How long is Star Wars Outlaws? Here’s what the creative director of the Ubisoft game had to say

How long is Star Wars Outlaws? Here's what the creative director of the Ubisoft game had to say

How long is Star Wars Outlaws? Here’s what the creative director of the Ubisoft game had to say

Julian Gerighty, creative director of Star Wars Outlaws, spoke in an interview about what the duration of the Ubisoft game will be, both proceeding straight and fully exploring the open world.

The creative director Julian Gerighty spoke in an interview about what the duration of Star Wars Outlaws will be , reiterating concepts already expressed in the past but this time providing very precise numbers: from 25 to 30 hours, which become 50 or 60 in case want to do everything.

“From the beginning we decided to aim for a twenty-five or thirty hour adventure, which becomes fifty or sixty for completionists: from the point of view of a person with a family and a job, it’s still a lot of time ,” Gerighty said.

“What is certain is that the game will not offer two hundred hours of gameplay à la Assassin’s Creed and this allowed us to really focus on the details, to perhaps work with a smaller team on a project that was well manageable.”

Something had to be given up

Presented at Ubisoft Forward with two gameplay videos, Star Wars Outlaws definitely promises well , and the credit probably also goes to a coherent vision, guaranteed precisely by a more compact structure.

“As a creator, I’m a big believer in defining an initial vision that is exciting, ambitious and achievable ,” said the creative director. “It’s very important to make sure that everyone working on the game is moving in the same direction, towards the same goal.”

“In The Division, The Division 2 and Star Wars Outlaws this vision has been more or less respected, I mean 95% respected. Some things have been added, some things have been changed or removed , but we are talking about very few elements.”

“For example, the possibility of swimming was removed , which was present in the first versions of the pitch and which we would have liked to keep. The animators told us that it was not possible due to the scope of the experience, so we said ok, we can Without it: there are many other things that we will have the opportunity to explore.”

“However, all the minigames we included were not originally planned and were added during development, so we can say it was a give and take.”