GAMING

XDefiant Chief Quits Industry Entirely, Claims Ubisoft’s Doomed Call of Duty Rival Had ‘Very Little Marketing’ or ‘The Right Resources to Make Content’

XDefiant‘s servers went dark on Tuesday, June 3, a little over a year after Ubisoft’s free-to-play arena shooter was released. Ubisoft gave its Call of duty rival just four months before confirming it would discontinue support. Almost half the team lost their jobs as Ubisoft made a swath of cuts across its San Francisco and Osaka studios.

Producer Mark Rubin, who led development fo the game having previously worked on the Call of Duty series at Activision, called it a “sad day” in a lengthy statement posted to X/Twitter earlier today. After thanking his co-workers for making a “really fun and terrific game,” he announced he’s decided to “leave the industry” for good.

“In case everyone doesn’t know, the team behind XDefiant was all let go at the end of last year and I know many people have moved on to other studios, which is great, and I hope that for all of those still looking, that they find something quickly,” Rubin wrote.

“As for me, I’ve decided to leave the industry and spend more time with my family so unfortunately you won’t be hearing about me making another game. I do care passionately about the shooter space and hope that someone else can pick up the flag that I was trying to carry and make games again that care about the players, treat them with respect and listen to what they have to say.”

Rubin said the team made “remarkable” progress despite “very little marketing,” claiming that despite a lack of advertising, XDefiant “still had the fastest acquisition of players in the first few weeks for a Ubisoft title” just from word-of-mouth promotion.

“But unfortunately, with little to no marketing, especially after launch, we weren’t acquiring new players after the initial launch,” he added, before claiming Ubisoft’s in-house game engine “wasn’t designed for what [XDefiant] was doing.”

“We had other issues, though, as well that we tried to be transparent about. For one we had crippling tech debt using an engine that wasn’t designed for what we were doing, and we didn’t have the engineering resources to ever correct that. I do personally think that in-house engines are not the valuable investment that they used to be, and they are often doomed to fall behind big engines like Unreal.

“This tech debt included the dreaded netcode issues that we could just not solve given the architecture we were dealing with,” he added. “And so, for many players with solid network connections (in both speed and consistent reliability) the game played well but if your connection had even the smallest amount of inconsistency the engine just couldn’t handle it and you would have a bad experience. Normally, you should be able to weather those bad moments on your network. But this was a major issue with XDefiant.”

Rubin also lamented the lack of resources to make content.

“Another issue we had was having the right resources to make content for the game. What we saw at Season 3 wasn’t even enough content in my mind for launch. There were some really cool features coming later in Season 4 or even 5 that would have completed the game in a way that I felt it should have been for launch. I can say everyone’s (devs, HQ leadership, etc.) heart was in the right place, but we just didn’t have the gas to go the distance for a free-to-play game.”

In October 2024, Ubisoft insisted it wasn’t shutting XDefiant down, then announced it would be shutting XDefiant down just a few weeks later. We thought the fundamentals of XDefiant were good, but “conflicting ideas and mechanics stop it from standing above a crowded shooter field.” We ultimately awarded it a “Good” rating of 7.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.


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