Wednesday, December 6, 2017

The history of Assassin's creed: 1. The Publisher and the Prince

Assassin’s creed was born because of a man’s defiance against Ubisoft. Patrice Desilets, fresh from his success in leading his production team in creating A prince of Persia: sands of time, was told by Ubisoft to make a sequel. Ubisoft were no doubt hoping to create a franchise out of this IP. But Desilets was a visionary, not a cynic. He wanted to create a game about a more active protagonist. So, rather then a game about a Prince, Desilets began working on the prototype for Assassin’s creed. It was to be called prince of Persia: Assassins and focused on the Nizari Ismaili and their unique creed.
Ubisoft were reluctant: they believed a game about assassins would be unsuccessful. But after two years of promoting, Desilets finally got to work on his project. Assassin’s creed was born.
Assassin’s creed focussed on the concept of natural gameplay. It did not make a distinction between game and story, instead all was integrated. It was for this reason, the animus was created, for this reason one could walk about in the loading screen, for this reason there were no cut-scenes and for this reason, most importantly, the world consisted of visibly climbable buildings and realistic climbing mechanics.
The game was focussed on the Assassins and the Templars. Two groups representing two sides of human history. The Templars are a physical face to the long standing trend throughout human history: that of powerful men controlling the masses using ideas. Robert de Sable and his brotherhood believed that mankind could never see beyond its petty illusions and so it was better to create a false reality that unified mankind in peace rather then see them tear eachother apart in conflict for the sake of defending their illusions. Altair and his brotherhood believe that mankind can overcome these illusions and recognise “nothing is true and everything is permitted” and so work towards eliminating those who would abuse mankind through creating false realities, holding back mankind’s progress towards enlightenment. All of this hinged on the piece of eden: a device used to create illusions in the minds of men. It represented mankind’s sin as they try to control the minds of others and enforce their vision onto unwilling subjects. It is a complex philosophical debate that was explored through Altair’s slow development to arrogant fool to enlightened Assassin.

Assassin’s creed was a global success. It’s intriguing stealth mechanics, close quarter assassinations and free-running mechanic left a mark on the game industry and a lucrative one at that. Desilets was not finished with Desmond Mile’s story, though Altair’s had ended. He was given the chance to make a sequel and in this game showed the full potential of his team’s creative ability.
Ezio Auditore da Firenze, his name is a legend in video games. This legend was forged in Assassin’s creed II. The game focussed on Desmond Mile’s attempt to learn how to become a master Assassin through the bleeding effect and hopefully save the Assassins from destruction under the overwhelmingly powerful Templar brotherhood and their arm: Abstergo. Ezio would be the vehicle for this training: a young, renaissance bourgeois turned Assassin after the Templars sought to kill him and his family. Ezio’s journey from boy to man, from spoilt bourgeois to transcendent Assassin; was meant to mirror the player’s progression. His team had already built the engine, and now Desilets wanted to tell the story of the human condition through history. Desmond Miles was the present and Ezio Auditore the past; one of the ancestors that made Desmond who he was. I suppose I could go deeper into this, but this is the story of Assassin’s creeds creation, and there is much to tell.

In the end. Despite being wildly successful, it would be Desilets’ innovation that would spell the series downfall. Desilets was not interested in making the series as long as possible, he tolerated the constant spin offs that Ubisoft churned out. It was his intention to create a fine narrative and a game series to show beauty to the player: the “beauty of contemplation” he put it. But Ubisoft did not care about beauty. They wanted money.
And so Brotherhood was made. Ezio’s journey had already ended. But it seemed Ubisoft cared little for such details. Desilets worked on the game for only the first year, writing some of the story. But it is likely most of this was ignored, but we may never know. Desilets was tight lipped about his leaving Ubisoft. He gave multiple reasons: a desire to be with his family, a weariness of lies. Most recently he has come out saying he was uncomfortable making money for people who did not care for him or his team.
Whatever it was, Ubisoft did not appreciate his leaving. His new employer, THQ, was bought by Ubisoft and Desilets was literally forced out of his office and fired on the spot. Desilets was forced to battle with Ubisoft for years over project Amsterdam 1666, a game that was to be quite like Assassin’s creed. In the end, Desilets; disillusioned with big publishers, founded Panache digital: an indie company dedicated towards creating AAA standard games while preserving artistic vision. Most of the original Assassin’s creed team are now in this company.

All the while, strangers took Assassin’s creed and, under Ubisoft’s whims, fashioned it into a machine of greed.

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