Designing Assassin's Creed II

230 new features, 200 design documents, 300 staff, no time for revisions. How did Ubisoft Montreal deliver?

"Let's say that you're faced with a game where you need to develop more than 230 features with the use of a production team of over 300 developers in a schedule that didn't allow any revision of your design, and that at the end, your game must be commercially successful and critically acclaimed. How do you do it? That's what I had to face with Assassin's Creed II."

It's GDC 2010, and Assassin's Creed II lead designer Patrick Plourde is giving the final presentation of the entire event: an hour-long insight into the creation of one of 2009's most excellent games. Ubisoft's sequel manages to do what its predecessor couldn't - it combines superb openworld technology with deep, involving, rewarding gameplay.

Part of the recipe for the game's success in this regard actually came from a directive from upper management, and not only that, but it arrived some months into the game's creation, further adding to the immense logistical challenge.

"Yves Guillemot came up with the idea that Assassin's Creed II needed to be a 'monster' game - a game with so much stuff to do in it that it would overwhelm the player. We could have all the resources we wanted to achieve this vision," Ploude says.

"With that mandate, we returned to the drawing board - digging up ideas that were canned, like the Villa, and coming up with new concepts that would be handled either in Montreal or in other studios, like the Assassin's Tomb, the Database, the Truth Puzzles and the Flying Machine. It didn't simply add new features, but it also changed a lot of the story and the characters. Mario Auditore suddenly became the owner of the Villa, and a very different character then originally imagined."

This notion of overwhelming the player with content was all part and parcel of the plan to eliminate what some say is the repetitive nature of the original Assassin's Creed, and virtually all reviewers agreed that in this respect, AC2 more than delivered. The flawed mission structure was gone, replaced with a new series of objectives that proved to be far more compelling to the player than the original game's.

However, in addressing the shortcomings of the first game, Patrick Plourde plays down the notion that its repetitive nature was actually the problem. Instead, the missions actually took you away from the elements that make the Assassin's Creed experience so cool, explaining why the gameplay was not as satisfying as it could have been.

"A lot of times people said that the missions were repetitive. I don't necessarily believe that. Every game features repetition. Nobody says Tetris is repetitive because blocks are always falling down!" he says, laughing.

"But the thing is that the missions didn't challenge the player on the core gameplay. We're inviting him to be an assassin yet the missions were more like mini-games. You'd sit on a bench and press Y and the mission was over. Wherever you end up, they're a little bit boring. It didn't translate well. The worst thing was that since they didn't use the core gameplay we actually had a team to code those features so it was really hard to develop."

In designing the mission structure for ACII, Plourde and his team went back to basics, looking to make sure that all elements of the new game were based around a strong core structure of three major features. The first of these he identifies is the fighting system.

"Our fight system is different to other games on the market: it's based on timing. We embrace that. It's not combo based. It's not Ninja Gaiden or Bayonetta or anything like that," Patrick explains. "It's really focused: you need to wait for opportunities, there's a certain flow to it."

Combat is very much context-sensitive in that it relies on the attacks made by your enemies. In the place of combo strikes are precise, deadly one-hit assaults.

"The other combatant is a powerful element as I'm using his movement for my attacks. For ACII we wanted to keep the same base but add more tactical choice," Plourde says.

"What we mean is adding new moves, designing new enemies that would challenge certain behaviours and more tools. With that we felt that the player would have enough choice to make the experience fun for the 30 hours in the game we were developing."

Spears, axes and blunt weapons were added to the mix along with new disarming techniques, while all weapons were gifted a full range of attack moves. Grunts, seekers and agile opponents skilled in evading attacks were a new inclusion designed to introduce more variety into the battles and to challenge the gamer in different ways.

An encore showing for Digital Foundry's video love letter to AC2. This time-lapse video demonstrates one of the new features added to the sequel, the day-night cycle.

The second main gameplay pillar that the Assassin's Creed II team concentrated on was the navigation system. The free-running aspect of the game is clearly important, but Plourde feels that criticisms of the implementation miss the point.

"Sometimes - a lot of times - you go on the forums. They say there's no challenge, you just hold down two buttons, that's it, the system does everything automatically," he observes.

"There's a reason for that. It's a conscious decision because we want to focus our movement on fluidity. The challenge doesn't come from the input, it comes from the environment. When you look at a district of Venice from above, it's like the environment is a rat's maze. It's extremely complex to navigate... it's not just 2D layout, every surface is climbable in the game. So the challenge for the brain is to map that matrix - that's where the players are challenged."

Comments (36) Latest comment 2 years ago

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  • harzo #1 2 years ago

    Fascinating as always. I love these articles even if I dont understand all the lingo lol. I have still yet to pick this up, I am one of the few that loved the 1st so I really should sort that out asap!
  • DoctorFouad #2 2 years ago

    Thank you digital foundary very much ! I love your articles !

    Assassins creed 1 was amazing ! revolutionary best ever animations ! incredible graphics and technology for me better than uncharted 1 ! Great story ! innovative gameplay ! in short one of the best experiences I had this generaton of consoles! better than gears of war 1 and uncharted 1 ! reviewers were unfair with assassins creed 1, underestmating its innovation and revolutionary nature and exaggerati,g the lack of variety and repetition nature of missions...I never understand reviewers they always downplay the importance of innovation in video games...its really annoying...giving MGS4 10/10 and assassins creed 1 only 7-8/10 is simply unfair and biased opinion...

    (But I never decided which incredible experience satisfied me more : assassins creed 1 or bioshock 1 ? (but without any doubt mass effect 1 is the best experience I had ths generation of consoles ! I passed unforgattable moments of my life with this game))

    I was waiting passionately the sequel of assassins creed 1 to see what happens next after the intriging end of the first game ! I hope I will get the free necessary Time to play assassins creed 2 very soon ! But I think I must begin with mass effect 2 the sequel to the best next gen title yet !

    I am now downloading all the videos of Alan Wake, this is phenomenal ! best console graphcs ever especially the shadows and lighting ! incredible physics ! how the hell they achieved all this with xbox360 ?!! this game is maybe even more advanced technologically than uncharted 2 and god of war 3 ! also great animations ! fascinating story ! I cant wait to play alan wake, may be the next revolution in video games, could it beat mass effect as the best video game of this generation ? (I didnt play mass effect 2 yet)
    Edited by 5 at 24/04/10 @ 00:52
  • Murton #3 2 years ago

    The timing of this article is a shame, if we had known even half of this back when the game first came out the cut chapter DLC might have been better received, it probably wouldn't have stopped the outrage, but there might have been a few understanding people rather than the seemingly unanimous call of "foul".

    Really liked the bit about the heatmaps, though I'm not sure if the panic about the rooftops was justified. Playing AC2 I found that while up in the rooftops everything looked the same, making navigation difficult and also as I didn't need to pick routes that included the right freerun objects I could actually move faster through the streets than I possibly could over the rooftops. Also with blending there's many more ways to remain unseen and more places to hide on the street level, which made it more interesting and left the rooftops as something for players to enjoy between missions while exploring, doing side missions and collecting feathers.


    As an aside,I'd really like to see some new assassination techniques brought to the table in future games, the wrist spike thing is nice, but I'd like to see other, more covert means of eliminating targets too. Poison perhaps, or stirring up a little trouble so that the mark is betrayed and murdered by his own allies under false pretence.
  • yonyz #4 2 years ago

    Great article. I'd love playing the game now, but the high price and problematic copy-protection system of the game make me unsure about whether I should buy it (for the PC) or not.
  • ardamillo #5 2 years ago

    Thanks for the article. Amazing that the whole thing was planned in Excel!
  • Retroid #6 2 years ago

    Quite possibly my 2009 GotY.
  • Zaiz #7 2 years ago

    ...>.> I note that there was no mention of things like "get a better writer" or "fire the writer" or "craft a competent plot". Explains a lot, actually.

    "Oh shit, they aren't using rooftops!"
    "Well, what about our absolutely god-awful plot?"
    "ROOOOOOOFTOOOOOPS!"

    Beyond the plot, the game wasn't actually bad, it was really quite fun. It...just...ugh. Thirty xanatos pileup, anyone?
  • GamesConnoisseur #8 2 years ago

    Playtesting is very important as we all know and this process really intergrates into how the developers can be proactive at ironing out issues and solidifying great features.

    Though with more gamers being permanently online, I think in future we would see more and more of live data from gamers being build in to provide evaluative feedback which could lends to patch fixes and future iterations being improved. Afterall the playtesters may try to play dumb, but they knows the levels in and out. So notihng replace the realworld data.

    However yes very interesting article and welldone to the crew, for managing to deliver with the complexity they has.
  • gjgjg #9 2 years ago

    bravo all Ubi teams!
    more articles like this please:)


    as for the combat variation, use more playtesters next time maybe?

    but its true in general, one you get happyish using one combat 'style/mode/move/weapon' the user doesnt tend to deviate that much. I found it hard to get into most combat forms in AC2 because the main one worked best in most situations. maybe create more circumstances (at least one for each combat variant) where the user needs to try the others (or get rewarded for doing so), or have one weapon break if used x amount then they resort to others...?
    wait im not writing to ubi!

    ...bravo anyways!
  • AphoticCosmos #10 2 years ago

    Great article, nice to see more long, in-depth features on EG.

    ACII is a great game, no question. I definitely appreciated the improvements to free-running. Being able to scale a church in 1 minute instead of 5 made it a lot more fun :D
  • spliffhead #11 2 years ago

    Having just finished the game I'd like to say a big thanks if any of the 300 dev team are reading this.

    Keep them coming!
  • w00t #12 2 years ago

    More articles like this please :)
  • Garulon #13 2 years ago

    Excellent article about an excellent game. The one complaint I have is although the Controller Madness controls get baked into muscle memory after a while, it's not clear that after a jump into a climb you can release the A button and then Ezio doesn't randomly bounce off somewhere. I played through pretty much two thirds of the game without realising that.
  • Pod #14 2 years ago

    300 staff? Makes you wonder how a game like this even breaks even! Thats 18M on saleries alone (30k * 2years). Are they counting part timers/outsorce/lunch ladies? Or are they just that inefficient because of all the document writing? :D
  • Kazzahdrane #15 2 years ago

    Probably the best multiplatform game of 2009, arguably depending on how much you like Batman.

    The week I had off work with tonsilitis was made much more bearable by this excellent game!
  • makeamazing #16 2 years ago

    Well lets be honest not all staff will be on 30k many will be on less and some will be on more... but using your figure of 18M on salaries, thats peanuts for a AAA game... I cant recall how much the game has sold, but take into account say 4 million copies at Ł12-16 per copy, equals Ł48 Million +. (+ DLC income).. i am sure they did ok with the game. Not only that, but the tech is there to be used for AC2.5 next year, so the cost will be very much smaller and so will the team, but the sales will probably be in the millions.... thats how to make a successful expensive game :)

    As for AC2, seeing that day night video with the music makes me want to play the game again (even though i completed it), and i would say its certainly one of the top games of 2009.

    I found the article to be very interesting and hopefully it shows gamers how game teams are under alot of pressure, and sometimes it works (in the case of AC2) and sometimes it doesnt and a game comes out as a unpolished mess.... unfortunately many games blame QA or the dev team, when its generally other pressures, and its nice to see an article that talks about it.
  • BabyJesus #17 2 years ago

    Excellent read.

    AC2 is a huge improvement over the first, I hated the first game and it took me a year to get through it due to it just not being fun.

    Whereas the second I loved so much that I finished it in a week with all achievements.
  • Bremenacht #18 2 years ago

    Interesting article; brilliant game - my game of the last year, in retrospect.

    I thought the reference to ME was worthwhile, because I played both games (v1 and v2) back to back and can't help but compare them. Both v1s were great ideas, but clumsy to play in places - AC1 being worse on the whole. ME1 really aced the sense of immersion in the ME universe, and the reference to the much-maligned Mako levels makes a good point - you really got the impression that the worlds were huge. They removed that from ME2, and I think it suffers for it. Great combat and well-constructed missions, but as a whole, it's lacking. AC2 has comparatively small worlds - little cities and towns - and yet there's so much detail to them, that size doesn't matter (Venice is probably a bit too big, if anything). I wonder if people would be so impressed by ME2 if ME1 hadn't established such a great back-story.

    ed: They do need to do something with combat in AC3. It's too easy to grind out battles rather than attempt something fancy, and it's annoying when you miss your timing and it goes to crap. It's also annoying when you want to get the spear off the big guys in order to do the fancy sweeping move, but you cannot - because you have to wait for him to attack first. Maybe rewarding nice moves with something would help. Maybe I'm just crap at AC2 combat :)
    Edited by 1 at 24/04/10 @ 13:19
  • Murton #19 2 years ago

    Armadillo: "Amazing that the whole thing was planned in Excel!"

    Most games are, it's a nice program that everyone knows how to use and makes for an easy to read and more importantly, easy to cross check document that can be be used by QA to ensure that all variables are properly checked during testing.

    and @ pod: if you think anyone below the producer gets paid anywhere close to 30k a year you are sorely mistaken.
  • Syrette #20 2 years ago

    Brilliant article on my GOTY of 09.

    Very interesting read.
  • Xabarin #21 2 years ago

    Amazing article, and amazing work by the designers. It was really illuminating and fun to read. It really makes me want to buy this game, but I promised myself that I wouldn't, you all know why.
  • Kaminari #22 2 years ago

    Hold it right there, buddy...

    You can *automatically* blend in AC2!? That's first news to me! During the whole game, I kept walking "manually" amongst the crowd and cursing out loud that the stealth zone was constantly too tight because the group NPCs were walking too close to each other. A real PITA!

    "The system worked, yet people didn't understand it."

    Understatement of the year! Lol.
  • Chazmeister #23 2 years ago

    I've very much enjoyed both AC1 and 2, however I found quite a few of the additions to number 2 largely superfluous.

    Most of the different weapons on the market place for instance were really unnecessary as was the ability to pick up weapons from the fallen guards, why would you need to do that when you already had your own weapons? I hardly used anything beyond the standard hidden blades, throwing knives and which ever happend to be the best sword at the time. I also used the occasional smoke bomb once in a blue moon, but beyond that most of the rest of the stuff was largly useless. If you could be bothered to fiddle through the menu to sellect them when being chased, then throwing down the coins never ever lost my pursuers or even slowed them up. The pistol, whilst having good range just took far too long to aim and was only useful for the two assasination missions which required it. The poison blade, really what was the point of that? The only thing I could figure out was that it inexplicably let you stab those big brutes easier than having the normal blade selected, anyway it just felt very contrived. Another thing was all the different weapon stats never really seemed to make much of a visible difference unless you compared weapons from either end of the scale.

    I liked the tarting up the mansion and watching the town get more prosperous but money was just way too easy to come by. Once you'd upgraded a few things and bumped up your income from the town a little, then your money just started to snow ball, so that when ever a new weapon, armour, bag, painting or whatever hit the market then you could just buy them all up straight away. It rather removed any need to strategise about what to buy next, since you could buy everything as soon as it appeared. I think I'd totally upgraded the whole town before I was even a third of the way through the game and once that happend the money side of the game became pointless.

    Despite what they were saying about the blending, I found it almost totally pointless in this game. In AC1 it served a purpose but in this one I never saw the point in bothering, especially when you could just hire a bunch of courtesans to follow you around.

    What they really got right in this one was the story and the missions, they were way better than the first game, especially when coupled with the glyph puzzles and the hidden conspiricy story it uncovered piece by piece, now that was damn brilliant. I also loved the PoP style platforming in the hidden tombs. More of that stuff and less of the fluff for the next game please.
  • SpaceViking #24 2 years ago

    Great article, I really have to buy this game.
  • Caspar_Esq. #25 2 years ago

    Its crucial to remember that the reason why they were able to plan in this way was because they were making an upgrade of an existing game, not creating something from scratch. You can be very detailed indeed when you have such a comprehensive model to work from - but establishing real creativity with so much paperwork would be impossible.
  • Caspar_Esq. #26 2 years ago

    also this: " If somebody says that a feature is super-fun but it's not exactly what I had in mind about that feature, I don't care."

    Well, that sounds like a fun place to work. Not. I thought video games were a creative industry, not a factory line.
  • mkreku #27 2 years ago

    I think it sounds like an excellent place to work at. Even though the 'artist's' idea wasn't 100% implemented, the change was made because it made the game more fun.

    To me that means they listen to everybody instead of just slaving away at a creative vision that may not have been that great to start with..
  • rotmm #28 2 years ago

    Excellent read, thank you.
  • largu #29 2 years ago

    Interesting article indeed.
    ACII is the game of 2009 in my book. Sure I played "Uncharted 2" but the fact that I killed hundreds of more people in it than in ACII (in the guise of a somewhat rougish "good guy" no less) only strengthen my resolve. I'm really impressed of all the detail and effort that's been put into it without hindering the gameplay. Extra points for "Grand Theft Gondola".

    As long as you disregard the plain silly frame-story with all it's genetic memory nonsense (although looking for - and solving the glyphs was a nice touch) and, most importantly, switch spoken language to Italian, the game is a true feast to play.

    ED. Oh, and what's the deal with all the money? Sure it's nice to cut the grind but I was practically bathing in florentines after half the game. But then again, you ARE personal friend Machiavelli and Leonardo so that may come with the territory.

    Still, if it was unrealistic that you died by touching water in ACI, then it's more unrealistic that you DON'T die by acute dysentery after a swim in Venice. Also, as many have noted there's no real advantage to use the rooftops anyway, which is a pity, but walking the streets is actually quite interesting. That, if anything, is a sign of true quality.
    Edited by 1 at 25/04/10 @ 08:45
  • Jenuall #30 2 years ago

    Interesting article, but for me the first game was better.
  • ikehouserock #31 2 years ago

    Cheers for this. Really appreciate all the Making of articles so far.
  • th0rJe #32 2 years ago

    Fantastic article, thanks a lot for posting!
  • YoungPayters #33 2 years ago

    good article read, thanks EG
  • sonictooth #34 2 years ago

    Wow. To me, AC2 represents everything that sucks about contemporary gaming, and this article really clarifies how such a disaster is pieced together: huge teams, design-by-Excel, accumulation of features that are only half fun. Don't get me wrong: the first time I climbed to the top of a tower in Florence, it really felt fun. The game simply doesn't get anywhere from there. I don't remember one single entertaining mission, one single memorable character. It's just a generic, focus-grouped kitchen sink of features built in the name of "production values" that tries to spread one single good idea (doing parkour around a Renaissance town) over 10-12 hours of dull, repetitive gameplay. Please, EG, try to remember that games are actually supposed to be fun and not some grand showcase of technology and half-baked features.
  • curtlikesmeat #35 2 years ago

    Just picked this up a couple of days ago from Morrisons because it was Ł25. I was expecting more of the same (gears of war 1/2) but wow, this really is a fantastic game, significantly improved from the first. I'm really enjoying it, congrats to the devs on a job well done. If the inevitable third improves at the same rate we can expect an absolute corker!

    My only niggle would be that on the PS3 (I bought it on that so I wouldn't have to listen to the jumbo jet fans of my xbox whirring constantly) there is quite a lot of screen tearing - if that's the price to pay for such massive open cities then it's fine by me, I only mention it because I didn't notice it in the first game which i have on the xbox.
    Edited by 1 at 29/04/10 @ 13:17
  • The-Jack-Burton #36 2 years ago

    Unfortunately, for me I guess, I didn't like this game. I tried, but I felt the gameplay was very boring, the control scheme was needlessly convoluted, the climbing and free running was clunky and inconsistent and has been done much better in other games. Sorry, for me this game falls into the annoying/boring category, right next to Batman.