Though Uncharted 2 may have snatched away most of the Game of the Year trophies, Assassin's Creed 2 stands out as another of 2009's most acclaimed and successful titles. Lead game designer Patrick Plourde candidly discussed Ubisoft Montreal's development process at one of the final panels during this year's Game Developers Conference and gave some surprising insight into what happens when a project's scope is altered in the midst of development.

From the outset, Assassin's Creed 2 took aim at the commercial success of the first game, as well as its vocal group of detractors. "I'm not gonna lie about it," Plourde said. "Some people liked it, some people despised it. That's the way it is."

The way things would be took a surprise turn in the middle of 2008, months after the game had begun development in earnest. As Plourde puts it, a "curveball from upper management" requested a change in the game's scope. Ordinarily, ambitious plans may get trimmed down as a launch date draws near, but Ubisoft had decided to increase the number of features dramatically.Continue reading GDC: Designing Assassin's Creed 2 (or: Dodging a curveball from upper management)
GDC: Designing Assassin's Creed 2 (or: Dodging a curveball from upper management) originally appeared on Joystiq on Wed, 17 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.



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