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(Image: Ubisoft)

Ubisoft is open to rethinking the way Siege is monetised though free-to-play is currently off the table.

Video games that follow a live service model are becoming more and more common as publishers look to replicate success elsewhere within the industry, moving away from that traditional “make game, release game, next game” cycle.

It’s a trend that has drawn a lot of criticism but also one that makes sense from the perspective of game makers. Creating a long tail of post-launch content and support is, in many cases, cheaper than starting development on a new project.

Not only that, it allows studios to turn potential disasters into triumphant victories. Such is the story surrounding Rainbow Six Siege, a game that stumbled out of the gate but is now one of the globe’s top online shooters.

Several years into their lifespan it’s not uncommon to see publishers dramatically reshape the way their games are monetised. Just about every MMORPG has a free-to-play option, onboarding new players without them needing to pay a penny. Publishers then hope these newcomers will spend cash on a subscription, cosmetics, or other types of content.

However, with Rainbow Six Siege, the team at Ubisoft Montreal won’t be offering a free-to-play option for its landmark shooter.

“We are absolutely open to any way we can make the game somehow more accessible and available,” explains Rainbow Six Brand Director, Alexandre Remy.

“I have no problem with this whatsoever. Today you’ll find the price of [Siege] is very low and with the content that has been updated, there’s definitely value. In our mind we keep a certain pricing of the game there for different reasons.”

“One of them being: a free-to-play game automatically attracts a huge influx of population, not all of them playing the game for sake of winning. Sometimes they play just because it’s free and so they get in and that can lead to potential toxicity.”

Since launch, Rainbow Six Siege has continued to have a problem with its player community. As with any online game, there will always be trolls and those looking to ruin the enjoyment of others but in a hugely tense and tactical game like Siege, the negative effects of such behaviour is certainly amplified. That said, Ubisoft Montreal has continued to fight back, one of its big features of Year 4 being a smart new system to counter friendly fire.

Remy believes that, in being a paid-for title, this also helps weed out some unwanted toxicity.

“Even having a small price helps create a barrier of entry where, as a player, you ask yourself the question “should I spend those five bucks?” and if you do I think it’s a decision and a commitment. I think that’s a valid approach.”

In a way, Siege can be seen as a pioneer for live service games. The way it employs a hybrid approach to monetisation has seemingly worked well for Ubisoft and is now a staple in just about all of its new and upcoming releases.

Those who pick up a copy of Siege will get not only the base game, but access to all the free content and updates released since its December 2015 launch.

Whether buying a pre-owned disc on console or plucking it from a digital sale, you can net a pretty hefty package for around £10 or less if you know where to look. Once installed, you can check out any of the new and updated maps, also benefiting from years of updates, balances, and fixes.

Then, those wanting to wring more from Siege can buy into its annual Year Pass. We’re one Year 4 now, with each pass granting access to an additional playable operator without needing to grind for them using in-game currency.