THE END OF SOCIETY SIMULATOR

Silver Eurobest

Demo Film

Presentation Image

TitleTHE END OF SOCIETY SIMULATOR
BrandUBISOFT
Product/ServiceUBISOFT
Category D01. Data
Entrant BETC Paris, FRANCE
Idea Creation BETC Paris, FRANCE
Production MAKE ME PULSE Paris, FRANCE
Additional Company BETC DIGITAL Paris, FRANCE
Credits
Name Company Position
Stéphane Xiberras BETC CCO
Christophe Clapier BETC Creative Director
Ivan Beczkowski BETC Executive Creative Director
Vincent Blachère, Raphaël Perrollier BETC Art Director
Adrien Héron, Alban Gallee, Simon Lamasa BETC Copywriter
Thibault Dargeou, Frédéric Petitpont, Alexis Galbourdin BETC Creative Technologist
Nicolas Barradeau BETC Lead developer
Kevin Hutchings BETC Strategy Planning
David Ronai Make me pulse Producer

The Campaign

Based on the fictive yet realistic storyline of Tom Clancy’s The Division, Collapse is an end of society simulator that uses real data to create a hyper-personalised experience of events to set the scene before the game’s launch. Inspired by existing epidemic models with input from Emergency risk specialists, the website simulates a global pandemic of the fictional variola chimera virus. The experience starts after the user has been infected when he is asked to type in his address and before being taken through the fall of society’s dominos (overwhelmed hospitals, out of stock pharmacies and supermarkets, riots, fall of governments). The simulation demonstrates how quickly the cities and society that we take for granted can collapse. As Tom Clancy’s The Division is a cutting edge game for new generation consoles, Collapse also is innovative. It leverages the latest web development technologies and powerful data aggregation and processing.

Creative Execution

The website was launched on the 24th of February 2016 across the EMEA region and is available in 9 languages. Using mainly Ubisoft’s owned media with a trailer, social media posts and an emailing the website quickly gained momentum attracting way over 100K visitors on the very first day. The viral impact, the social media noise and the highly current topic it relates to generated a lot of earned media attracting a broader audience than the usual gamers and exposed a wide range of visitors to the brand and the game. As people could simulate the end of society starting from wherever in the world (even from their own home) they were amazed and quite scared to discover how our highly connected and intertwined world could collapse within a few weeks