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View Full Version : Patrice Desilets Interveiw IGN



ole_slayer
11-01-2007, 06:00 AM
Worth a read. Theres sum new things in here that he talks about as the interview goes on that i havnt heard, along with things we already know.

Australia, October 28, 2007 -

IGN AU: Assassin's Creed is now four years into development - how much has the concept evolved since the original pitch?

Patrice Desilets: Wow, every single week. Basically, we did a target of game footage and it's cool because it's pretty much what we targeted - and it's even better. In general, you'll do a target of fake footage and it'll be perfect; fake CG and put a thousand or two thousand NPCs in there and the magic number [of NPCs] was 35! That was our target and we have 120 now. We did some really early horse tests on the 'Jade' engine but as soon as we started to get some development tools and things, we switched to the 'Scimitar' engine and the 'Anvil' tools.

IGN AU: And you feel like you nailed everything you wanted to do with Assassin's Creed?

Patrice Desilets: Oh, no! 50 per cent of what we wanted to do.

IGN AU: What were some ideas that you cut?

Patrice Desilets: There were so many of them. We had other behaviours in the game that we had to cut. We had big slope behaviour - you would gain speed as you'd go down and you would jump and - suddenly we realised there was no real need for it in the game, so we put it aside. But you never know; in another game we may come back with the slope behaviour. And there's so much we can do now with the crowd behaviour that we have - and keep in mind, we have that technology, even though we don't know what we're going to do with it - if there are sequels or whatever. We could do a totally different game with that.

IGN AU: That simplicity of controls begs a question - did Nintendo ever approach you to get Assassin's Creed on Wii? Was it ever on the cards?

Patrice Desilets: [laughs] I don't know - no, not personally. Well, when Miyamoto-san came to see it at E3, he looked impressed, but it's not a Wii game. [laughs]

IGN AU: The PS3 version used to be the 'lead' format, but mainly the 360 build has been shown publicly. Why is this?

Patrice Desilets: Because it's easier...

IGN AU: Can you explain?

Patrice Desilets: It's easier to show it on 360 in general. But even with that, I don't want to go down that avenue. [laughs] I've said some stuff and I've gotten yelled at! Now, I don't want to talk about the technical [side]; I don't want to be part of the war! Personally, I don't design around a machine and it's something that takes place elsewhere. It's business and technology and I'm the guy in the middle of that.

IGN AU: We've now seen all three areas in the game; we've seen the village areas between it and examples of the gameplay that can be done inside the cities. Is there still a major element that we're missing?

Patrice Desilets: You've seen a good sample of the game. But we've only shown three missions out of nine. You can have up to three missions open at the same time and you can choose which one you want to start with and also, you can start one and say, 'eh. I am really bad with this pick-pocket mission I have to do' and you don't have to do it. That's the thing. And once you have opened those missions, all the narrative elements are there. All the parts are there, and you co-create with me the narrative structure of the game.'

IGN AU: So if you wanted to, could you rush through that main narrative section of the game, killing all the key targets really quickly? What are the QA speed-run times?

Patrice Desilets: Oh yeah, totally. There was a tester when I left that did it in 8.5 hours just doing what he really, really needed. He more than rushed through it - he did a map and he figured out how to make it as efficient as possible, time-wise. If he entered Damascus for example, he would run from the entrance to the Bureau. So he knows there will be a mission afterwards at point B and point C and he'll have to get back to the Bureau and he'll have to take this route back, just to make sure he doesn't lose any time - and it still took him 8 hours and a half!

IGN AU: And how many side-missions are there in the game?

Patrice Desilets: In one city, you have 60. And multiply that times three, plus there are 420 different flags to be found and 60 Templar Knights to kill. There's a lot of stuff.

IGN AU: Assassin's Creed was planned as a trilogy. Now that the first game is effectively finished, has pre-production already commenced? Do you have a release timeline?

Patrice Desilets: No comment! First I go on vacation and then...

IGN AU: How important will feedback from critics and gamers be for the overall direction of the series? Has the story already been set in stone?

Patrice Desilets: Oh! Well, we do playtests throughout the production so I guess the final playtest is when the game is out and we'll adjust; we'll listen and see what we can do with it. ...If we do a sequel! [laughs]

IGN AU: Whatever! You're doing it.

Patrice Desilets: [laughs] ...

IGN AU: Alright, play it your way! Thanks for your time, Patrice.

Patrice Desilets: Thank you.

ole_slayer
11-01-2007, 06:00 AM
Worth a read. Theres sum new things in here that he talks about as the interview goes on that i havnt heard, along with things we already know.

Australia, October 28, 2007 -

IGN AU: Assassin's Creed is now four years into development - how much has the concept evolved since the original pitch?

Patrice Desilets: Wow, every single week. Basically, we did a target of game footage and it's cool because it's pretty much what we targeted - and it's even better. In general, you'll do a target of fake footage and it'll be perfect; fake CG and put a thousand or two thousand NPCs in there and the magic number [of NPCs] was 35! That was our target and we have 120 now. We did some really early horse tests on the 'Jade' engine but as soon as we started to get some development tools and things, we switched to the 'Scimitar' engine and the 'Anvil' tools.

IGN AU: And you feel like you nailed everything you wanted to do with Assassin's Creed?

Patrice Desilets: Oh, no! 50 per cent of what we wanted to do.

IGN AU: What were some ideas that you cut?

Patrice Desilets: There were so many of them. We had other behaviours in the game that we had to cut. We had big slope behaviour - you would gain speed as you'd go down and you would jump and - suddenly we realised there was no real need for it in the game, so we put it aside. But you never know; in another game we may come back with the slope behaviour. And there's so much we can do now with the crowd behaviour that we have - and keep in mind, we have that technology, even though we don't know what we're going to do with it - if there are sequels or whatever. We could do a totally different game with that.

IGN AU: That simplicity of controls begs a question - did Nintendo ever approach you to get Assassin's Creed on Wii? Was it ever on the cards?

Patrice Desilets: [laughs] I don't know - no, not personally. Well, when Miyamoto-san came to see it at E3, he looked impressed, but it's not a Wii game. [laughs]

IGN AU: The PS3 version used to be the 'lead' format, but mainly the 360 build has been shown publicly. Why is this?

Patrice Desilets: Because it's easier...

IGN AU: Can you explain?

Patrice Desilets: It's easier to show it on 360 in general. But even with that, I don't want to go down that avenue. [laughs] I've said some stuff and I've gotten yelled at! Now, I don't want to talk about the technical [side]; I don't want to be part of the war! Personally, I don't design around a machine and it's something that takes place elsewhere. It's business and technology and I'm the guy in the middle of that.

IGN AU: We've now seen all three areas in the game; we've seen the village areas between it and examples of the gameplay that can be done inside the cities. Is there still a major element that we're missing?

Patrice Desilets: You've seen a good sample of the game. But we've only shown three missions out of nine. You can have up to three missions open at the same time and you can choose which one you want to start with and also, you can start one and say, 'eh. I am really bad with this pick-pocket mission I have to do' and you don't have to do it. That's the thing. And once you have opened those missions, all the narrative elements are there. All the parts are there, and you co-create with me the narrative structure of the game.'

IGN AU: So if you wanted to, could you rush through that main narrative section of the game, killing all the key targets really quickly? What are the QA speed-run times?

Patrice Desilets: Oh yeah, totally. There was a tester when I left that did it in 8.5 hours just doing what he really, really needed. He more than rushed through it - he did a map and he figured out how to make it as efficient as possible, time-wise. If he entered Damascus for example, he would run from the entrance to the Bureau. So he knows there will be a mission afterwards at point B and point C and he'll have to get back to the Bureau and he'll have to take this route back, just to make sure he doesn't lose any time - and it still took him 8 hours and a half!

IGN AU: And how many side-missions are there in the game?

Patrice Desilets: In one city, you have 60. And multiply that times three, plus there are 420 different flags to be found and 60 Templar Knights to kill. There's a lot of stuff.

IGN AU: Assassin's Creed was planned as a trilogy. Now that the first game is effectively finished, has pre-production already commenced? Do you have a release timeline?

Patrice Desilets: No comment! First I go on vacation and then...

IGN AU: How important will feedback from critics and gamers be for the overall direction of the series? Has the story already been set in stone?

Patrice Desilets: Oh! Well, we do playtests throughout the production so I guess the final playtest is when the game is out and we'll adjust; we'll listen and see what we can do with it. ...If we do a sequel! [laughs]

IGN AU: Whatever! You're doing it.

Patrice Desilets: [laughs] ...

IGN AU: Alright, play it your way! Thanks for your time, Patrice.

Patrice Desilets: Thank you.

ReaZeN2005
11-01-2007, 06:13 AM
you could just give a link? http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif

But i have read it before, and i think it has alot of info init..

ole_slayer
11-01-2007, 06:25 AM
lol yeah a link would have been quicker.

WeWantEasy
11-01-2007, 11:30 AM
thanks and

^ surely a link means one more click