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.
The missions in Assassin's Creed 1 (left) weren't just very samey, but also had little relation to the coolest aspects of the game. Social stealth (right) was also somewhat under-developed.
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.
New moves, new opponents, new strategies. The fight system in ACII was improved in every way, but some players still had issues getting to grips with all of its potential.
"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."
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Comments (36) Latest comment 2 years ago
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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)
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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.
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"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?
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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.
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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!
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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
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Keep them coming!
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The week I had off work with tonsilitis was made much more bearable by this excellent game!
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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.
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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.
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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
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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.
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Very interesting read.
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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.
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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.
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Well, that sounds like a fun place to work. Not. I thought video games were a creative industry, not a factory line.
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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..
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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.
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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.
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