
Back in 2015, when creative director Clint Hocking and his team began crafting the near-future world of Watch Dogs: Legion, some of the biggest tech companies in the world were confidently predicting skies buzzing with package-delivery drones and streets full of autonomous vehicles. Everyone would be using cryptocurrency, playing AR games, and making stuff on 3D printers. So into the game they went.
Technology moves faster than game development. For a speculative fiction game about mass surveillance, that creates some problems. “Technology companies—Tesla, Amazon—had started talking publicly about pretty aggressive timelines, schedules, and regulations,” Hocking said in an interview with WIRED. Navigating the marketing babble, his team overshot the mark. On October 29, Watch Dogs: Legion will release as both a game and a time capsule from 2015, back when a couple of big, stock-inflating daydreams painted a picture for 2020 that’s still far from materializing. It’s cute, like remembering how in the ’80s, your geeky friend wouldn’t shut up about how Star Trek’s holodecks would so totally happen. Except these forecasts are from just yesterday.
Hocking’s team didn’t have a crystal ball, or an all-knowing AI, to tell the future. But even pushing aside the unpredictable, like the Covid-19 pandemic, Watch Dogs: Legion’s vision for the impending surveillance dystopia flounders because it tracked tech, not people.
Watch Dogs: Legion takes place in a painstakingly reconstructed, sometime-in-the-future London, now a lightly gritty surveillance state. The government has done a poor job responding to years of economic turmoil, and a private military-surveillance organization called Albion has essentially replaced the police with combat drones and shiny checkpoint scanners. You play as an operative in the chaotic-good, anti-corporate hacking collective DeadSec, recently framed for a mass bombing attack.
You’re not just an operative, though. Watch Dogs: Legion populates its world with over 9 million playable characters, procedurally generated with faces and bodies matched through algorithms to animations, voice lines, and backstories. In a little box above them, you’ll see where they’re going, along with their relationships, jobs, and proficiencies. As a DeadSec operative, you can tap passersby on the shoulder to recruit them to your cause.
“In earlier Watch Dogs games it was fairly superficial. Your ability to profile people was shallow,” says Hocking. “You could see a couple facts about them, a couple things in the storyline. It was much more about the story. Now in the game, the people are much more simulated, much more deeply real.”

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