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Mantling the Challenges of Writing Assassin's Creed IV: Black Flag

Lead writer Darby McDevitt shares some insight about bearing the narrative standard for one of gaming's biggest story-driven franchises.

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There are few franchises in the video game world with the narrative ambition of Assassin's Creed. Steeped in history and replete with intriguing characters, these games set a high bar for the role of writing in video games. But what does it take to create a video game story on such a grand scale? After all, writing a great story is tough enough when you're writing for a noninteractive reader or viewer; what changes when you want your audience to be an active participant in your work? We talked to Darby McDevitt, the lead writer on numerous Assassin's Creed games (most recently, Revelations), about how one goes about writing for a game as formidable as Assassin's Creed IV: Black Flag.

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A Very Good Place to Start

As you might imagine, given the historical nature of the AC series, it all starts with research. McDevitt confessed he had no special interest in pirates, mentioning only the 1950 Disney movie adaptation of Treasure Island when describing his personal experience with the oft-romanticized privateers. This left him with few preconceptions to set aside before diving into books on the subject. "The first book on piracy [in history] is called The General History of Pyrates, published in 1724, which was only six years after Blackbeard died, and it's the central source of all these golden age pirates. It was a best-seller at the time, and it's written in a very archaic, early-18th-century style." Though the dry prose made it a bit tough to read, McDevitt admits, it provided a solid historical foundation, as well as an interesting typographic detail: The book followed the German style of capitalizing all nouns, a flourish Ubisoft will be adding to the subtitles of ACIV.

Though Pyrates was useful, the most influential book the team read was The Republic of Pirates by Colin Woodard. Published just five years ago, this tome provided the solution to one of the critical problems facing McDevitt and his team. How do they justify the fact that protagonist Edward Kenway seems to know every big-name pirate of the era? "We didn't want you to feel like Forrest Gump where you're like, 'Oh, I'm just hopping around, hanging out with all the famous pirates!' How is it that Edward has their phone numbers?"

"We didn't want you to feel like Forrest Gump where you're like, 'Oh, I'm just hopping around, hanging out with all the famous pirates!'"

As it turns out, there was a place where these famous pirates hung out from about 1714 to 1718: Nassau, a city on a small island in the Bahamas, due east of the southern tip of Florida. "They wanted to make it into a kind of quasi-democratic republic, their own little country," McDevitt said. The Nassau that Republic describes was essentially a hub world for pirates like Blackbeard, "Calico Jack" Rackham, and Charles Vane, making it the perfect place for Kenway to meet them all. Just like that, the problem of inserting a fictional character into this particular historical context got a whole lot easier. Republic was such a boon to the writing team that they even contracted Woodard to join them on the development team.

It's Kind of Like a Movie

There are certain elements of writing that are universal, no matter what medium you work in. A compelling character is a compelling character, and the building blocks McDevitt cited apply across the board. "I try to come up with their backgrounds, [and make sure] all characters have something they want at the time. There's good advice I heard a long time ago that all dialogue sequences should be a competition between characters. Everyone always wants something. If you think about dialogue in those terms, then you can always write really interesting situations. If you know your characters well and if you know what they want in life and in that moment, then you can bring them to life pretty well."

This approach to dialogue is echoed across books and films, and in fact, the novelist Kurt Vonnegut advised aspiring writers that "every character should want something, even if it is only a glass of water." But while writers may draw on the same basic principles, their audiences come to expect different things in different media. Critical and public reception of video game writing can vary wildly, and McDevitt observed that there often seems to be disagreement about what actually constitutes "good writing."

"Is it a good plot that has lots of cool twists and turns like, say, a movie like The Usual Suspects? Is good writing really beautiful writing, like a James Joyce or Herman Melville novel? Is good writing really snappy dialogue, like an Elmore Leonard or Raymond Chandler book or Quentin Tarantino movie?"

Is it a good plot if it has whales in it?
Is it a good plot if it has whales in it?

The term "writing," then, becomes a broad umbrella under which many different elements fall, some of which may not even be fully in the writer's control. It's not unheard of for a development team to lay out the skeleton plot without even consulting a writer and then hire one on to flesh the story out once development is under way. For Assassin's Creed IV, McDevitt has a substantial degree of control from the get-go, so what does he prioritize in his writing?

"Because I have a real deep interest in a lot of modernist literature and Irish literature, I want some beautiful writing. I want really rich, robust characters with amazing voices. That's what I try to bring to it. I also want to try to bring other things. But I might try to steer away from the easy, snappy one-liners if I can get in much deeper characters."

And as anyone who has played Assassin's Creed: Revelations can attest, McDevitt has had some success in this endeavor. Returning characters Ezio, Desmond, and Altair, as well as newcomer Sophia, were intriguing, likable, and engrossing presences that propelled Revelations' story to its startling conclusion, and the cutscenes featuring these characters lived up to the series' standard of delivering high-quality cinematic experiences.

It's Not Like a Movie at All

Yet for all the similarities between films and games, there are some serious differences to contend with as part of the creative process. Even the most cinematic of gaming moments must remain firmly rooted in the medium. "We treat a lot of [our writing] like cinema, no different, except that our philosophy, especially my philosophy for this game, is that I have to end a lot of these scenes with a clear gameplay objective. It has to be like, 'let's steal that ship' or 'let's do this physical thing that the player can now say I know how to accomplish that through the gameplay mechanics.'"

"What's easy in cinema is sometimes the complete opposite of what's easy in a video game."

From the player's perspective, this seems like a no-brainer. If the cutscene offers some new discovery or otherwise furthers the plot, the player expects that new information to translate into a new mission objective. This means the scene must contain a plot point, and any character development must be structured around this node in the story web, leaving little chance for the kind of idle, yet revealing, scene that books and movies often use to flesh out interpersonal relationships and character motives. This kind of consideration requires that the writer be ever mindful of his or her medium, something McDevitt reinforced later in the conversation.

"What's easy in cinema is sometimes the complete opposite of what's easy in a video game. So, for instance, if I said I wanted a shot of 15 people sitting around being drunk, that seems so easy to shoot in the cinema: you just get 15 guys; they all act drunk; done. In a video game, if all those were unique characters, it would be impossible because you'd run out of memory. You couldn't display 15 unique characters all on the screen at once."

Jungle ambushes are easier to create when you don't need to track down the most sure-footed stuntman on the planet.
Jungle ambushes are easier to create when you don't need to track down the most sure-footed stuntman on the planet.

And if you could, the effort that goes into animating them all to be convincing drunks far outstrips the effort required to get a bunch of people to act inebriated. Even a seasoned scriptwriter like McDevitt still runs up against unexpected limitations.

"I'm always bewildered when I'm writing a script and I show it to the cinematics team and I go, 'It's just a guy. He starts crying, and a single tear rolls down his cheek.' And they're like, 'Darby, that's gonna take eight weeks to make! We can't make single tears!' You always have to be careful what you ask for. That's why we have this process of script reviews. They go over it with a fine-tooth comb."

This kind of collaboration is absolutely crucial to the progress of development, and it's something McDevitt and his writing team go through every day, since they are "constantly balancing gameplay needs and story needs." This imperative goes far beyond simply making cutscenes end with a clear objective; it governs every gameplay section as the writers and mission designers ("the second-in-command of story") work together to determine how the game will play out.

"It's like Jackie Chan writing a movie with his fight choreographers, you know?"

"I'll say, 'This mission starts here and has to end up with this guy dead.' Then I work really closely with them to find out what gameplay happens in the middle so that the player feels like he's playing through a story. We wrangle all those gameplay mechanics, and we say, 'What can we do? We can sail, we can shoot, we can climb, we can jump, we can tail, we can chase…' You come up with all those verbs, and you string them together into cool combinations so hopefully you're telling the story at the same time as you're doing cool gameplay."

Of course, even the best working relationships have miscommunications from time to time, and even after 13 years in the industry, McDevitt still encounters disconnects. He gave an example of a gameplay scenario in which the designer might take a building that was going to be underwater and set it on fire instead. "In their minds, they're like, 'It's better gameplay,' and they're probably right, but a lot of times, you're like, 'How does that actually change the narrative?'"

"It's almost as if you were writing a movie, but you were writing it with the fight choreographers. It's like Jackie Chan writing a movie with his fight choreographers, you know? That would be a super-fun movie."

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noigel

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Edited By noigel

It is ironic that the writer of the bunch of plot holes that simulate the story of ACRevelations and the guy who gave a 6.5 to the action game with the best story of the gaming industry (Spec Ops: The Line) discuss about the importance of good and engaging writing...

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deactivated-57bcc1891a93a

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@noigel Spec Ops The Line didn't have much else going for it other than the story. Even that was overrated imo

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SythisTaru

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@Kickable @noigel Maybe it was because I got spec ops for 3.99 on Steam, but it completely blew me away when I played it. The story worked well for me because I'm someone who would have **spoilers** used the white phosphorous mortars if I was in the same situation ** ** so I didn't have any problem with the lack of choice that many people complained about.

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deactivated-57bcc1891a93a

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@SythisTaru @Kickable @noigel maybe the hype killed it for me, I guess I only have myself to blame for that. it definately had a few spectacular parts like that and near the end but even a great story isn't enough to carry a shooter that is just average in the most important part, gameplay. I would give it a 7.5, but I'm not surprised someone gave it a 6.5

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MightyEzekiel

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I played the first 3-4 hours of AC3 and couldn't go any further.. =\ good thing it was a trade :)

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cuddlyfuzzle

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Edited By cuddlyfuzzle

@MightyEzekiel let me guess, you actually only played about 45 minutes. The rest was cutscenes!

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meatz666

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Edited By meatz666

@cuddlyfuzzle @MightyEzekiel lol! But some games that focus on the story are know for LOADS of cutscenes... Like MSG4... I know that sometimes it feels that someone entered the room, slapped your controller of your hand, and shouted "now watch this CG!"... If you want a more action quick fix, AC is not for you... But if you enjoy a nice story, it's a nice game, come on... :)

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JOLIVERW

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@meatz666 'Enslaved: Odyssey to the west' had a really good story. And you can pick it up for around £5 nowadays. If you haven't played it, I recommend picking it up. :)

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petez34

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Edited By petez34

@Shanks_D_Chop Actually, you wrote dozen(s) upon dozens. That would mean you can list a minimum of 48 games.

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meatz666

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If you would really be a great fellow gamer, check my collection in my profile, and give me some outside suggestions! I would appreciate a lot! :)

I have to play Spec Ops, heard the narrative is kick ass...

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meatz666

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Edited By meatz666

I swear I wasn't trolling. I believe I probably played half of you list. I never meant to say AC story is THE BESt. But is a good one. In the top of my head, Heavy Rain, Red Dead, Deus Ex... But AC is cool too. Not better than previously mentioned.

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Shanks_D_Chop

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@meatz666 If I named 36 then that's three dozen, I reckon that qualifies. I'll get back to you at some point with that list.

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meatz666

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Edited By meatz666

@Shanks_D_Chop @meatz666 I know that there's lots of good stuff out there. But I don't believe there are dozens upon dozens. And one thing I like in AC are the historical cameos. Funny, because AC1 never needed that...

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deactivated-57bcc1891a93a

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@meatz666 I don't think I'd say AC is one of the worst offenders, most of the cutscenes are fairly short and it's pretty well-balanced with the action. Unfortunately sometimes the action is very simple or something you've already done earlier a bunch of times.

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Shanks_D_Chop

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@meatz666 If you enjoy a nice story there are also dozens upon dozens of better choices out there too...

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deactivated-642321fb121ca

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I like number 2 and brotherhood, i played III and it was a rather striped down game play and put in some mediocre American Boston city, i think i just missed the grab and push function.

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4nationfury

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Say what you will. I won't pretend the writing is flawless, but I really do enjoy Assassin's Creed's story and characters.

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Shanks_D_Chop

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@Daryl Alderson Historical evidence would suggest that a majority of assassinations have been as simple as a paid thug walking up to the target and killing them. Not generally very stealthy. Of course, the really stealthy ones never get heard about I guess...

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H0rizon

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You know. I used to really like the AC series. AC 2 was such a splendid game and I enjoyed every piece of it. After that? It just went downhill for me. I was eager for some flash back/Animus moments in Desmond's past, but they fucked that up nicely.

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Wahab_MinSeo

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@Aslam AliStory + Gameplay & Graphics is everything!!!

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meatz666

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Edited By meatz666

Find it funny the reverse fanboys of AC.If they still do more AC, it's because it turns a good profit.If its profitable, it's because people buy.If people buy, it's because they like.So coming to an article comments of a game a lot of people like , just to troll, is the same as putting your tv on a tv show you hate, but you watch the entire thing, complaining about, just to piss people sitting next to you who likes the show.Go to forums of games you like, and get the **** out. Leave the comments here for people who like the franchise.

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hydrobeast

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Edited By hydrobeast

@meatz666 "just trolling" welcome to internet comments party of everyone

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hydrobeast

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Edited By hydrobeast

@meatz666 ps we trolls live for rages. it just ads gas to our trolling fire

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meatz666

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Edited By meatz666

@Shanks_D_Chop @meatz666 I'm in a commitment. Make internet pleasent again. One troll at a time.

And my bed sheets are Yoshi themed.

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hydrobeast

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@meatz666 ok by that logic i'm a jester then

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Shanks_D_Chop

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@meatz666 ... That sounds rather detailed at the end there. Been giving it a lot of thought or speaking from personal experience?

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meatz666

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Edited By meatz666

@hydrobeast @meatz666 lol. There are trolls, and Jesters... I'm a jester. I go to Nintendo articles and post that we should have a Kratos Tennis and a Kratos Kart too... Jestering is fun, is for laughs. Trolls are wimps, who can't stand by themselves in the real world, and use the fact that they are anonymous and not next to the person to call them fags, asshole, motherfuckers, retarded, etc. That's where respect comes from. And this is something that is really lacking nowadays. My life is a lot better being honest, respectful and saying things on the net that I would say on the person's face.

Trolls don't care. They will come here channelize all the bullying they suffered today for not stand by themselves, watch some xvideos, and go to sleep on their Scooby Doo sheets, after their mom brings their cocoa.

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CRAPCOM1926

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"There are few franchises in the video game world with the narrative ambition of Assassin's Creed. " Say what??? Ambition narrative? AC??? U kidding right?

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Giancarlo

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@CRAPCOM1926 Trying to weave a sci-fi story into historical events is ambitious regardless of how you think it turned out.

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Shanks_D_Chop

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Edited By Shanks_D_Chop

@Giancarlo @CRAPCOM1926 True enough, it never said the ambition was realised. That said, I'm more with the Crapcom dude. There are so many franchises out there, both old and current, that I feel are far more ambitious with their narrative. AND pull it off.

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meatz666

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@Giancarlo @CRAPCOM1926 I do agree. It's a lot easier to right a "story", rather than writing a story THAT HAS to connect to historical events and people. But let's be honest. Some cameos on the AC series are like Stephen Tyler on Two and a Half Men, you know... :)

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marchuitt

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Edited By marchuitt

To all those whiny little bitches complaining about another AC game - don't buy it. Go whine somewhere else.

Fucking retards.

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Shanks_D_Chop

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@marchuitt Now, do you feel you're part of the solution or just contributing to the problem?

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meatz666

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@marchuitt Despite the "bitches", and "reatards", I agree. Why they don't go to their favorite games forum, ask for new updates, talk to their community...

Maybe Saint's Row forum is not accepting new subscriptions, that's why.

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marchuitt

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Edited By marchuitt

@meatz666: I'm not trying to be subtle about what I think about people who just whine to whine, especially about a product that isn't being forced upon them (as in they can choose whether to buy it or not).

Lotta these people are 'that guy' who comes along with your group of friends and complains about the bar you all go to, the movie you all see, the concert you've all just attended, etc.

I got little patience for killjoys who do so just to be asswipes.

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meatz666

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@marchuitt Agree... But these people normally doesn't deserve my time, and don't deserve me throwing my respect for the other out of the window. They might not deserve my respect, but I can only brag that I need respect if I act like a respectful person.

It's ideological, and personal opinion.

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couly

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Sometimes I wish they'd do a Valve and go away for a while and come back with a bang, with amazing true next gen graphics and mechanics with a unique setting such as feudal Japan, not this tripe where they are already trying to sell us a fucking black ship. It's no wonder every developer expects to sell 10 million copies with the likes of Ubisoft and EA around.

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meatz666

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Edited By meatz666

I said Feudal Japan in another forum, but it hard because most people wouldn't know the historical cameos. But I would love, with samurais, ninjas. They could put fictional character like Blackthorn or Musashi.

I would like a setting in Scotland, during William Wallace. You could put London in the same game, since he was held Prisioner in Tower of London.

London with cameo of Sherlock. I know he's fictional, but who cares!

Napoleon or Revolution France.

Czar Russia, or Stalin USSR.

East Europe Prague.

England during war of the roses, or York vs Tudors

I still didn't buy the 3 cause the US setting is not so appealing to me, I'm not American, but should have studied its history more.

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HyperXT

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@meatz666 Yeah I like that if its ever happening, instead Ubisoft make the AC game going backward timeline. Yeah do more pirate thing and more mess up story, I buy it (SARCASM)

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meatz666

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@HyperXT @meatz666 Like always. The will release. Reviews will come. And if it's good. I buy when it cost 20£. Well... It's already 20£ on PC... But it can get more cheaper...

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Shanks_D_Chop

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@couly Feudal Japan... unique setting... yup...

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CRAPCOM1926

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@couly Feudal Japan????? **** it

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Edited By LukeWesty

Assassins Greed: Give us yarr booty

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Khan-Pathan007

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Amazing Trailer looks fun will enjoy

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Nightrain50

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The whole back story of AC sucks. They ought to just drop it all together and let you play as the assassin in his time whatever that may be. Having to deal with the animus bs is lame. Also trying to fit their stupid "assassin" outfit into the period just stands out like a sore thumb. Just use the underlying game mechanics and make a great game without all the time travel, memory humping bs.

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BAMM17

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@Nightrain50 If they went with that approach their would be no story, or it would just be a very short franchise because there would be nothing connecting the time periods, you wouldn't be able to experience different parts of the world in different times and that's something that I and a lot of other people really love about AC. And fortunately, because of that they won't drop the time travel, memory humping bs.

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Nightrain50

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@BAMM17 @Nightrain50 You do not need the over arching story, I understand what you're saying about it tying everything together, but I personally would rather it be like final fantasy in the sense that each entry is it's own story, time and setting. Meaning yes you could base the story anywhere you wish without the constraints of an over arching story to worry about. To each his own, I think the story behind the scenes is terrible, and now with SPOILER -- Desmond dead it's like they are making it up as they go. The story should already be written not just made to milk it out for more money. You can't honestly tell me the original idea for the arching story line has remained intact since AC1. The story is a mess. I'd rather make a fresh game with fresh ideas using the basic mechanics of the game instead prolonging an already dead story.

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BAMM17

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Edited By BAMM17

@Nightrain50 @BAMM17 Yeh this game could've technically worked without the Desmond-modern day perspective but thats something that makes this game very unique and, in my opinion, fun. With it, they successfully tell the Assassin-Templar war from all eras where it is important.

And yes I can honestly say they haven't been making it up as they went, yet. I'm not a fan of this "YOU are the main character" in the animus now crap because what the hell? I wanna play as someone interesting and otherworldly, not myself, thats the point of video games. But as for every other game, it all fits together and I think in very well told story. I'll admit ACIII's modern day was too rushed and crammed together because Ubisoft was trying to end it all in that one game, but if they woulda continued Desmond's saga, then it would've been a great story.

I think the fact that Desmond's lineage is the line of people that inherited some First Civilization traits (Eagle vision, extraordinary dexterity, etc.) from the hybrid humans and became important human figures because of it, is an awesome persona for a main character(s) and fits perfectly in the "reliving memories" part of the game. And because Desmond's story takes place in a similar modern time period to real life, it connects with players which in turn connects players to "relived" Assassin's and their time periods. It's a perfect interactive system that they fucked up by SPOILER

killing Desmond.

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CRAPCOM1926

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@Nightrain50 I know right? Is really stupid. THe real story is the one is told INSIDE HE ANIMUS. Good thing that is all over cause Desmon is no more.

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HyperXT

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I almost feel like the producer of this AC game want to finish this game already but can't because it can produce more money for them. Hmm the milking for money is continue !!!!

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arayedh

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@HyperXT So what? Don't like it ? DON'T BUY IT! I on the other hand played and enjoyed all the AC games on the PS3 but never bought any of the DLC crap

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ShadowOfKratos

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Edited By ShadowOfKratos

"What does it take to create a video game story on such a grand scale?"

How about a good ending for once... I want to know what will happen with Juno free, and also more on Eden, because there were certain MAJOR aspects of the AC story arc that were severed and thrown out the window without closure. Like 16's crypted warning: "In Eden... Find Eve... The Sun.... Your Son..."

Why was THAT part of the story abandoned? Bring it back!


It has to be like, 'let's steal that ship' or 'let's do this physical thing that the player can now say I know how to accomplish that through the gameplay mechanics.'"

No it doesn't... Naughty Dog can do great scenes that don't end in objective finger pointing.

They might go like "let's steal that ship", and then before the cutscene ends, BOOM, can't do that no more... Objective erased and the gameplay starts without any... (not to mention Naughty dogs make linear games)


Anyway, the best script-writer I've seen so far is hands down "The Oracle" from the Matrix. XD

Her logic is very simple, every expected action has a choked entry point and a choked exit point that leads to another expected action, and in between those choke points is a sandbox of choices that eventually all lead to the only choked exit point. This script is what she called "The Path of the One", and the same can be applied to games, because if you think about it, Neo was essentially playing a scripted sandbox game (with his life) and the ONLY difference he made from the other "Ones" (which was to implement choice into the Matrix and so eliminating the human anomally existing in the 1%), was also scripted by her.

And she never ever pointed a finger to any objective!

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