Once upon a time gaming required a single disc, or cartridge, or, going..." inertia>

Once upon a time gaming required a single disc, or cartridge, or, going..." inertia>

Once upon a time gaming required a single disc, or cartridge, or, going..." inertia> Ubisoft, Ghost Recon Online and gamers' "day parts" | Tom Clancy's Ghost Recon® | Gamehypes

Ubisoft, Ghost Recon Online and gamers' "day parts"

Tom Clancy's Ghost Recon®

Eastern Europe, 2008. War has broken out on the borders of Russia and the fate of the world hangs in the balance. That's when the call goes out for the Ghosts—an elite handful of specially trained Green Berets, armed with the latest technology and trained to use the deadliest weapons.

Once upon a time gaming required a single disc, or cartridge, or, going back further, a cassette tape, and a gamer.

Now, the biggest game companies in the world are dreaming up ways for you to play their biggest franchises wherever you are, on whatever device you might have to hand. These disparate experiences, on a mobile, on a PC, on a home console, are different, but they connect to each other, fuelling each other and the progress you make in one, all encompassing, resource gathering profile.

One of the companies at the forefront of this sea change in the way we play games is Ubisoft, which, with the upcoming release of Ghost Recon Online on the PC (and, later this year, on Wii U), hopes to tap into the modern way we play on a much deeper level.

To coincide with the launch of the free to play shooter, Ubisoft will release a companion experience, as it calls it, called Ghost Recon Commander, on Facebook and mobile. This game connects and contributes to the core Ghost Recon Online experience.

This, Ubisoft's digital boss Chris Early tells Eurogamer, is the latest fruit of the French company's analysis of core gamer "day parts" - that is, how and when they game throughout the day.

Ubisoft's "experiement", as Early puts it, with this was Assassin's Creed Brotherhood companion Facebook game Project Legacy, which let players unlock items in the console game.

"The Project Legacy is an example of how you can, only at lunch, but whatever, play a Facebook game that's going to give you some benefits to your gameplay in the evening," Early explains.

Face it, at lunch I'm not going to sit down in front of my console at that big screen TV, nor am I necessarily going to want to sit on my phone at night.

"Face it, at lunch I'm not going to sit down in front of my console at that big screen TV, nor am I necessarily going to want to sit on my phone at night. It's about creating compelling experiences for the platform."

More and more publishers are investing in providing an experience across multiple platforms so gamers can stay engaged in universes and brands throughout the day, and the emphasis is on social.

One high profile recent example was EA's Mass Effect 3-related app Mass Effect Data Pad. Not only did this contain codex entries and a feed of the BioWare Twitter page, but it allowed you to gather resources by deploying ships to conflict zones across the galaxy. These resources would then contribute to your Galactic Readiness in the main game. But it was a two-way street: characters in the main game would send you text messages, commenting on the story and the decisions you made as Commander Shepard on console or PC.