Assassin’s Creed is about to get a lot bigger. Ubisoft confirmed that they are working on a new project called Assassin’s Creed Infinity, will start a new future for the open world series. While Ubisoft hasn’t shared official details on what the game will look like, the leaks suggest that it could be a big kick-start for the franchise as it sees it expand into a new franchise. Full live service game.
Based on a Bloomberg report, Assassin’s Creed Infinity will actually include multiple games that are connected to each other. More than simply living the Viking life in Valhalla, players can switch from one setting to another because the game is constantly updated with new content. If that’s the case, we might be looking at a giant game even by Ubisiof’s standards.
It’s worrisome as well as exciting. If it does, Assassin’s Creed needs less content, not more.
How big is too big?
The Assassin’s Creed series has built a legacy in terms of game scale. For those who want the most money, a game like Assassin’s Creed Valhalla is a decent value. It has a huge open world filled with objectives, secrets and quests. One can spend over 100 hours in the base game before touching its post-launch content.
It is a gift and a curse. While that’s great for players who want their games to last, the end product can be affected by its size. Valhalla It was an impressive experience, but also exhausting. It’s a clunky game that offers players a seemingly never-ending checklist of tasks to tackle.
This is not something exclusive to the Assassin’s Creed games. Valhalla just a prime example of a “map game,” a type of open-world game in which players see a huge collection of symbols when they open a map, telling them exactly where to go next. according to the. It’s a common design trick in today’s biggest games that can be an effective way to engage players – there’s something addictive about checking out the list items.
However, it’s not necessarily fun. Map games tend to create arbitrary redundancy by having players perform the same basic actions over and over. In Ghost of Tsushima, the finishers will follow a fox to its den more than 50 times during the journey. It’s cute the first few times; it’s required after 10th or 20th.
That’s especially true of Assassin’s Creed, which fills its massive maps with as many matching symbols as possible. Players who want to reach 100% will repeat the same tasks. All of that adds time to the final fan hours, but doesn’t improve the game in a meaningful way. Instead, it inflates it, adding hundreds of little distractions that pull players away from the game’s sprawling narrative.
Quality is affected
The actual quality of the game is also affected by it. Assassin’s Creed games constantly feel like they’re breaking at the seams, collapsing under their own weight. At one point in Assassin’s Creed Valhalla playthrough, a non-player character randomly dies in front of me. Ten hours later, her ragged body reappeared – still not dead – in another location. Unfortunately, she was a character I needed to talk to to get the story going, so I found myself unable to continue the story.
That’s where the rumored premise of Assassin’s Creed Infinity starts to sound like a potential nightmare. The last thing these games need is to fly further. As it stands, open world gaming is already an unsustainable idea. They take a lot of time and money to create. They have become an exercise in carefully cutting corners to provide as much content as possible. Games like Biological substances reuse assets like buildings as many times as possible to fill the world. Then there are Cyberpunk 2077, which sacrificed stability in favor of an unwieldy world, set off a wave of controversy for CD Projekt Red.
Assassin’s Creed is a special series. It’s a lovingly crafted historical spectacle, and its interspersed historical stories are some of the most compelling you’ll find in any AAA game. But those strengths tend to be buried in superfluous open worlds that don’t help the story or its thematic elements move forward.
The big game studios need to be more comfortable with reducing content rather than increasing it. Video games have the power to tell stories that no other medium can have thanks to interactivity. That potential will drop when they start to feel like doing housework.