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Ubisoft Montreal Discusses the Previous, Current, and Way forward for 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 take a seat down with Rainbow Six Siege X’s artistic 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 potential of a marketing campaign mode and Change 2 port, the usage of generative AI in growth, and extra. Learn on for our full chat beneath!

Alexander Karpazis, Inventive Director of Rainbow Six Siege X.

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

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

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

AK: Yeah, completely. I imply when you have a look at 2015 when the sport first launched, the Bomb recreation mode wasn’t the primary recreation mode. It was break up between Hostage and Safe Space and Bomb. Again then eSports was one thing that was very grassroots and new, and now it is turn 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 fascinating methods it is constructed as much as be one thing that’s actually vital and humbling to be part of.

IGN: You’ve beforehand stated that Siege X is setting the desk for the following 10 years. Do you’re taking it one 12 months 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: With regards to concepts, we really 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 desires to push for. So there isn’t a finish in sight in terms of what we need to do with the sport, and it is a stability of quick time period and long run. We’re trying on the seasons forward of us but additionally due to Siege X, we’re anticipating new know-how, new platforms, stuff that is going to come back out and it will 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 stress in your group for the longer term, or do you are feeling such as you’ve mastered it now and you already know 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 recreation like this, and it actually comes right down to listening to the group. They will at all times be vocal in what they need 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 comfy and realizing that we nonetheless must hearken to our group, we nonetheless must adapt, and we nonetheless must innovate as nicely. Perhaps we’re getting somewhat bit extra comfy in being uncomfortable, and that is how we carry on rolling the following 10 years.

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

AK: It’s a problem, and it is not. Firstly, as a result of this recreation’s been round for thus lengthy I believe the DNA could be very nicely understood by gamers, new and previous really. They know it is a tactical recreation that has numerous distinctive parts like destruction, like uneven attacker-defender traits. But it surely does imply that gamers do need to see change, and extra of it extra usually, and that is the place we have now to anticipate higher, adapt even sooner. And in a method, that is sustainable, proper? We’re people on the finish of the day, the dev group could be very human as nicely, and we need to encourage one thing that may final one other 10 years and never solely give attention to the quick time period.

We need 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 in terms of the participant perspective, Vantage Studios isn’t 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 mission 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 are able to affirm right now. And it signifies that once more, we’re nonetheless very excited concerning the future. So it does not really 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 form 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 form of recovering from launching one thing as huge as Siege X. There are ebbs and flows, and numerous it is anticipated.

So for us, we’re actually proud of the sport. We’re proud of 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 pattern 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 correct 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 nicely, which once more is absolutely nice whilst we attempt to stability the wants of latest gamers and likewise veteran gamers. It’s hitting the mark.

IGN: You’ve received so many characters and 10 years’ value of lore constructed into the sport now. Have you ever a minimum of entertained the concept 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 centered on the PvP facet. We’ve got been enjoying round with storytelling inside PvP, and we had an occasion referred to as Assault on Hereford that gamers actually liked, 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 have now nothing to announce proper now.

IGN: What’s your stance on the usage of generative AI in video games growth, do you’ve plans to make use of it for Siege?

AK: If we simply speak about 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 really educated on our actual participant knowledge. So these are all unimaginable instruments that make us sooner and extra environment friendly. And so it is not a brand new idea.

Nevertheless, in terms of generative AI, that is stuff that is nonetheless actually new and so we have not integrated it into our pipeline of Siege.

With regards to generative AI, that is stuff that is nonetheless actually new and so we have not integrated it into our pipeline of Siege. 

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

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

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

It is undoubtedly one thing that we need to stand aside from core Siege. Core Siege could be very a lot aggressive. The primary draw is Ranked the place it has this type of aggressive development. Twin Entrance continues to be the place the place we need to give the entire sandbox substances that you’ve in Siege in a extra free kind so you possibly can 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 centered on.

Rainbow Six Siege X: Twin Entrance Mode Screenshots

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 dwell recreation, 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’ve something particular deliberate for the 10-year anniversary?

AK: We’ve spoken somewhat 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 have now deliberate for our gamers as nicely. So yeah, we’ll completely be benefiting from this huge second and celebrating it with everybody.

IGN: Wanting ahead to seeing what you’ve 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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