those numbers mean something. the other ones were expansionsHey guys. Remember how AC2 was the perfect sequel and one of the best games of all time?
AC3 is the new AC2.
those numbers mean something. the other ones were expansionsHey guys. Remember how AC2 was the perfect sequel and one of the best games of all time?
AC3 is the new AC2.
Worked on AC Revelations:
- Ubisoft Montréal
- Ubisoft Québec
- Ubisoft Partner Studios
- Ubisoft Annecy
- Ubisoft Bucharest
- Ubisoft Massive
- Ubisoft Singapore
- Team Character Shanghai
- Japanese Version by Ubisoft K.K.
- Korean Version by Ubisoft South Korea
http://www.mobygames.com/game/xbox360/assassins-creed-revelations/credits
Ubisoft had a medium size team working on AC2 since 2009, especially on the new engine and gameplay concepts. They more than likely had all of the story and the gameplay around it ready when AC:B was finished, and then the the AC teams rejoined to do the actual push towards a final content delivery.
I guess Ubisoft has some great managers, for sure, because having to make sure a game actually works when the people working on it are in 6 different countries and almost as much timezones seems utterly incredible to me.
those numbers mean something. the other ones were expansions
Thanks for the info, that's fascinating. I don't work in the video game industry and don't intend to, but love to know that kind of stuff.Patrick Plourde explained the dev cycle at a previous GDC event. Basically their core design team has a rigorous spreadsheet standard for deliverables (think excel files with rows of things like: "Ezio moves left at a speed of <1.5m/s>". The number is variable but the programming goal is so exact that it works like a checklist.) Preproduction is exhaustive at trying to nail these all down. Content and spec is then parted out to the different studios. Annecy, Singapore, Montreal all have big roles in what gets done.
There'a still a ton of management/coordination/stress to deal with, but the reason why it works is because the specifics are nailed down. Sort of like a film production, each cog in the machine needs to be exceedingly well prepped, otherwise you get stuck with typical gamedev outsourcing problems.
The GTA4 expansions reused Liberty City, the Assassin Creed games came with completely new ones. The asset difference is staggering so it doesn't seem a fair comparison.I wish they had been priced as expansions. They should look at how Rockstar handled the GTA expansions next time.
What's neat/great is AC2 left off in the back of that van if you remember and ACR ends arriving at the setup destination for 3 in said van.I absolutely love the setting. I only played AC1 & 2 though, so I guess I'll just wiki the story for Brotherhood & Revelations and jump straight into AC3 in October.
If you want to make an argument for a game set way in the future, then I'd be open to that. The idea of a Blade Runner-esque sci-fi Assassin's Creed could be pretty cool, but modern day? No thanks.
The GTA4 expansions reused Liberty City, the Assassin Creed games came with completely new ones. The asset difference is staggering so it doesn't seem a fair comparison.
At the end of AC3 we pull back from Desmond in the Animus to....wait for it....ANOTHER Animus where we realize that we've been playing a descendant of Desmond reliving the memories of Desmond reliving the memories of his ancestors!
BWAHHHH!!
The person gets out of the Animus, leaves the dark room, jumps out the window in to this Bladerunner-esque super future....and it's revealed that it's a WOMAN!! We've been playing a woman the whole time!!!
BWAHHHH!!!!
Oh, and in case that wasn't clear: Ubisoft Annecy is in France and Ubisoft Massive (now simply called 'Massive') is in Sweden (they worked on Far Cry 3).Holy shit, How is this even possible...
Yeah, Just look at what Computer posted: Must be a nightmare for the directors/producers/managers to coordinate these teams on that kind of scale and deadlines.
That is either really short sighted and stupid from Ubisoft (and it did kinda show with the drop of quality of ACR) or they're is so confident in their teams that they can do this.
I've thought of the animus within the animus, but Ubi has been consistent with not having gamey HUDs and effects when Desmond's on screen.At the end of AC3 we pull back from Desmond in the Animus to....wait for it....ANOTHER Animus where we realize that we've been playing a descendant of Desmond reliving the memories of Desmond reliving the memories of his ancestors!
BWAHHHH!!
The person gets out of the Animus, leaves the dark room, jumps out the window in to this Bladerunner-esque super future....and it's revealed that it's a WOMAN!! We've been playing a woman the whole time!!!
BWAHHHH!!!!
At the end of AC3 we pull back from Desmond in the Animus to....wait for it....ANOTHER Animus where we realize that we've been playing a descendant of Desmond reliving the memories of Desmond reliving the memories of his ancestors!
BWAHHHH!!
The person gets out of the Animus, leaves the dark room, jumps out the window in to this Bladerunner-esque super future....and it's revealed that it's a WOMAN!! We've been playing a woman the whole time!!!
BWAHHHH!!!!
I thought Brotherhood reused the cities from 2? Is that not true?
Patrick Plourde explained the dev cycle at a previous GDC event. Basically their core design team has a rigorous spreadsheet standard for deliverables (think excel files with rows of things like: "Ezio moves left at a speed of <1.5m/s>". The number is variable but the programming goal is so exact that it works like a checklist.) Preproduction is exhaustive at trying to nail these all down. Content and spec is then parted out to the different studios. Annecy, Singapore, Montreal all have big roles in what gets done.
There'a still a ton of management/coordination/stress to deal with, but the reason why it works is because the specifics are nailed down. Sort of like a film production, each cog in the machine needs to be exceedingly well prepped, otherwise you get stuck with typical gamedev outsourcing problems.
Thanks for the info, that's fascinating. I don't work in the video game industry and don't intend to, but love to know that kind of stuff.
No, it took place in Rome.
And she's black.
Ready. Give it to me now. Climbing trees and cliffs?
At the end of AC3 we pull back from Desmond in the Animus to....wait for it....ANOTHER Animus where we realize that we've been playing a descendant of Desmond reliving the memories of Desmond reliving the memories of his ancestors!
BWAHHHH!!
The person gets out of the Animus, leaves the dark room, jumps out the window in to this Bladerunner-esque super future....and it's revealed that it's a WOMAN!! We've been playing a woman the whole time!!!
BWAHHHH!!!!
It will be hard to beat Red Dead's animations (but you can do it, Ubisoft!)i'm getting a red dead vibe can only be a good thing
And she's black.
What about Rockstar? They said GTA5 was their biggest project ever or something (and I think RDR already had a huge team/budget)It's really interesting to me and I work in the industry too; I mean it's clearly the biggest combined team project I've ever heard of in games.
At some point the prevalence of guns is going to require an entirely different type of game.
What about Rockstar? They said GTA5 was their biggest project ever or something (and I think RDR already had a huge team/budget)
It turned out, we have been playing a 60 year-old Black woman.
I thought Brotherhood reused the cities from 2? Is that not true?
True enough. I haven't heard of any company dividing its projects the way Ubi does.I haven't heard any Rockstar specifics, so it's hard to say, but what I've previously heard about them is they tend to be more insular than Ubisoft's massively distributed approach. It's possible they have a similar amount of manpower but I'd be really surprised if they had anywhere near as many studios doing core game development on one title.
What was Shaq Recording that he Wow'ed it?