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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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deactivated-5bab80860fac3

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Mantling the challenges of using unfamiliar words.

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abhisheknerdy20

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A worthless Video Game

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TheGovenor

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Edited By TheGovenor

TL;DR just here for the comments now i guess

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gplayer5

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Edited By gplayer5

I hope they make the main character have more of a personality. Conner in AC3 had NO personality whatsoever. It also seemed a little unrealistic that he was a grown man with no love interest at all. Hope this one turns out better.

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purutrehan

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its a mf cool game beeeeeep

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BVerfG

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Well must be tough to follow up storytelling masterpieces like Revelations and AC3...Just kidding...I think the storytelling in Revelations was terrible with a "twist" everyone knew was gonna happen from the very beginning of the game. What I liked about AC3 was that it once again emphasized the philosophical differences between Templars and Assassins but it still did it while being bad at storytelling. Some things were just not believable and the structure of the story (the "slow" prologue with Haythem, too little time spent on fleshing out the motivation of the targets) made it still subpar when compared to AC2 and ACB. Not to mention the Desmond plot which was just plain boring and unimaginative. Now AC doesn't have the worst story but the latest installments were a huge letdown storytelling and character wise.

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sket1234

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2143 with added dinosaur mode would be insane

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Jonno621

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Hopefully solid naval combat, solid environments, refined mechanics, a compelling protagonist and a shit tonne of piracy and I'll buy. I want to be able to pillage. Not even that interested in the assassin part, just want a good pirate game. Also, better side quests pls. + crew expansion, yep.

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SingletreeAve

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Edited By SingletreeAve

This article confirms that AC4 is going to propagate everything I dislike about AC3. Essentially he's saying that he wants to make a movie, but since it must be interactive, the challenge is wedging gameplay in between cut-scenes in a way that gives the illusion player input is meaningful. That's AC3 in a nut shell. Sub par gameplay to break up cut-scenes in an awesome open world that is shamefully under-utilized by a story driven game. Not my cup of tea. Unfortunately I'm in the minority as evidenced by 8M AC3 copies sold. Glad so many enjoy games that are light on game play. But it's time for me to move on.

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Commanche2k5

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@SingletreeAve You are not alone. Although I am in the 8M or whatever, I probably won't be in the next batch. After AC, I preordered every single title - especially after AC2 was such a master piece. After AC3...I think I'm either waiting for the bargain bin or just ignoring it. I was so let down with the quality of the game, the crappy story, the shitty cardboard characters, and the (IMHO) crappy gameplay mechanics. For the life of me, all I wanted to do was just randomly shoot my bow.

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unwell-7

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@Commanche2k5 @SingletreeAve well what do you expect from a game made about the American revolution? never played AC 3 but played the ones before. AC gameplay is excellent in my opinion. it served as the basis for Batman Arkham games, at least that's what i think.

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theend3r

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Edited By theend3r

It seems Ubisoft has taken a liking to pirates. If so, I won't disappoint them.

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bdous

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@theend3r Nice one

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Flappykid

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Good writing apparently equates to making the plot more convoluted and irrelevant with each installment. Basically the reverse of most other decent series.


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agentmi6

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Edited By agentmi6

Yes keep milking that cow, milk it milk it gooood...

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dani_i89

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HipHop sucks

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deactivated-5ed5ff7933d88

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Are they going to keep releasing these games until they reach the modern age?

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baglardagali

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Edited By baglardagali

it looks like we have to say GOODBYE to the spirits of HASSHASHIN CREED that we experienced in AC/AC2/BROTHERHOOD & REVELATIONS...:(((

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kelborn3

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As with all good things u must stop when u are ahead. Ac3 although not the best breathtaking experience in the franchise, concluded the story and in a fashion that left most of the fans pleased. Even if its good i dont see myself playing it anytime soon. Ty but for me ac ended with 3. Good luck with anyone continuing it. I sure as hell wont.

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commando1992

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Thank goodness at least some devs still care about story and character for big budget yearly franchises.

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kik4444

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If the main character isn't very interesting this time we're going to have a lot of fan rage

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Morphine_OD

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Edited By Morphine_OD

"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"

Now officially confirmed - AC4 will come out on Wii.

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brunocj2

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@Morphine_OD Hey, maybe with enough pre-orders they'll be able to manage anyway!

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brunocj2

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@HipHopBeats Will he?

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brunocj2

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Edited By brunocj2

I don't have high hopes at all. Here they are again trying to create hype about a game that will probably flop, like it's predecessor. Hype, hype, hype... it's all about hype these days... and pre-orders! Yes, let's not forget the pre-orders! Cash it in while the game is still in development, and let those losers spend their money on a product with a story that, in the end, everybody is tired of. Its clever how they try to put AC3 in the past as quickly as it came out with a new title. Then you might say "Well that was last year". Yeah, and so was Dishonored, and ME3, and many others that people still talk about and still play.

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Jonno621

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@brunocj2 AC3 wasn't a 'flop', man. Well, not commercially. Even critically it received pretty good ratings.

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stev69

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@Jonno621 @brunocj2 AC3 was pretty flat compared to more recent outings.

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Edited By pozium

@brunocj2 Personally, I would have been more intrigued if it had absolutely no connection with the animus - at all. I've personally never thought any AC game story was great. There was definitely innovations mixing fiction with fact, but it terms of story, combining present, past, prophecy, and aliens didn't just do it at the end. They build up all this hype about the game, release (stupid) pre-orders for the game - I mean, we haven't even seen actual gameplay or narrative footages and we're already receiving pre-order bonuses? So when the game comes out, it would probably not be able to live up to the hype it has generated. The only AC game to actually do that was AC2.

The funny thing is that after all this, I'm still interested in the game/ series. It has so much potential in terms of location, cast, and so on. This must be how COD fans feel

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Morphine_OD

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Edited By Morphine_OD

I thought it was an ok article right to the point when it began praising convoluted, disjointed and rushed story of Revelations. Well, at least now I know what to expect.

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brunocj2

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@Morphine_OD Very little...

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Edited By kohle36

Ok, now that's off my chest, I actually read the article, and it's informative at least. It's telling that the writer a) doesn't actually have much natural interest in his subject matter; and b) seems more interested in how to fit history into their ideas, rather than vice versa. Still, I have high hopes for a game set in the golden age of piracy, when more often than not history actually went out of its way to make a series of events more interesting than most fiction. The source material is solid, let's hope they can do something intriguing with it.

Still, I'm wondering why for a writer that cites Kurt Vonnegut and James Joyce, AC stories usually end up more in the 'Dan Brown' school of fiction. One way or the other, a good feature Chris. More of this please, and less "industry analyst sez"

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Trickymaster

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Dude looks like Arthas Menethil after he grabbed Frostmourne.

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deactivated-603cce87b978c

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Interesting-wise, this new Assassin's Creed is really interesting for me. Story-wise, i hope they make a story as decent as Assassin's Creed 2. Go go Ubisoft!

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Shanks_D_Chop

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@alwin8695 As decent as AC2? That got a genuine "lol" out of me. AC2 had a story so bad it made me laugh and then get sad because I realised that Ubi's writing team had thought it was good enough.

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kohle36

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I stopped at 'these games set a high bar for the role of writing in video games'.

Seriously? They're all basically:

Desmond; Evil dudes; Animus; HISTORY; Templar; Stab!; Cameo; Freerun; Stab; Stab; Haypile!; Crackpot conspiracy theory. Rinse and repeat.

Sorry Chris Watters, if this is your gold standard for writing in the industry, I just can't take you seriously.

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Edited By stev69

@kohle36 To be fair most stories can be broken down into very generic analysis, most arent terribly original when judged in comparison to something we already are familiar with. For example it seems to be fairly well accepted that Dishonored was a pretty good game, for me i found the plot so obvious it was a total cliche, I mean seriously who didnt see the betrayal coming? The game play was just good enough to make it worthy of a play through, despite the fact i found it so tedious by the time i got to the last mission i couldn't be bothered to finish it.

While its true your summary of what makes up the bread and butter of an AC game are accurate, they are what AC has always been about, why would they change that now? You don't write a story then suddenly make it about something completely different, how would that be good story writing, if they were writing about assassins and templars one day then started a new story about donald duck the next? You don't go to a chinese restaurant and order pizza, go to a different restaurant if you don't want chinese.

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kohle36

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Edited By kohle36

@stev69 I can see how you'd get that impression from the way I phrased my comment, but my gripe isn't actually with the subject matter per se, it's with the actual quality of writing, which has been poor to mediocre throughout the series. To clarify: writing about an 'original' idea, place, or arrangement of facts doesn't equate to writing about them well. Similarly, familiar subject matter can be captured in excellent writing, provided that the author creates compelling elements to the story, characters, etc. and arranges them in an impressionable way.

No, I don't need an AC game with Donald Duck (I know you didn't mean this literally, but hey neither do I). I'd be fine with an AC game with well written assassins and well written templars, connected with compelling characters, dialogue, and motivations. Oddly, the writer in the article seems aware of these things, it's just that past AC titles haven't been very good at actually realizing them. To their credit, they have tried to introduce character arcs and development (particularly with Ezio - about the closest they ever came to 'decent' writing), it's just that what was there wasn't all that good.

To speak to your analogy then, no I wouldn't go to a chinese restaurant to order pizza; but I would at least go to a good pizzeria instead of settling for microwave freezer pizza.

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kohle36

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@stev69 The time period has amazing potential, but I'd like to see them change up their writing team. Actually, who am I kidding, what I'd like to see is Rockstar San Diego do an open world pirate game. Still, if Ubisoft really expands on the naval combat; keeps the parkour antics (especially in ship-to-ship battles); and makes some compelling environments, it'll probably be a lot of fun to play. I'm just not counting on any award-winning writing.

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stev69

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@kohle36 I pretty much enjoyed the experience with BH and revelations, but AC3 was pretty flat, and the protagonist was dull. I am hoping for IV to be good though as its a great time period for the game to be set in.

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Morphine_OD

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@kohle36 actually AC2 was VERY decent.

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kohle36

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@Morphine_OD AC2 was very enjoyable...to play. The story was laughable at best, pseudo-historical conspiracy trash at worst, and realistically just facepalmingly contrived.

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Shanks_D_Chop

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@Morphine_OD @kohle36 For gameplay, agreed. For story? HELL NO!

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Elann2008

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@Morphine_OD

That's because AC2 was the last and only good AC game. ;)

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Navardo95

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Edited By Navardo95

@Elann2008 @Morphine_OD "only" no.

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MrFacepunch

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This is some cool insight into the game-writing process. Good article.

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Bah, AC is becoming more ridiculous than ever, something weird happened to the series when Revelations (still an enjoyable game, though story sucks) was released... The story already makes no sense because of Revelations and especially ACIII... Just give us some closure and drop the series already!

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stev69

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Edited By stev69

@MJV1989 AC3 pretty much was closure really, if you don't enjoy the series id say its a fair enough jumping off point.

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MJV1989

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Edited By MJV1989

@stev69 @MJV1989 Well I do enjoy the series or atleast I used to enjoy it, but with Revelation's weird plot and ACIII's even weirder plot/ending the series kind of lost it's appeal... I actually liked the modern conspiracy theory plotline almost as much as the historical stuff and they ruined/made it too complicated (in a dumb way), so in the end it made almost no sense at all. And ACIII wasn't closure, because ACIV is still coming, see? Or is it again another prequel? This is why developers should know when to quit. The storyline gets too messy and the series becomes another yearly cash-in...

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HyperXT

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@MJV1989 I agree 100% for this statement.

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stev69

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Edited By stev69

@MJV1989 Its not a definitive ending but its not far off it, thats why i said it was a fair jumping off point, if you are tired of the series.

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