Assassins Creed Unity Does Not Launch Only Splash Art
Ubisoft on what created the "perfect storm" behind Assassin'south Creed Unity
"Nosotros probably flew too shut to the sun."
Ubisoft delved into the "perfect conditions for the perfect tempest" backside 2014'southward Assassinator's Creed Unity's launch bug.
Equally part of the talk '10 Years of Development of the Assassin'south Creed Brand' at GDC 2018, creative director Jean Guesdon explained how Ubisoft iterated on each game as it congenital the franchise.
Unity started development in 2011, later piece of work on Brotherhood had finished, and was designed to exist the commencement real adjacent-gen game for then upcoming consoles PS4 and Xbox One.
Guesdon said there were similarities between Unity and the very first Assassin's Creed as a result of the publisher prioritising technology over content.
"If yous recall Assassinator's Creed 1, information technology had some similarities, really - because there was a lot of work existence washed at a very low level in terms of tech," he told the audience at the talk, attended by Eurogamer.
"The engine was massively revamped... still today, Unity is still one of the all-time looking games ever.
"Merely at the aforementioned time, nosotros moved to a one-to-one calibration edifice, that had an impact on navigation, so the gameplay was impacted, [and we're] not even talking about the co-op development.
"We savage again into this trap of working a lot on the tech, and non allowing enough [fourth dimension for] the teams to create the content to create something new.
"In the end, that's the way I encounter information technology. We created the perfect conditions for the perfect storm. We had a game that was wonderful in terms of art, but that was not renewing enough of the feel."
He pointed to the screenshot of an in-game map full of icons every bit a representation of that problem. In that location were other problems likewise, such as a disruptive Initiates arrangement that required y'all to play a companion app to unlock content, which was after patched out of the game.
"On top of that, yous get this kind of cherry," Guesdon said, with a screenshot of the now infamous 'no face up' bug. "By the way, I need to [say], information technology was only one graphics card!
"The game suffered from all this," he added. "Even if you played information technology today with the fixes, it'south still a very beautiful and very good game. Simply in short, we probably flew besides close to the sun and we were a bit overcome.
"And that is why Syndicate had to focus on quality, which the squad did very, very well."
Guesdon besides touched on the challenges behind creating the latest entry Assassinator's Creed Origins, released last twelvemonth. It was an opportunity for a "big, big refresh" for Ubisoft, all while respecting the core tenets of the series.
The team built the game around four priorities - mastering the craft of open globe creation, hitting a perfect balance between story and players, making it a non-skippable episode for the game'south universe, and making it a connected game, fifty-fifty if it didn't have co-operative or competitive play.
In the end, information technology meant redefining the mode the player would sympathize and interact with the world - with the drone-like eagle view used every bit an example - and keeping meaningful narratives inside systems.
"It was a cultural shift for the developers every bit much as a technological one - we should focus on the experience and not the scripting and coding. Players don't care about the lawmaking, just their experience," Guesdon said.
"We needed to sympathize losing a chip of control would bring more than fun to the players."
The approach worked, with Origins receiving good reviews and strong sales, doubling that of 2015's Syndicate at launch.
Source: https://www.eurogamer.net/ubisoft-on-what-created-the-perfect-storm-behind-assassins-creed-unity
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