down their helicopter (basically their eyes on the ground), something that would certainly swing the balance in favour of the player on the ground. He also talked about how they are bringing more feedback on how the traps the mobile player sets affect the player on console.

Full profile 12,802 published articles
Why trust Gamereactor
23 Editions Each with its own newsroom and its own scores.
1998 Publishing since Independently owned for the whole of it.
100% Hands-on Written from time with the game, never press material.
1–10 Network Score Every edition’s score, averaged and shown.