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View Full Version : Assassins Creed: Single Player - Team Play gameplay design (Slight suggestion)



avk111
09-17-2013, 02:28 PM
Hello Everyone,

I hope this thread can be usefull instead of another huch topic, as you all know and probably not here for that reason , is that GTA 5 is on the market, I have not played the title, however what interests me is this new concept of single player : team play design, whereby you control more than one protagonist at the sametime (by shifting perception) and this create highly tactical gameplay for players.

I was wondering would you guys support the same idea if it was embedded in the Assassins Creed title ? lets say as a hypothetical example , the story revolves about two twins (as they both have to be genetically present for the Animus user to take control) who joins the Assassins League and each protagonist has a special "power" or feature you if you want to call it.

With one member specialised in stealth tactics, and the other is specilaised in brutal offensive fighting skills, I personally think it would make a really good gameplay sequence, (Remind me alot of Army of two gameplay) the precisness would be in the gameplay mechanics such as one protagonist being able to do special things the others dont.

Not to mention it can be highly implemented in conventional / orthodox gameplay mechanics such as running away from guards with one protagonist diverting their attention away.

What does the community think of this idea ? do you think Ubi should consider adding this to future AC titles ?

inferno33222
09-18-2013, 03:40 AM
This sounds like it could be a cool idea if implemented correctly. However, I must correct you on the twins :p

Twins would not work unless the twins' descendants had children together later in time (which would be slightly gross, depending on how far down it is). You can only follow your direct lineage, so, for example, if I entered the animus I could view my father's memories up until I was conceived, but I could watch nothing of his brother's (my uncle) life.

What would make more sense in this case would be a future mother and father, but before they had their child. Because, once again, for example, I could view both my mother's and father's memories. So viewing a would-be husband and wife while they are young Assassins and switching between them could work very well.

LoyalACFan
09-18-2013, 03:53 AM
I'm actually quasi-secretly drafting a Robin Hood game that has very similar elements (the Merry Men all have different strengths and weaknesses)... Kwit steelin' mah ideaz.

That said, Corey May has expressed interest in writing a game with multiple protagonists, albeit possibly in different settings and time periods. Some have hypothesized *coughcoughmecough* that AC5 may feature Connor in France, with his future wife as a secondary protagonist. Perhaps Connor could be the brawler one, and his wife would be the stealthy one in your scenario?

Farlander1991
09-18-2013, 07:28 AM
I'm actually quasi-secretly drafting a Robin Hood game that has very similar elements (the Merry Men all have different strengths and weaknesses)... Kwit steelin' mah ideaz.

So... essentially, this game? (http://www.gog.com/game/robin_hood) :p (Merry men have different strengths, weaknesses and abilities there)

avk111
09-18-2013, 09:40 AM
Well in regards to our Connor,

I withdraw this idea whole sum , I want a truely Connor game hehe

As for the main topic, It would be great if you can shift characters real-time , take a look at GTA V , you can shift characters real time , and this opens alot of room for prespectives, not to mention it would be a cool idea to have two Assassins (I love the idea of brother and sister/ since both are the same desednant at the sametime) where you can execute different group combos, tactical assassinations, maybe have one protagonist assassinate the target while the other defends the guards, another would be one of them blends with the enemy and the other creates a distraction.

Overall its an idea that can help the title make a nice variety. Not to mention that every protagonist would have a special skill , as I mentioned above, that you have to apply to complete your assassinations.

In regards to the story it can follow the whole adopted brothers or brother and sister (Ok now im thinking van Damme's Double Impact lol / Bonnie and Clyde/the A team/ Ninja Turtles / Three Musketeers) Ofcourse whats fascinating would be the irony in the two protagonists having opposing personalities which would create a fun and also a series result.

Yours

LoyalACFan
09-18-2013, 08:08 PM
So... essentially, this game? (http://www.gog.com/game/robin_hood) :p (Merry men have different strengths, weaknesses and abilities there)

I actually found out about this game from M after I had started working on mine :p Kinda freaked me out at first that my idea already existed. But the one I'm working on is only superficially similar. Very different in terms of story, characters, tone, gameplay, even setting. It actually started off as a King Arthur game, but I was bored by having to write so many knights with such similar backstories. The ragtag Merry Men were a lot more interesting, and there were few enough of them to make them all fleshed-out protagonists.

Sushiglutton
09-18-2013, 08:16 PM
I think it could be interesting for sure, but very difficult to get right. I haven't played GTAV yet, so I'm not really sure exactly how it works there.


I actually found out about this game from M after I had started working on mine :p Kinda freaked me out at first that my idea already existed. But the one I'm working on is only superficially similar. Very different in terms of story, characters, tone, gameplay, even setting.

Makes me curious: What do you mean by "working on"? Are you writing a concept or are you doing an indie projet (programming) or something else? I have some loose ideas myself, but have really no clue what to do with them. Wouldbe interested to hear how you are working with yours :)!

pacmanate
09-18-2013, 08:59 PM
It could work, but the AC3 team handled 2 protagonists badly in AC3 and I never want to see that again.

LoyalACFan
09-18-2013, 09:15 PM
Makes me curious: What do you mean by "working on"? Are you writing a concept or are you doing an indie projet (programming) or something else? I have some loose ideas myself, but have really no clue what to do with them. Wouldbe interested to hear how you are working with yours :)!

Just writing stuff for now, since I've barely started my programming studies. But the script is nearly finished, most major gameplay systems are planned out, though obviously they're still subject to change, and I've even drawn up some tentative maps. Eventually I hope to make it a reality after I learn some more actual programming skills (I have only very basic knowledge right now) but it's just a hobby of mine for right now. If the game design route falls through, I intend to rewrite the story into novel format, because I think the plot is actually pretty good.

Thank you for taking an interest in my little project :D

LoyalACFan
09-18-2013, 09:20 PM
It could work, but the AC3 team handled 2 protagonists badly in AC3 and I never want to see that again.

It was a little different with AC3, since the protagonists' stories were sequential rather than simultaneous, and half the game wound up being a prologue. If the characters' stories overlapped (I know Connor and Haytham did, but I mean with both of them playable in the same sequence) it would probably be a lot smoother. Say, for instance, if Edward and Adewale were both playable in AC4's story. Each of them could have certain skills and equipment that made them unique, and could be swapped back and forth at player choice. Basically like GTA, but without the branching storylines.

Farlander1991
09-19-2013, 12:51 PM
But the script is nearly finished, most major gameplay systems are planned out, though obviously they're still subject to change, and I've even drawn up some tentative maps.

Two pieces of advice.
1) Most of the gameplay systems mechanics written on paper look good. On paper. Carefully planned out. Making sense. But half of the time everything goes to **** when you put that to life. Prototyping and iteration is key. And if you feel like your programming knowledge is not up to par, then at least try to ask yourself as many "what if this and what if then" questions as possible. And do a paper prototype. Not all, but a lot of mechanics work fairly well (sometimes even surprisingly well, I would say) in paper/tabletop format and can show you some of the big flaws.

2) Be careful with the script. Don't get TOO attached to it (well, to the more general ideas, themes, arcs, yes, but not to everything else). Because with the script getting finished and gameplay not actually existing, you risk segregating story and gameplay, and, well, in my opinion that's not a very good thing, story and gameplay have to play off eachother, so expect quite a few of rewrites.

LoyalACFan
09-19-2013, 08:10 PM
Two pieces of advice.
1) Most of the gameplay systems mechanics written on paper look good. On paper. Carefully planned out. Making sense. But half of the time everything goes to **** when you put that to life. Prototyping and iteration is key. And if you feel like your programming knowledge is not up to par, then at least try to ask yourself as many "what if this and what if then" questions as possible. And do a paper prototype. Not all, but a lot of mechanics work fairly well (sometimes even surprisingly well, I would say) in paper/tabletop format and can show you some of the big flaws.

2) Be careful with the script. Don't get TOO attached to it (well, to the more general ideas, themes, arcs, yes, but not to everything else). Because with the script getting finished and gameplay not actually existing, you risk segregating story and gameplay, and, well, in my opinion that's not a very good thing, story and gameplay have to play off eachother, so expect quite a few of rewrites.

Thanks for the tips ;) Yeah, the gameplay mechanics are definitely going to change to some extent when I get down to the nitty-gritty of actually programming them, but I pretty much just have a vision of what I want to get out of them right now. I don't think it's not overly ambitious, so I don't expect drastic changes, but it will be tweaked and refined as I'm figuring out how to go about making it a reality.

As for the script, I think it's flexible enough to accommodate any changes that need to be made gameplay-wise. But really, it depends on the budget as well. If I'm going at this as an indie project (which is what I'm basically doing right now) it's going to stay pretty true to the the original concept, but if I wind up working for a major studio and it gets a decent budget, it's naturally going to grow a lot in scope and I have some pretty good ideas of what I would do with that extra freedom. I mean, obviously the latter's just a pipe dream; it's not like I'm getting any job offers from Ubisoft or Rockstar as a freshman rookie prog, but ambition's never a bad thing, right?

Sushiglutton
09-19-2013, 08:33 PM
Just writing stuff for now, since I've barely started my programming studies. But the script is nearly finished, most major gameplay systems are planned out, though obviously they're still subject to change, and I've even drawn up some tentative maps. Eventually I hope to make it a reality after I learn some more actual programming skills (I have only very basic knowledge right now) but it's just a hobby of mine for right now. If the game design route falls through, I intend to rewrite the story into novel format, because I think the plot is actually pretty good.

Thank you for taking an interest in my little project :D

Sounds like a good plan, wish you the best of luck! Also if/when you go to Steam greenlight, remember to post it on this forum so we can support you (Around the time of AC7 ;) )!

LoyalACFan
09-19-2013, 09:04 PM
Sounds like a good plan, wish you the best of luck! Also if/when you go to Steam greenlight, remember to post it on this forum so we can support you (Around the time of AC7 ;) )!

Thanks, man, I appreciate it ;) As fast as these games are coming out, though, I dunno if I can have it done by the time AC7 gets here :p