“It was a very difficult game to design, and making it accessible was even harder. We were starting from scratch, with no benchmarks. It’s not like a shooter where all you need to know is how to shoot the bad guys.”
If there’s one thing we get, in every way that anything can possibly be gotten, it’s the shooting of the bad guys. Games don’t even bother to include tutorials for that part anymore, and reviewers treat it as a begrudging axiom when they have to differentiate between the year’s big multiplayer offerings.
When Damien Kieken, multiplayer game director for Assassin’s Creed Brotherhood, says it was difficult to make the game — and then to make it accessible — he’s speaking to a peculiar and notable absence. If you’re shooting the bad guys in Assassin’s Creed, you’re doing it a bit wrong.
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Assassin’s Creed Brotherhood: Designing the Considerate Kill originally appeared on Joystiq on Mon, 06 Jun 2011 06:30:00 EST. Please see our terms for use of feeds.
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