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Ubisoft Montreal Discusses the Past, Present, and Future of Rainbow Six Siege X

October 18, 2025
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Whereas attending Gamescom Asia x Thailand Recreation Present in Bangkok this week, IGN was given the chance to sit down down with Rainbow Six Siege X’s inventive director Alexander Karpazis to speak about how a lot the tactical live-service shooter has advanced within the ten years since its launch in 2015, the place it would go subsequent, the opportunity of a marketing campaign mode and Change 2 port, using generative AI in improvement, and extra. Learn on for our full chat beneath!

Alexander Karpazis, Artistic Director of Rainbow Six Siege X.

IGN: 10 years is a superb achievement for a reside service sport, significantly since we’ve seen so many others come and go in that point. What do you place the longevity of Siege right down to?

Alexander Karpazis [AK]: I feel one of many huge factors is simply the sheer depth of the sport. Like even inside 10 years, I do not suppose you can grasp a sport like Siege and as a gamer that is extremely rewarding. It implies that you are on a journey to be taught, grasp and uncover new issues with a sport that is at all times altering. And I feel due to that, it is simply grown and resonates with so many individuals.

IGN: Has Siege advanced in ways in which you could possibly have by no means predicted at launch?

AK: Yeah, completely. I imply when you take a look at 2015 when the sport first launched, the Bomb sport mode wasn’t the primary sport mode. It was cut up between Hostage and Safe Space and Bomb. Again then eSports was one thing that was very grassroots and new, and now it is develop into this whole ecosystem the place individuals make their livelihoods off of it, and that is one thing we may have by no means anticipated when it first launched. And so in these attention-grabbing methods it is constructed as much as be one thing that’s actually important and humbling to be part of.

IGN: You’ve beforehand mentioned that Siege X is setting the desk for the subsequent 10 years. Do you’re taking it one yr at a time? How a lot of a street map is there for the longer term? Are there 10 extra years value of concepts within the financial institution?

AK: In relation to concepts, we truly sat down and we interviewed your entire group about their concepts for the sport, and got here up with over 40 pages of ideas that the group nonetheless needs to push for. So there isn’t a finish in sight with regards to what we wish to do with the sport, and it is a stability of quick time period and long run. We’re wanting on the seasons forward of us but in addition due to Siege X, we’re anticipating new expertise, new platforms, stuff that is going to come back out and it may have an effect on the sport. And so how can we anticipate that too over an extended stretch of time.

IGN: Hitting a 10-year milestone, does that improve the strain in your group for the longer term, or do you are feeling such as you’ve mastered it now and you recognize what you’re doing?

AK: We’re at all times studying and we’ll by no means cease studying. There’s a lot that goes into constructing a sport like this, and it actually comes right down to listening to the neighborhood. They’re going to at all times be vocal in what they wish to see and the way issues change and so yeah, it is not a matter of mastering the place we’re proper now. It is being snug and understanding that we nonetheless should hearken to our neighborhood, we nonetheless should adapt, and we nonetheless should innovate as effectively. Perhaps we’re getting a bit bit extra snug in being uncomfortable, and that is how we carry on rolling the subsequent 10 years.

IGN: On the subject of listening to the neighborhood, how a lot of a problem is it to stability your group’s imaginative and prescient for Siege X with the needs, wants, and complaints of the gamers?

AK: It’s a problem, and it is not. Firstly, as a result of this sport’s been round for therefore lengthy I feel the DNA may be very effectively understood by gamers, new and previous truly. They know it is a tactical sport that has a whole lot of distinctive parts like destruction, like uneven attacker-defender traits. But it surely does imply that gamers do wish to see change, and extra of it extra typically, and that is the place we’ve got to anticipate higher, adapt even quicker. And in a method, that is sustainable, proper? We’re people on the finish of the day, the dev group may be very human as effectively, and we wish to encourage one thing that may final one other 10 years and never solely deal with the quick time period.

We wish to encourage one thing that may final one other 10 years.

IGN: What impression will Ubisoft’s creation of the Vantage Studios subsidiary have on you guys? How do you are feeling about it, and can it have any noticeable impression on the gamers?

AK: So with regards to the participant perspective, Vantage Studios shouldn’t be player-facing so it will not be something that is noticeable for gamers within the day-to-day and even long run. And even on the venture we’re not seeing any main modifications, the main target continues to be on ensuring that Siege grows, that it is invested in, and in order that’s one thing that we will verify right now. And it implies that once more, we’re nonetheless very excited in regards to the future. So it would not truly change something for us proper now.

IGN: When Siege X launched in June, it surged on Steam to round 150,000 concurrent gamers. Now it seems to be hovering round 40,000. Is that kind of drop-off a priority?

AK: Firstly, the gamers coming to the sport, particularly like a file variety of new gamers trying out Siege X? It’s at all times superior and it’s precisely what we had hoped for. After which yeah, there’s at all times a little bit of a tail afterwards, particularly because the group was additionally type of recovering from launching one thing as huge as Siege X. There are ebbs and flows, and a whole lot of it is anticipated.

So for us, we’re actually pleased with the sport. We’re pleased with the place it is going. We’ve got the Munich Majors in November the place we’ll be sharing much more about the place it is going subsequent. And once more, excited to see gamers proceed to hitch Siege and develop from there.

IGN: Is it an identical development on consoles?

AK: Yeah, it’s. PC and consoles share the identical participant habits that we see on a regular basis.

IGN: At this stage, do you are feeling like switching to free-to-play was the fitting factor to do, or is it too quickly to inform?

AK: For us, we’re seeing the advantages already. We’ve got extra new gamers becoming a member of the sport than ever earlier than since launch, and that is precisely what we’d hoped for. We’re seeing a brand new era of Siege gamers as effectively, which once more is admittedly nice at the same time as we attempt to stability the wants of recent gamers and likewise veteran gamers. It’s hitting the mark.

IGN: You’ve acquired so many characters and 10 years’ value of lore constructed into the sport now. Have you ever a minimum of entertained the thought of a marketing campaign mode? Rainbow Six Vegas had such an superior co-op marketing campaign.

AK: It’s completely a part of the heritage and sure, it’s one thing that our gamers ask about. All I can say proper now’s we’re nonetheless actually targeted on the PvP facet. We’ve got been enjoying round with storytelling inside PvP, and we had an occasion known as Assault on Hereford that gamers actually cherished, that did construct on what our characters are doing, the tone of the sport, and we are going to proceed to discover that realm. However yeah, we’ve got nothing to announce proper now.

IGN: What’s your stance on using generative AI in video games improvement, do you will have plans to make use of it for Siege?

AK: If we simply discuss AI at its core, it is one thing we have at all times been utilizing, like machine-learning, growing new instruments not just for anti-cheat however for issues like our AI bots, the place they’re truly skilled on our actual participant knowledge. So these are all unbelievable instruments that make us quicker and extra environment friendly. And so it is not a brand new idea.

Nonetheless, with regards to generative AI, that is stuff that is nonetheless actually new and so we’ve not included it into our pipeline of Siege.

In relation to generative AI, that is stuff that is nonetheless actually new and so we’ve not included it into our pipeline of Siege. 

IGN: What is the fan response been wish to the Twin Entrance mode? I do know a whole lot of gamers had been of the opinion that the District map was a bit too huge at launch, are you reevaluating that?

AK: Yeah, there was a whole lot of suggestions on the brand new mode particularly whenever you’re evaluating it to veterans and new gamers. We see new gamers actually leaping in additional typically than veterans, which is nice. It is one thing that we hoped for. However there are nonetheless methods to enhance it.

So we will probably be taking a while to make some larger modifications to the sport mode that we’ll be actually excited to share for 12 months 11 – Season One. So at the beginning of subsequent yr. We’ll carry on shaking issues up and seeing if we will get extra good suggestions on it too.

It is undoubtedly one thing that we wish to stand aside from core Siege. Core Siege may be very a lot aggressive. The principle draw is Ranked the place it has this sort of aggressive development. Twin Entrance continues to be the place the place we wish to give the entire sandbox components that you’ve got in Siege in a extra free type so you’ll be able to mess around with all of it, mixing attackers and defenders, mixing completely different sorts of methods to assault and defend too. That is the place it actually shines. So ensuring Twin Entrance is answering a clearly completely different want than Core is one thing that we’re targeted on.

IGN: We’ve seen Star Wars Outlaws come to Nintendo Change 2, and Murderer’s Creed Shadows is rumoured to be on its method too. Is Rainbow Six Siege 2 more likely to be subsequent?

AK: For us the main target will at all times be on the platforms we’re on proper now, ensuring that it is the greatest expertise and after we do new gameplay [that] it makes use of the platforms that we’re on. So proper now, any new platform is not essentially a spotlight for us. However once more, we’re a reside sport, it is 10 years. I learnt a very long time in the past to by no means say by no means, so we’ll see as platforms develop and new alternatives come up too.

IGN: Lastly, do you will have something particular deliberate for the 10-year anniversary?

AK: We’ve spoken a bit bit about it and we’ll share much more on the Munich Majors, however our plan is completely to have fun this main milestone with our gamers. We’ve got a giant occasion deliberate for in-game. We’ve got rewards that we’ve got deliberate for our gamers as effectively. So yeah, we’ll completely be profiting from this huge second and celebrating it with everybody.

IGN: Trying ahead to seeing what you will have in retailer. Thanks to your time.

AK: Thanks a lot.

Tristan Ogilvie is a senior video editor at IGN’s Sydney workplace. He travelled to Bangkok as a visitor of Gamescom Asia.



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