Rainbow Six Siege is a game that had us all glued to the screen at E3 earlier this year, we had no idea what the game was when the first gameplay demo was being shown but what we did know was that we loved it. Since the games unveiling we haven’t heard too much about the game, but now Ubisoft Montreal has launched a brand new development blog called Behind the Wall and have revealed that the game hopes to go back to its 1998 roots and have revived the No Respawn rule.
In Rainbow Six Siege players will have just one life meaning that there are no respawns, but the reason for this decision is to make the game more fun for everyone, explains Ubisoft Montreal in a blog post, not just the hardcore shooter fans. The developers want to “revive that lethality and tension” within the game. “We decided that the best way to accomplish this was to bring back the No Respawn rule and implement it in such a way that we like to refer to as One Life around the studio,” the team wrote.
This new One Life rule means that you won’t respawn when you take damage in the game and once it’s over for you, you can then take advantage of tools not available to the rest of the team and help those you’ve left behind win the round. Ubisoft believes this helps bring more teamwork to the game, something that Rainbow Six Siege relies on.
“When designing the game, we found that above all else, the No Respawn rule touched the three main pillars of what we want in this game: teamwork, tactics, and tension. Not only are these three pillars at the heart of Tom Clancy’s video game series, but they’re arguably absent from the FPS market today,” the team wrote. “Even when playing on a team, run and gun titles emphasize twitch reflexes while neglecting other skill sets, and you may feel disconnected from the action and all alone in your plight. With Siege, that’s not the case.”
Ubisoft explained that the developers held internal tournaments to try out various aspects of the game and play for bragging rights, initially the game had respawns and a few of the team began to dominate continuously, so they threw in the No Respawn rule and those who were on top, began to struggle. What No Respawn achieved was that trash talking stopped, and team work began.
“When you’re not allowed to respawn during a match, twitch reflexes aren’t the only skills that keep you alive. Teamwork, map awareness, planning, adaptability, communication, and leadership become just as important to win. To be completely straightforward, the game became a lot more stressful,” the team revealed. “It went from everyone leaning back in their chairs trash-talking, to being on the edge of their seats carefully coordinating tactics. Game designer and former SOCOM developer Chris Lee explains the impact that the No Respawn rule had during our internal tournaments.”
Following the introduction of No Respawn, the team soon realised that this type of gameplay which relied on something more than just skill and quick strigger fingers, appealed to more people. “It turned out that it really opened up the game to many different types of players,” designer Chris Lee said.
“The developers who were longtime FPS players initially found it difficult because they were only good at reaction time. They weren’t communicating, playing tactically, or thinking about the consequences. Their K/D ratio was high before, but after introducing One Life, they stopped thinking about K/D ratios and more about how each player could work together for the win.”
I remember the early days of Rainbow Six and it was insanely fun albeit a little more difficult than shooters as of late. You were actually required to plan out your attack before you ran in all-guns blazing and if you did a terrible job, you paid the ultimate price – death.
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