Ubisoft creative director tells why Watch Dogs took so frigging long to make — and why hacking cities is so much more plausible now (interview)

For almost six years, Jonathan Morin has been working on Ubisoft’s Watch Dogs. As the game nears its May 27 launch date, he can finally mollify those who want to play it by saying that the wait is almost over. This has become one of the most-anticipated titles of the next-generation, and Ubisoft’s confidence showed at a recent preview event in San Francisco, where Morin showed off its gameplay.

Ubisoft wants the tale about hacking a major American city — and its main character, Aiden Pearce — to become a multigame franchise as well as a cautionary tale about the perils of modern technology. But it’s only going to fulfill that promise if Watch Dogs is polished and immersive at its launch. So Morin has no regrets about a recent delay and how long it took to create the innovative gameplay that we’ve only gotten a taste of so far.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.