Open-worlds are evolving from open to living-worlds where developers can make changes on the fly and create cities that are living within the systems you are playing them on.
Watch Dogs' version of Chicago will be embracing the living city ideal and Ubisoft's Jack Potter, who is the tech lead for Watch Dogs' gameplay, talked about the work he has put into Watch Dogs' Chicago and what he is most proud of.
"I was able to put a lot of love into the 'Living City' aspect of Watch Dogs. The amount or detail and variation you’ll find in this game, it’s incredible. One of the big innovations in the 'Living City' was making scenarios that are less static.
"For example, you’ll see a guy drinking a coffee cup as he walks down the street and then he puts it in the garbage. There’s no code that says: 'Guy drink coffee and puts it in bin'. It’s all a big data system that animators will use. You can use the same system to have a mailman delivering letters around the city or people buying drugs in a back alley. It’s all truly quite powerful.
"It means that animators can get the most out of the actors because they can improvise. These subtle things sell the city in a good way, but on a sub-conscious level. We have to deal with all the 'what if’s', and I think we were able to pull it off," Potter said.
Detail and density have been the two concepts that Ubisoft has been preaching about Watch Dogs since it was revealed at E3 2012, and we can't wait to see what it all ultimately looks like in the final package.
From the bios of all of the random NPCs littered throughout Chicago, to the many, many side activities players will have at their disposal, Watch Dogs should be bring some strong detail and impact.
Watch Dogs is going live on the Xbox One, PS4, Xbox 360, PS3 and PC on May 27th. For all of our latest exclusives, previews, reviews and features, follow us on Twitter and like us on Facebook. Game On.