Soft Mod Fnf Wiki

0 views
Skip to first unread message

Madox Valdivia

unread,
Aug 5, 2024, 2:19:15 AM8/5/24
to emwebpiasmug
UbiSoft initially operated out of offices in Paris, moving to Crteil by June 1986.[11][12] The brothers used the chateau in Brittany as the primary space for development, hoping the setting would lure developers, as well as to have a better way to manage expectations of their developers.[6] The company hired Nathalie Saloud as manager, Sylvie Hugonnier as director of marketing and public relations, and programmers, though Hugonnier had left the company by May 1986 to join Elite Software.[13] Games published by Ubi Soft in 1986 include Zombi, Cin Clap, Fer et Flamme, Masque, and Graphic City, a sprite editing programme.[14][15][16][17] As their first game, Zombi had sold 5,000 copies by January 1987.[18][17] Ubi Soft also entered into distribution partnerships for the game to be released in Spain and West Germany.[17] Ubi Soft started importing products from abroad for distribution in France, with 1987 releases including Elite Software's Commando and Ikari Warriors, the former of which sold 15,000 copies by January 1987.[17][19] In 1988, Yves Guillemot was appointed as Ubi Soft's chief executive officer.[9]

By 1988, the company had about 6 developers working from the chateau. These included Michel Ancel, a teenager at the time noted for his animation skills,[6] and Serge Hascot, who applied to be a video game tester for the company.[20] The costs of maintaining the chateau became more expensive, and the developers were given the option to relocate to Paris. Ancel's family which had moved to Brittany for his job could not afford the cost of living in Paris and returned to Montpellier in southern France. The Guillemot brothers told Ancel to keep them abreast of anything he might come up with there.[6] Ancel returned with Frdric Houde with a prototype of a game with animated features that caught the brothers' interest. Michel Guillemot decided to make the project a key one for the company, establishing a studio in Montreuil to house over 100 developers in 1994, and targeting a line of 5th generation consoles such as the Atari Jaguar and PlayStation. Their game, Rayman, was released in 1995.[6] Yves managed Guillemot Informatique, making deals with Electronic Arts, Sierra On-Line and MicroProse to distribute their games in France. Guillemot Informatique began expanding to other markets, including the United States, the United Kingdom, and Germany. They entered the video game distribution and wholesale markets and by 1993 had become the "largest" distributor of video games in France.[21]


In March 2001, Gores Technology Group sold The Learning Company's entertainment division (which included games originally published by Brderbund, Mattel Interactive, Mindscape and Strategic Simulations) to them. The sale included the rights to intellectual properties such as the Myst and Prince of Persia series.[22] Ubisoft Montreal developed the Prince of Persia title into Prince of Persia: The Sands of Time released in 2003.[6] At the same time, Ubi Soft released Beyond Good & Evil, Ancel's project after Rayman; it was one of Ubi Soft's first commercial "flops" on its release but which since has gained a cult following.[6]


Around 2001, Ubi Soft established its editorial department headed by Hascot, initially named as editor in chief and later known as the company's Chief Content Officer. Hascot had worked alongside Ancel on Rayman in 1995 to help refine the game, and saw the opportunity to apply that across all of Ubi Soft's games.[23][24] Until 2019, most games published by Ubisoft were reviewed through the editorial department overseen by Hascot.[25]


On 9 September 2003, Ubi Soft announced that it would change its name to Ubisoft, and introduced a new logo known as "the swirl".[27][28] In December 2004, gaming corporation Electronic Arts purchased a 19.9% stake in the firm. Ubisoft referred to the purchase as "hostile" on EA's part.[29] Ubisoft's brothers recognised they had not considered themselves within a competitive market, and employees had feared that an EA takeover would drastically alter the environment within Ubisoft. EA's CEO at the time, John Riccitiello, assured Ubisoft the purchase was not meant as a hostile manoeuvre, and EA ended up selling the shares in 2010.[6]


Ubisoft announced plans in 2013 to invest $373 million into its Quebec operations over 7 years. The publisher is investing in the expansion of its motion capture technologies and consolidating its online games operations and infrastructure in Montreal. By 2020, the company would employ more than 3,500 staff at its studios in Montreal and Quebec City.[33] In February 2013, it began offering games from third-party publisher including Electronic Arts and Warner Bros Interactive Entertainment on its Uplay Shop and its own games to EA's Origin.[34]


In July 2013, Ubisoft announced a breach in its network resulting in the potential exposure of up to 58 million accounts including usernames, email address, and encrypted passwords. The firm denied any credit/debit card information could have been compromised, issued directives to all registered users to change their account passwords, and recommended updating passwords on any other website or service where a same or similar password had been used.[35] All the users who registered were emailed by the Ubisoft company about the breach and a password change request. Ubisoft promised to keep the information safe.[36]


In March 2015, the company set up a Consumer Relationship Centre in Newcastle-upon-Tyne. The centre is intended to integrate consumer support teams and community managers. Consumer Support and Community Management teams at the CRC are operational 7 days a week.[37]


Since around 2015, the French mass media company Vivendi has been seeking to expand its media properties through acquisitions and other business deals. In addition to advertising firm Havas, Ubisoft was one of the first target properties identified by Vivendi, which as of September 2017 has an estimated valuation of $6.4 billion.[38][39] Vivendi, in two actions during October 2015, bought shares in Ubisoft stock, giving them a 10.4% stake in Ubisoft, an action that Yves Guillemot considered "unwelcome" and feared a hostile takeover.[40] In a presentation during the Electronic Entertainment Expo 2016, Yves Guillemot stressed the importance that Ubisoft remain an independent company to maintain its creative freedom.[41] Guillemot later described the need to fight off the takeover: "...when you're attacked with a company that has a different philosophy, you know it can affect what you've been creating from scratch. So you fight with a lot of energy to make sure it can't be destroyed."[42] Vice-president of Live Operations, Anne Blondel-Jouin, expressed similar sentiment in an interview with PCGamesN, stating that Ubisoft's success was partly due to "...being super independent, being very autonomous."[43][44]


By the time of Ubisoft's annual board meeting in September 2016, Vivendi had gained 23% of the shares, while the Guillemots were able to increase their voting share to 20%. A request was made at the board meeting to place Vivendi representatives on Ubisoft's board, given the size of their shareholdings. The Guillemots argued against this, reiterating that Vivendi should be seen as a competitor, and succeeded in swaying other voting members to deny any board seats to Vivendi.[53]


Vivendi continued to buy shares in Ubisoft, approaching the 30% mark that could trigger a takeover; as of December 2016, Vivendi held a 25.15% stake in Ubisoft.[54] Reuters reported in April 2017 that Vivendi's takeover of Ubisoft would likely happen that year[38] and Bloomberg Businessweek observed that some of Vivendi's shares would reach the 2-year holding mark, which would grant them double voting power, and would likely meet or exceed the 30% threshold.[55] The Guillemot family has since raised its stake in Ubisoft; as of June 2017, the family held 13.6% of Ubisoft's share capital, and 20.02% of the company's voting rights.[56] In October 2017, Ubisoft announced it reached a deal with an "investment services provider" to help them purchase back 4 million shares by the end of the year, preventing others, specifically Vivendi, from buying these.[57]


In the week before Vivendi would gain double-voting rights for previously purchased shares, the company, in quarterly results published in November 2017, announced that it had no plans to acquire Ubisoft for the next 6 months, nor would seek board positions due to the shares they held during that time, and that it "would ensure that its interest in Ubisoft would not exceed the threshold of 30% through the doubling of its voting rights." Vivendi remained committed to expanding in the video game sector, identifying that their investment in Ubisoft could represent a capital gain of over 1 billion euros.[58]


On 20 March 2018, Ubisoft and Vivendi struck a deal ending any potential takeover, with Vivendi agreeing to sell all of its shares, over 30 million, to other parties and agreeing to not buy any Ubisoft shares for 5 years. Some of those shares were sold to Tencent, which after the transaction held about 5.6 million shares of Ubisoft (approximately 5% of all shares).[59] The same day, Ubisoft announced a partnership with Tencent to help bring their games into the Chinese market.[60] Vivendi completely divested its shares in Ubisoft by March 2019.[61][62]


Since 2018, Ubisoft's studios have continued to focus on some franchises, including Assassin's Creed, Tom Clancy's, Far Cry, and Watch Dogs. As reported by Bloomberg Businessweek, while Ubisoft as a whole had nearly 16,000 developers by mid-2019, larger than some of its competitors, and producing 5 to 6 major AAA releases each year compared to the 2 or 3 from the others, the net revenue earned per employee was the lowest of the 4 due to generally lower sales of its games.[citation needed] Bloomberg Business attributed this partially due to spending trends by video game consumers purchasing fewer games with long playtimes, as most of Ubisoft's major releases tend to be. To counter this, Ubisoft in October 2019 postponed 3 of the 6 titles it had planned in 2019 to 2020 or later, as to help place more effort on improving the quality of the existing and released games.[63] Due to overall weak sales in 2019, Ubisoft stated in January 2020 that it would be reorganizing its editorial board to provide a more comprehensive look at its game portfolio and devise greater variation in its games which Ubisoft's management said had fallen stagnant, too uniform and had contributed to weak sales.[64]

3a8082e126
Reply all
Reply to author
Forward
0 new messages