With that mechanic seeming dated by its association with the ’90s, blending in with crowds seemed like the future – and for a few years, it was.Īssassin’s Creed was a hit, and by the time of its second sequel, Brotherhood, Ubisoft introduced a multiplayer variant to the mix. “This is an idea that you’re not hidden when you’re in shadows, you’re hidden when you’re doing things that are socially acceptable.” There was a truth there, certainly more than the stealth genre’s traditional focus on light and shadow. “We’re going to show off something that we call social stealth,” then-Ubisoft executive producer Jade Raymond said when introducing Assassin’s Creed at E3 2006, coining a term in the process. Ubisoft found its million-dollar idea in crowds – masses of on-screen NPCs fuelled by the bonus RAM of new hardware. "No one at the triple-A level has worked out how to make this genre work as something you can put 100 people on." Chris Hecker, game developerīack in 2005, just as Hecker was happening upon the project of his career, triple-A developers around the world were searching for next-gen concepts that would sell their games on PlayStation 3 and Xbox 360.
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