Moving seamlessly from one mode to another was a big factor.
Now that we’ve gotten a look at The Division, its time to pepper the developers with questions about why they didn’t make the game exactly as we, the gaming public would have liked it to be made. This kind of things always seems to pop up when a AAA game is headed to market, with a few features left out that might have made the game just a little bit better.
Some people weren’t happy that the point of view in The Division is third person instead of first person. Now some may argue that the game would have been perfect for couch co-op and a splitscreen interface. To Ubisoft’s credit, the company seems to have a legitimate reason for why they chose to forgo the splitscreen option as production on the title progressed.
Magnus Jansén, the Creative Director for this game, recently sat down for an interview with Finder.com and broached that subject. “One of the biggest reasons why there is nothing like that in The Division is because of the progression nature of the game. Being able to seamlessly move from single, to co-op, to online with the same character that you are always improving, is something that you want to do on your own. You don’t want to be tied to whenever another player wants to quit,” he stated.
Jansen mentioned that players will be able to drop in and drop out, and do their own things whenever they want.
The creative director said the company didn’t wanted players tied down to having to play a mode that a partner wanted, and then have to stop and restart once the partner no longer wanted to play.
Seems like a pretty valid reason to me.
The Division hits the PC, PS4 and Xbox One on March 8, 2016.