Interview: Assassin's Creed 2 creative director, Patrice Désilets
Joystiq: Do you mind if I go back to Assassin's Creed 1 for just a bit?
Patrice Désilets: Yeah, yeah, no problem.
So, that game comes out. You're reading the reviews and people are complaining about repetition.
Yeah.
What do you feel at this point? Do you agree with them?
Repetition for me is a point of view, really. Like, what is repetitive or not? You know, sometimes you go and play the same game over and over again and you are all right with the repetitiveness of it. And in AC1 some people just couldn't bear it. We listened to them while we were making the second one, but, I wasn't nervous or mad. What I was a little disappointed with was some reviewers, how they treated us. They have the right to their opinions and everything, but I felt like they maybe went too fast. But you know what? I also received [opinions that were] the other way around. People being really happy about the game. Doing it two, three, four, five times.
Sure.
And we sold some eight million copies of it, you know.
Eight million people can't be wrong?
Yeah, exactly. Some people really enjoyed and loved the game.
Do you think it was a mindset thing? People who are looking at the game and saying, "Okay, I have to finish all these missions," versus, "Okay, I have to be an assassin and do my job."
Maybe. Maybe a bit of both. I think what something that was lacking on our side, really, is how we taught you. We didn't do a good job of teaching how to really play Assassin's Creed. So, people, when they found a way, they would always use the same thing.

Yeah.
That is one of the reasons why it would become repetitive. And also I think it's because we tried something new. And some people somehow just didn't get it. But it's alright. I would have been really really pissed off if we had good grades but nobody was playing. We recalculated, my producer and I, that roughly between thirty to thirty five million people played Assassin's Creed 1.
Really?
You know, if you count all the rentals, the second-hands. Not all the people bought it. They played it on PC.
"So I put in four hundred and twenty flags that were useless. And I knew it." |
No. What we know from Achievements is how many people finished the game. And we have a pretty good, successful rate on finishing the game, because we have like thirty five percent of the people who bought Assassin's Creed on 360 finishing the game. We add the last achievement which is you finishing the game.
What about the people who got all the flags?
Those are crazy people.
[laughs]
But that's all my fault by the way. I assume it fully. I wanted to show gamers that sometimes collection is just a useless waste of time. So I put in four hundred and twenty flags that were useless. And I knew it.
Are you going to do it again?
No, I'm not that mean! Once is enough.
One of the things that bugged me about the original game was how, when you talk to people or you get maps and information like that, I never knew that I actually had the map in the inventory.
Yeah. Yeah, yeah. This won't happen again.
Okay ...
I'm telling you, it will be much easier to understand what is going on, to go back in menu and see all the maps. Don't worry. Some parts of the first game we didn't have time to fully tell the player how it worked.
So, jumping to Assassin's Creed 2 now. I saw that the animus effects are much more dramatic. You see the city falling apart and reconstructing itself.
Yeah.
Do you want to draw more attention to the animus in that way?
Let's say that this time around we are not shy about our animus.
Ah.
We worked really hard on the first game -- we didn't know what was an Assassin's Creed game. We had all those great ideas and we put it together and I think we gave a really great experience to everyone. But some parts of it, we weren't sure if it was really the right decision. And so the animus and all the present was like, "We know it's important, but how do you really take full advantage it?" This time we know, right?
Right.
So, we don't have to be shy about the fact that Assassin's Creed is about someone who is going into a machine that lets him relive the life of an ancestor. It is something we never actually told during all the previews and everything. Now, it is Assassin's Creed. You know it. That's why we can change the ancestors this time around.
And there's sort of a parallel between that and playing a game. You're turning on a machine to live someone else's life.
Yes. It's not something I wanted to expose or work with, but now that you have mentioned it then, yes. People say, yes, that's a little bit like a game inside a game, but it's like this narrative, magic device for us.
And I feel like several Ubisoft games that came out in the last two years have taken game concepts like saving, like dying, like repeating a mission, and worked them into the story ---
Yes.
--- and made them invisible, in a way.
Yes, it's important. When we chat -- between all the creative directors and producers -- often that thing would appear, all those game rules that you live by in other games. In our games, it's like, "Let's make it part of the narrative." It's much more fun like that because then you are never outside of the game world.
If you look at Assassin's Creed, before you press start you're actually not in the narrative and all that, but as soon as you press start -- bing -- you are inside the story. I feel it makes the game something else than only a video game, and in AC1 there was not enough of the "video game" aspect. So, maybe that's why some people said, "What is this?" Some people, they get it‚ they went into it, but this time in AC2 we're putting a bit more video game stuff on top of this experience. But again, I have made sure that all this is narratively driven, narratively justified, because otherwise, you know, what's the point?

Right.
For me it's really too easy just to say, "OK, you will have a save point in the menu," for example.
"All I am saying is that Desmond is back and Desmond will do more than walking around. " |
I'm ... not talking about that. All I am saying is that Desmond is back and Desmond will do more than walking around.
Is Lucy back?
Lucy is back.
Okay, do you still have --
Kristen Bell is back. I'll be recording her lines pretty soon.
Uh-huh.
Because, since it's in the present, it's the glue that links everything. We're waiting to have everything done so the lines for the present fit what's actually in the game.
Do you think that, as the series goes on, there will be a different gameplay ratio between the person you are playing in the animus and the person you are playing outside of it?
I am not sure yet. I don't know where really I want to go with that, yet.
You know, it's like, "Yes, this is a possibility," but somehow, you know, it's also one of the reasons why you play Assassin's. It's to go back then, you know. I understand that for people who are following the entire series, it's interesting. But for people who pick it up for the first time, they want to play Ezio. They want to play during the Italian Renaissance. You have to really balance it out. So I am not sure yet where, exactly ...
What if we put Sam Fisher in the animus?
For me, Sam Fisher is not in my universe. Really, I am like, Sam Fisher is not in the world that I am living, but Desmond ...
Desmond is.
And Ezio and Altair, they are. So, Sam and the Rabbids, they are not coming into Assassin's Creed. [laughs]
So, you are going back in time and you have all these locations that are fairly realistic, right?
Yes.
But where do you draw the line with realism? Where can you break the rules?
We are always asking ourselves that question, you know? For sure, the official answer is: fun is always first. But sometimes historical matters will bring you fun also. I like to say that histories are licensed. So, yes we can take some liberties, but not too much, otherwise ... what's the point, right? For example, we had a big debate at work about the Rialto Bridge in Venice.
Oh?
Rialto Bridge, historically, at the time of making our game, wasn't wood, it wasn't the bridge that you can see now in Venice. That was in 1586, if I remember correctly. So, it's roughly 100 years later. They were talking about doing the bridge like that, but all the political people couldn't agree upon how to make a bridge, and that's why it was still in wood -- and we are making it in wood. We could have taken the decision, saying, "Oh, let's do the bridge and everybody understands or sees or knows that." But what's the point in going there and saying we're historically accurate if we're not? But other times, you know, the flying machine never flew.
Right.
It was only a drawing. Sometimes we are going into the what ifs. Because Assassin's Creed is also about telling you what isn't written in the historical books. So it's always a balance between the two.
So that's why you have Leonardo DaVinci making all these items for Ezio?
Yes, but Leonardo DaVinci, what is cool is that here we went in a direction to make Leonardo DaVinci the character that he was at the time where you play the game. He's a young Leonardo DaVinci, and that's interesting. He's not that old, with an old beard and white hair and everything that you see, because it's the only drawing that we have of him. No, he's a young, thirty-something inventor or painter who has fun in life and that makes him a different character and much more interesting.
You made him more awesome, is what you're saying.
Yeah, yeah. [laughs] Basically.
I saw in the trailer that he made a gun for Ezio, attached to his wrist.
Yeah.
How does that work in the game? Will you have an aiming reticle?
We're working on the gun mechanics right now in Montreal. I cannot go into too detail because we are not pleased with what we have right now. Basically, the gun is replacing the throwing knives.
In the first game you could throw some throwing knives and you would kill with one shot. This time it's the gun that would kill with one shot but it takes more time to reload and you have to buy bullets and things like that, because we have an economic system this time around.
But the reticle, it's not about aiming. We're having fun with some concepts in Montreal about how to make that gun more fun than only marking off someone and shooting. You'll see. You'll see.

The economy system, how's that going to work? Are you going to have the Resident Evil shop guy, pulling open his coat and selling you stuff?
No, no, no. [laughs] What we're doing is pretty simple. We have those beautiful cities with shops around, right? So let's have some merchants. Basically, we'll have blacksmiths, people who give you all the weapons that you can buy. That's the only one I can tell you because the others have like a big embargo.
But it makes the world more alive because suddenly everything has values. There's treasures around to find. You go in crowds and you steal money.
"We're having fun with some concepts in Montreal about how to make that gun more fun than only marking off someone and shooting. You'll see." |
Yeah. But it's not one-on-one anymore.
Wait a minute ...
You'll see pretty soon. But it's not one-on-one anymore. It's pretty cool. It's one of my favorite parts of Assassin's Creed 2.
You can be a real kleptomaniac if you want to?
Yes.
What about the technology of Assassin's Creed? You're using the same engine but you're pushing it further. What's the hardest thing to get right in your engine?
First and foremost for me: it's my first sequel. I never did a sequel before. So each time I had to think, "OK, what's the main character?" This time it was so much easier for us to build the game around someone who can free run and fight and climb and whatnot.
It's the same engine, the Anvil engine -- Anvil and Scimitar are the tools in the engine, it's like two names. We worked hard on the light system because I don't know if you noticed, but in the demo it starts at night and it finishes at noon. In the first game, all the maps from beginning to end ...
It was always day.
Right, now we've worked on this. We have redone the entire AI engine to give programmers and level designers and people on the team more flexibility to build new missions and mission types and new archetypes. So we worked hard on this one, but then it takes time to build that world. You don't do four cities like medieval or Renaissance cities like that if you want to be as accurate as possible. That's what we did for the last two years.
And you've got Venice in this one, you've got ...
Florence, Tuscany and another map that we call The Wetlands.
That's not a city, though.
In Tuscany, in The Wetlands, there is a city there, it's just a smaller one than the others. There will be missions but there's no more kingdom that you travel between the main cities. It's two big cities but the new "kingdom" is also a place where you have cities, where you have missions and where the story will go forward and things like that. This idea of having a place to travel is gone. Just like the idea of having an investigation for the assassination after is gone also.
As far as I know, Assassin's Creed 1 never had any DLC at all. What about this one?
I cannot, uh ...
Would you like to do DLC for it?
I would like to do it all, man, but I cannot talk about it.
So I'm assuming you're not even thinking about stuff like co-op or multiplayer?
Again, I cannot talk about that. I think about all those things. My answer to that is I cannot talk about that, but I live on the same planet as you.
Hmm. Do you think that if someone were to do multiplayer, it would work in this universe? It seems like it's strictly a single-player thing.
No, no, but you could. Right now, all our efforts are on the single-player experience, but for sure we could throw a bunch of players in our universe. Give us two hours of brainstorming and we'll show you how that fits the entire universe. I'm sure we could do it.
Ubisoft announced that they're doing short films based on Assassin's Creed 2. Are you involved in those as well?
I approved the scripts. It's really part of the universe and so I'm not involved in the thing -- they're shooting now -- but I know what they're doing. I know where they're going with it. It's part of what we explained at the press conference, this idea of confluence.
For me it's great because it's a universe I built with my script writer and the people from the first Assassin's. There's this entire universe and you can go in and explain part of this narrative, so I'm really happy that, yes, there are three short movies about Assassin's. It's cool.
Three of them?
I think so. There's maybe 12, though. Now you're like, "What?"
What?
[laughs]

What can you tell me about Assassin's Creed 2 that you haven't told anybody else? What is the one thing that I should be screaming from the rooftops?
[laughs] You're too late, it would have been yesterday. I guess I said it all. What can I tell you what I haven't told anyone yet? We talked about factions ... blending ...
You can tell me something ... obscure.
Oh yeah? Well, you know, everything on the walls will be explained eventually. It was a message. In the first game, the thing at the end wasn't about the second game. The guy who wrote that on the wall wasn't like, "Hey gamers, I'm telling you where we're going next!" That's not the point.
It's not linear?
It has nothing to do with Assassin's Creed 2. What's written on the wall has to do with the Assassin's Creed universe, not the second one.
Ah. Do you ever see yourself making different kinds of Assassin's Creed games, set in the same universe?
You mean to go to different time periods in one game?
Let's go with that.
Yeah, that I thought about. We're just maybe afraid ... how do you communicate this?
It would be jarring, you think?
Yeah, for us, but also for the gamer. But you never know. I would like to do it someday.
Well, let's think about the other angle. What about making a game that doesn't play like Assassin's Creed but is still set in the same universe?
That I would like to do also.
Assassin's Kart. Altair's Big Golf Tournament.
Maybe not like that ... but why not? I have many ideas that we could show. I know, for example, that we could do -- and we're talking here, right, there's no plan about what I'm about to say. We could do a game without the animus just in the Assassin's Creed universe, or only with the animus, somehow doing something really special that has nothing to do with memories. The universe, the way I see it, is really vast. It's this ongoing war between assassins and templars. That's the real Assassin's Creed story. And this war has being going on for a long time. I'm telling you. At the end of AC 2 you'll say, "Holy crap, I never saw it coming."
"I'm telling you. At the end of AC 2 you'll say, 'Holy crap, I never saw it coming.'" |
There will be a cliffhanger; it's cool to have a cliffhanger.
Yeah, the producer was telling me that it should be a little frustrating.
It has to be. But this time around it'll be easier to replay all the missions. So you can go back and have fun on your favorite missions. I'm not telling you how exactly, it'll come later in a communication about the game, but I'm telling you this. You know what? I wanted to replay some missions and was like, "Oh shit, it's tough."
That's what I was saying. Because you can't see the animus parts again.
But this time around, you'll see. You'll see.














Reader Comments (Page 1 of 2)
deaftly @ Jun 10th 2009 9:05PM
I finally beat AC1 the other day, fuck the reviews the game was just awesome. 2 is a day 1 purchase.
J-Link @ Jun 10th 2009 9:10PM
I find you can't always trust reviews, if you always trust them, you'll defiantely miss out on some good games.
ignfan69 @ Jun 10th 2009 9:39PM
I dont want to miss any games, Do you have any other examples of good games with bad reviews?
cuteSAVAGE @ Jun 10th 2009 9:52PM
@ ignfan - Every SaGa game, ever.
Lunastra78 (PSN: lunastra78) @ Jun 10th 2009 9:56PM
The Monster Hunter games n particular were slaughtered by reviewers. And for once i agree with deaftly.
Chad Vanderbilt (Moptimus in Disguise) @ Jun 10th 2009 9:56PM
while I respect your opinion Savage, I must regretfully point out how you are wrong.
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 10:00PM
PSP games in general.
Are you telling me there is someone who didn't love Pursuit Force?
Original games get a lot of hate.
Deadpool @ Jun 10th 2009 10:06PM
Godhand is one of them. I never beat the game because it was freakin tough, but it was fun. I remember ign really trashing that game in their review.
Markez @ Jun 10th 2009 11:19PM
Funny I was kind of talking about this earlier when someone said they wished that game sales correlated more to metacritic scoring, and that people that buy games without reviewing and researching what they're buying are idiots.
My personal case in point on that, is Kane & Lynch - http://www.metacritic.com/games/platforms/xbox360/kaneandlynchdeadmen?q=kane%20lynch
Metacritic avg of 65, user avg of 2.7
I personally had a lot of fun with that game, and really loved playing it.
Huey2k2 @ Jun 11th 2009 1:01AM
@ Markez
Kayne and Lynch has a user rating of 2.7 for a very specific reason.
Markez @ Jun 11th 2009 1:04AM
Oh right, the shenanigans and the fallout from the gaming public :P Well, I suppose what I said still applies to the regular average.
Arctrick @ Jun 10th 2009 9:06PM
Yes, I DO think I shall get this game... but I don't think I agree with the whole "cliffhangers are cool" idea. I like a satisfying traditional ending.
Demon G Sides @ Jun 10th 2009 11:40PM
Its a trilogy, so, you know, much like Empire Strikes Back, its gonna have a really bad ending that we're only going to suffer through so that we can play the next one.
Lilpunkduck @ Jun 11th 2009 7:44AM
Well no not true, Mass Effect had a definite ending but still made you think, so where does it go from here?
tmacairjordan87 @ Jun 10th 2009 9:17PM
Assassin's Creed 1 was one of those rare tricky games to figure out if it was good or bad before playing it. I'm in the half that loved it despite the repetitive missions. Mostly because for some reason I found the running around on buildings and climbing addicting, and once you get the reversal ability the combat was a lot more fun.
I noticed in the full game download list for 360 that AC was on there. Since I'm upgrading to a 120gb drive very soon I'll probably rebuy AC 1 on there depending on the price.
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 9:29PM
Well when you know what it is exactly is a good game but if you bought it first day like me with the promise it was going to be a mix between Hitman and Price of Persia is a little disappointing.
The platforming is okay but nothing spectacular like in Prince of Persia and there is no finesse in the way you kill your targets like in hitman. If I remember correctly it was all about running after your target, stabbing him and then you had to run like hell.
They could fix things by making assassination harder and more creative like in Hitman and they gain so many point by getting rid of the flags but really I want a rabbid costume at least as reward for getting the flags.
Flit @ Jun 10th 2009 10:44PM
"If I remember correctly it was all about running after your target, stabbing him and then you had to run like hell."
See, that's not my recollection at all. A lot of the game was setting up the assassinations, sneaking up next to the guy, and taking him out. Then a quick escape scene later, you move to the next one. IIRC, only 1 or 2 assassinations actually *required* a chase to catch the guy. The rest could be done practically undetected.
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 11:42PM
Actually I always opted for going undercover but the fact that every single time after the assassination you instantly become the target removed the point. What is the point of doing all the research and silent execution if the result is the same as let’s say killing everyone in the room.
It seems it was more a challenge the player could or not take like the flags (And I can’t say no to a challenge)
I'm just saying the should be more options to execute your targets and a reward for it (Well I did get an achievement).
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 9:19PM
I'll just say AC1 was as good as your E3 presentation.
(InFamous teach us that collecting stuff can be fun as long as there is a way to know where you should look at in Ac was quite infuriating).
companycalls405 @ Jun 10th 2009 9:20PM
Very cool interview guys. I am so into game sites that don't kiss the ass of these developers. Not to say you were a dick...quite the opposite but It's great to see tough questions asked.
Deadpool @ Jun 10th 2009 9:31PM
Jade Raymond 2! Wait a second...where is she? Everybody loves Raymond! Jade Raymond that is. Oh well, I guess they want to advertise the game this time.
Chad Vanderbilt (Moptimus in Disguise) @ Jun 10th 2009 9:47PM
but Jade was like a WALKING advertisement
"Hey look I have tits buy my game!"
bangbang023 @ Jun 10th 2009 9:42PM
I just couldn't stand the horseback riding aspects of the first one. It was tedious, annoying and felt as though they were simply trying to artificially extend the total time it took to complete the game.
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 10:05PM
That reminds me of the thick enemy AI.
You could slaughter 3 guards and run away from the rest of them and after the alert passed you could just walk in front of the same guards.What every guard back then had short-term memory loss?
Chad Vanderbilt (Moptimus in Disguise) @ Jun 10th 2009 10:14PM
I like to call that "Metal Gear Syndrome"
Deone @ Jun 12th 2009 7:21PM
Whats with the video? How far away are we from having games look like that? And why is having the video sequences using in game assets such a bragging piece. Wouldn't GTA's narrative have been way better if they could have fit cutscenes like that in there?
Velsar @ Jun 10th 2009 10:14PM
The interview seems to point out that they'll teach us how to be an assassin a bit better this time around... you really had to find things out for yourself in that last game.
Had some discontinuity and illogic as well... so many cameras watching you and yet I could steal, look at computers, and go into restricted areas? Ehh... and they never noticed the girl go into my room? That seemed really dumb.
Sounds like they'll do it better this time... I can't wait, the animus and concept of genetic memories in a game and accessing them is a good idea.
Velsar @ Jun 10th 2009 10:22PM
Oh... the trailer showed that it wasn't the bullet that we got a close up on, but a pin designating him as a Templar, similar to what the male project lead scientist that desmond had to talk to all the time was wearing on his coat... ahh I always thought it was the bullet.
Shmil @ Jun 10th 2009 10:43PM
congratulations you have near perfect vision for being able to distinguish a cross and a bullet.
Velsar @ Jun 10th 2009 11:21PM
I thought the gun at first was simply firing specially designed bullets made by da vinci and they were really just an improvement on throwing knives... I didn't think it was a full move onto ballistics yet.
Manly Mcbeefington (Mr. ESC) @ Jun 10th 2009 11:46PM
I think you mean is surprising the weapon can adapt to shot different types of projectiles with a single canon not only one.
Ballistics is the study of the behavior of projectiles, its movement and effects.
I say that probably it was just for the trailer although it might as well be a in game upgrade.
Velsar @ Jun 11th 2009 11:43AM
No no no, Mr. Esc, you get me all wrong.
I'm saying that when I first viewed the trailer while watching E3 the end scene showed a closeup on the Templar pin, but I actually thought it was simply a specially designed knife launched out of the gun with mometum such as an advanced crossbow. Only now do I realize that wasn't the bullet, (though shooting Templar-similar bullets at Templars would be humorous) but it was a pin designating the dead one as a "Templar".
This gun obviously doesn't use ballistics.
Douche Bigalow @ Jun 10th 2009 10:31PM
There is no way someone could play (or make) AC1 and not say it was repetitive. Seriously.
You can make the argument about 'all games being repetitive', but most GOOD games add some little twist or progression to mask it. AC1 was the same game from start to finish.
Oh, and it had stupid shovey grunting shirtless guys. Cut those too.
Deaddy @ Jun 10th 2009 10:33PM
Sounds good. Does anyone know if Prince of Persia used the same engine? I read that it used the same one as AC1 and AC2, and that game ran really great on PS3 (unlike AC1.)
james @ Jun 10th 2009 11:01PM
the whole economy/money/possessions part sounds AWESOME.
ThatPCgameryouhate @ Jun 10th 2009 11:22PM
I wish there was a movie like this, but the game looks epic. Hopefully, this time they won't screw up with the PC controls this time.
cheese @ Jun 10th 2009 11:34PM
I just hope the PS3 version includes Italian language, since I know Italian and the game is set there.
Fane @ Jun 11th 2009 6:57PM
That's what I was thinking. I'd love to play it with Italian dialogue (though I'd likely need English subtitles, as my Italian non c'e bene).
BAWWW @ Jun 11th 2009 12:32AM
i hope they don't make they ending so boring because in AC1, the only thing you could do is do previous missions and look for flags.
:/
The Dark Wayne @ Jun 11th 2009 12:34AM
GOD I CANT WAIT TO STAB A BUNCHA PEOPLE WITH THE SEINFELD PUFFY SHIRT!!
Sly [PSN SniperChameleon] @ Jun 11th 2009 1:48PM
http://www.cosplaymagic.com/ascriiezco.html
Obie @ Jun 11th 2009 12:58AM
The first game was not perfect, but did a lot of things right. I am glad they listened to the feedback and added more variety to the sequel.
I hope they make "stabbin' two dudes in the face...at the same time" an achievement. hehe
Robert SRT @ Jun 11th 2009 2:02AM
Cant wait for AC2 I just hope that they dont make it like the first one doing the same thing each round. Doing the same four missions to get to a new person.
ihateemo @ Jun 11th 2009 2:21AM
The actual assassination missions in the first game were a hell of a lot of fun and constantly worrying about running into a Templar was also kind of cool.
What almost ruined it for me were the stupid "collect information" missions that were always the same - pickpocket something, stealthily kill a couple of dudes, punch a dude in the face or "oooh, most reverent Altair I haff lost mai flags!!!"). The lack of useful map data was also a pain in the ass and completely took the strategy out of planning a "get in/get out" hassashination - this guy can kiss my ass that the problem was we weren't "taught" to use the map data. Without any identifying locales or directions on the map it was just bloody useless!
The stupid guards were also annoying. Homeboy Altair sticks out like a sore thumb in his out, so I'm glad they're making the guards a little brighter and a little less "useless James Bond henchman".
The controls and the main missions were a joy, I just want them to fill it up with more set pieces and less generic content.
ihateemo @ Jun 11th 2009 2:22AM
Also - hooray for more K-Bell! Mmm....
FlamingEffigy @ Jun 11th 2009 1:22PM
There were actually maps in the start menu, when you looked in your "memory log", however it was very well hidden, and I didn't find it until my third playthrough. I added a lot more strategy to the assassinations, as opposed to just being told you have a map and never actually see it.
Parsnipzilla @ Jun 11th 2009 5:06AM
I want to know how the haystacks fitted into the canon.
Why were there so many!?
Henry @ Jun 11th 2009 5:58AM
What a dick. Basically it was our fault we didn't like the game - man up and admit that you could have made it better.
Teph @ Jun 11th 2009 12:35PM
I see that many people voted you up... but I didn't read it that way at all.
I saw him say more than once that they 'messed up' in that aspect, and that they wanted to change the game for the better in that regard.
I think what he was specifically talking about is how the maps you took worked. It was confusing cause they didn't show you where to go to look at them and how it really all work... but they WERE in there, if you could find them. I think that's what he was talking about when he said they didn't "teach you right".
All in all though all games are about the player playing the game and seeing it unfold as the devs intended. When some players lose sight of that vision and others don't, it's clear that it's not that the vision isn't there... just that it's not communicated very well.
Again, to me he seemed very genuine own up to his mistakes... he was just disappointed that many people didn't see and progress in the game as envision by them, the devs, and in turn "didn't like it because of it."
Anywho, not totally disagreeing with your sentiment (they absolutely could have made it better), but you seem to be taking the comments a little too harshly and unfairly.
FlamingEffigy @ Jun 11th 2009 1:27PM
It was your fault you didn't like the game, I loved it because I thought it was an awesome game, plenty of other people did too. You only have your own personal preferences to blame for not liking it. I mean really, that's like blaming garlic for you not liking it, because it should have tasted nicer.
And of course he could have made it better, no ones perfect, that's what sequels are for, making a better game.