Speaking with OXM today, the hook for Tom Clancy’s online multiplayer, The Division, starts with “player-vs-player,” according to game director, Ryan Bernard. In fact, the game’s foundation seems to rest on this very aspect.
“So you’ve got to have your hook for your game, how we’re handling player-vs-player is ours,” say Bernard. As we understand it, TD divides players into factions where they can set out to conquer New York City - sectionally - against one another. The other piece to this is enemy A.I., who pose another threat in the game world.
As Jon Hicks of OXM points out, this tug-of-war on territory aspect is very Planetside 2, only with A.I. opposition in the mix; and depending on the amount of factions allowed, engagements could go beyond PS2’s three-way limit.
“Another part of very good PvP is not knowing where the threat is coming from, not knowing who is the threat,” Bernard said. With that said, it appears that hostile takeovers will be a constant menace. Meaning, there’s always “something to lose” and gain.
“The way player versus player gets meaningful is you need to have something to lose,” Bernard describes. “It’s not just a scorecard in a multiplayer map.” Territories, once captured, become safe havens for your faction and is reflected on the world map. However, other factions have the opportunity to take the sector back at any time.
There is still much to learn about Ubisoft’s ambitious multiplayer, such as PvP, crafting, player factions and progression, but rest assured more details are sure to come later this year and beyond.
The Division is set to release on PC, PS4 and Xbox One in late 2014.