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Just about everybody loves themselves a little Skyrim, and the development team behind Assassin’s Creed III was no exception. According to the dev team, that’s what helped them shape America.

In an interview with AusGamers, Ubisoft Montreal director Philippe Bergeron spoke very candidly about how the constant pull of Skyrim‘s missions gave them some ideas:

AusGamers: We talked a little bit about emergent gameplay before, but how have you guys handled the space that you had to deal with, and just tying it all together in a coherent way for the player to always be interested to go somewhere? 

Philippe: [We] were playing Skyrim at the time, and it was a really good example, where you walk around Skyrim, and there’s always something in a given grid metre, where “Oh there’s something here”, then you move around “There’s another thing there”. There’s always something attracting you. So we always have, within the minimap, you always needed to have an icon drawing your attention.

AusGamer’s lengthy interview also addresses a lot of other topics, such as why the developers wanted a “third-party conflict” character who wasn’t American or British, in order to add some depth to the narrative. According to them, Native Americans are an ignored aspect of the American Revolution, which gave them a path.

Make sure to read the entire thing right over here if you want an insight into other topics, such as how big a challenge the naval combat became and why NPC density is so spaced out compared to past Assassin’s Creed titles.

Source: AusGamers

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Assassin’s Creed 3 Team Admits Skyrim Was Influential In Development

Just about everybody loves themselves a little Skyrim, and the development team behind Assassin's Creed III was no exception. According to the dev team, that's what helped them shape America.

By EGM Staff | 10/8/2012 05:30 PM PT

News

Just about everybody loves themselves a little Skyrim, and the development team behind Assassin’s Creed III was no exception. According to the dev team, that’s what helped them shape America.

In an interview with AusGamers, Ubisoft Montreal director Philippe Bergeron spoke very candidly about how the constant pull of Skyrim‘s missions gave them some ideas:

AusGamers: We talked a little bit about emergent gameplay before, but how have you guys handled the space that you had to deal with, and just tying it all together in a coherent way for the player to always be interested to go somewhere? 

Philippe: [We] were playing Skyrim at the time, and it was a really good example, where you walk around Skyrim, and there’s always something in a given grid metre, where “Oh there’s something here”, then you move around “There’s another thing there”. There’s always something attracting you. So we always have, within the minimap, you always needed to have an icon drawing your attention.

AusGamer’s lengthy interview also addresses a lot of other topics, such as why the developers wanted a “third-party conflict” character who wasn’t American or British, in order to add some depth to the narrative. According to them, Native Americans are an ignored aspect of the American Revolution, which gave them a path.

Make sure to read the entire thing right over here if you want an insight into other topics, such as how big a challenge the naval combat became and why NPC density is so spaced out compared to past Assassin’s Creed titles.

Source: AusGamers

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