How Ubisoft CEO’s Kid Changed Assassin’s Creed
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“Ubisoft open-world game” has become a genre of its own. Be it Far Cry, Watch Dogs, The Division, or Assassin’s Creed, there are aspects of the games that are common to each other. Notably, gameplay mechanics, side missions and collectibles follow a certain formula in these games. They all include getting to a certain part of the map to uncover points of interest, similar side missions, and collectibles.
These side activities add bulk to the game mechanics and make the world more expansive. We may just have found the reason behind Ubisoft’s game formula.
ok ok so if you’ve ever played the original assassin’s creed, you’d know that there were the missions with the targets, and there were also a bunch of side activities
what if I told you those side activities didn’t exist in the first submission
— Charles Randall (@charlesrandall) May 23, 2020
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Ubisoft’s additions to Assassin’s Creed
Before Assassin’s Creed, the best-selling video game franchise published by Ubisoft was Prince of Persia. AC1 would be the company’s new jump into relevance, which is why it had to be knocked out of the park. The development process for Assassin’s Creed ended with a very spontaneous addition to the game, which would change the way games were developed since.
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According to a developer at Ubisoft, Assassin’s Creed was ready to ship in 2007, when his team had to make a very sudden change.
“The CEO’s kid played the game and said it was boring and there was nothing to do in the game.”
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Charles Randall, the developer, later clarified that he wasn’t sure if the CEO’s son had played it. It was clear that the decision to implement the new in-game content had come up extremely suddenly.
so we’re all ready to ship the game, first submission goes pretty well, and then
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The CEO’s kid played the game and said it was boring and there was nothing to do in the game
— Charles Randall (@charlesrandall) May 23, 2020
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The new additions included collectible sequences, new templar assassinations, and other side missions. All these new inclusions padded up the game, offering a lot more playable content than before. It is amusing to think that such a last-minute decision influenced a wide array of games in the decade.
Guard outposts in Watch Dogs and Far Cry, discovery platforms/towers in all AC games are all examples of the formula and mechanics set in Assassin’s Creed 1. Collectibles in each of those games were also a direct product of the last-minute additions to Assassin’s Creed.
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