Ubisoft Montreal now has a dedicated team to fix its stories - Will it make a difference?

That would depend on the developer. Naughty Dog certainly needs this feature: the developers have flat out admitted in their Uncharted BTS videos that they come up with the locations first and figure out the story second, which is not the right approach.

Ubisoft, on the other hand... I doubt it. Ubisoft's issues with story don't come from a fundamental issue: their writers actually aren't bad. As early as Assassin's Creed III I started seeing some real potential (seriously, there are some really emotional moments in that game's story, like at the end where Connor burns the paintings of the Templars and removes the axe from the pillar; there isn't a single line of dialogue, and the music there tells the entire story, which was surprisingly subtle). Following that, almost every major Ubisoft game since was brushing up against potential. Far Cry 3 had strong characterization and arcs, along with Vaas as a villain, but misstepped when he was put on a bus halfway through the game and was replaced by someone less interesting, along with a shit ending. Assassin's Creed IV had a strong protagonist, good characters and a nice theme running underneath, but fell short with a badly-executed character arc and a suite of poor villains. Far Cry 4 had an interesting moral system with actual dilemmas, but the main and interesting villain is criminally underused and the game feels fragmented overall. Etc, etc.

These are all issues that can be solved, primarily, by refocusing from plot to characters. Listen to the dialogue the next time you play a recent Ubisoft game: far too much of it is just setting up the next mission. I know this because, when they stop doing that and give their characters time for an emotional moment (Connor and Haytham's final fight, Arno and Elise in the balloon, Jason and Sam's humorous moments), it works really well and gets me invested. Ubisoft's writers need to stop focusing on just setting up the next mission in cutscenes and put more focus in making their characters do that for them: make the actors put some emotion into reading the next mission briefing, give them quirks, make them funny or cute or fun to watch. I played Wolfenstein: The New Order eight months ago and I could still describe you every single character in the Resistance, because they had really strong personalities that bled over into everything they did: Caroline was always just a little bit tired from her responsibilities, Max was always sad about something, Anya was always wary and scared unless she was with BJ, Fergus was a mix of survivor's guilt and dry Scottish humour, etc. With Ubisoft, they keep flipping back and forth between engaging characters and bland, exposition-delivery machines.

That's not a huge problem to fix. Just spend a little more time at the writer's table when you're in the conceptual stage and ask the questions: "Who is our main character, who are our side characters, what are they like, and how do they change over the story?"

/r/truegaming Thread