It's a really interesting system, but I feel like they tuned the frequency of events in such a way they happen *SO OFTEN* that by the time you get to the end of an average playthrough your response to these events ins't "oh neat!" but "urgh, again?"... The UI text highlight to "Kill the criminals/Tackle the thief/etc" also both draws attention to the artificiality and repetitive nature of these events and makes it feel like a chore that you *have to* complete because the game is literally telling you "Do this thing!" every time. if they had been more rare occurrences and the game left you alone to notice them organically instead of putting a flashing UI sign on it they would feel more unique and immersive. (by contrast Red Dead Redemption had similarly repetitive world events but it did not draw attention to them as much plus they happened only occasionally and as a result felt more natural) I feel like the Assassin's Creed series could do with dialing back the amount of combat in general. In a 100+ hour playthrough of AC Origins stats say I got over 3000 kills, which is absurd to the point of being kind of obscene. Maybe don't have NPCs attack the player unprovoked quite so much?
In general, Assassin's Creed (and Ubisoft games in general) suffer from making their mechanics seem artificial by putting everything front and center. Rockstar and Nintendo obfuscate their worlds and player feedback to create a sense of realism but Ubisoft tends to shove all world and gameplay information into the UI. The tackle thief events you mentioned are great example. Less is more when it comes to immersion. Another issue is the amount of mission info and gameplay events on the map. Sticking to geographic locations is far more enjoyable and less cluttered. Last, the extensive use of checklists telling players how much content is left to complete absolutely kills immersion and kinda ruins the game in subtle ways. Edit: I also agree with you on the combat. Spacing out events and letting the player take in the world and breathe is important. Reducing the combat goes a long way.
So this is a big FSM with lots of production assets? I was trying to find the development part of this, outside of some buzzwords being read off a script. Left me wanting a tad bit, on the AI tech level discussion.
thanks GDC to share all this knowledge to us ! very impatient to see the 2017 recordings ;) (next year ? or sooner ? maybe ? Or if you can send a entrance ticket and a plane ticket to France, i'm IN ! )
maybe if they had profiled their game on actual hardware , before release , they would have decided to cut down the crowd density , so the game didnt run like shit
Diego Antonio Rosario Palomino After a few patches, it got fixed for me. I'm not running the best hardware ever so never a 60fps lock but it was playable. The main problem was that the release version of the game was duplicating the number of AI threads or something similar to that, which taxed the CPU way more than it should. That said, the only console version of the game that was playable after patches was the Xbox One version, I Guess because that was their partner platform and the CPU was overclocked.
I played the game quite lite after probably many patches did came out - but performance was almost flawless - and that on an XBox One. Main issue with the game was the controls. When they worked all was good - but if not, very very frustrating.
Two years later and Unity still has the best crowd of any game.
it still has some of the best graphics overall.
and It still run like ass on a 4000$ PC.
bullshit
As somebody who waited until sometime last year or so to play it, it does indeed still run pretty bad. At least most of the glitches have been fixed.
It's a really interesting system, but I feel like they tuned the frequency of events in such a way they happen *SO OFTEN* that by the time you get to the end of an average playthrough your response to these events ins't "oh neat!" but "urgh, again?"... The UI text highlight to "Kill the criminals/Tackle the thief/etc" also both draws attention to the artificiality and repetitive nature of these events and makes it feel like a chore that you *have to* complete because the game is literally telling you "Do this thing!" every time. if they had been more rare occurrences and the game left you alone to notice them organically instead of putting a flashing UI sign on it they would feel more unique and immersive.
(by contrast Red Dead Redemption had similarly repetitive world events but it did not draw attention to them as much plus they happened only occasionally and as a result felt more natural)
I feel like the Assassin's Creed series could do with dialing back the amount of combat in general. In a 100+ hour playthrough of AC Origins stats say I got over 3000 kills, which is absurd to the point of being kind of obscene. Maybe don't have NPCs attack the player unprovoked quite so much?
In general, Assassin's Creed (and Ubisoft games in general) suffer from making their mechanics seem artificial by putting everything front and center. Rockstar and Nintendo obfuscate their worlds and player feedback to create a sense of realism but Ubisoft tends to shove all world and gameplay information into the UI. The tackle thief events you mentioned are great example. Less is more when it comes to immersion.
Another issue is the amount of mission info and gameplay events on the map. Sticking to geographic locations is far more enjoyable and less cluttered.
Last, the extensive use of checklists telling players how much content is left to complete absolutely kills immersion and kinda ruins the game in subtle ways.
Edit: I also agree with you on the combat. Spacing out events and letting the player take in the world and breathe is important. Reducing the combat goes a long way.
amount of animations in this game is quite insane...
where is the "massive crowd" gdc talk she referenced? can't find it
So this is a big FSM with lots of production assets? I was trying to find the development part of this, outside of some buzzwords being read off a script. Left me wanting a tad bit, on the AI tech level discussion.
this was more of a systems design talk I agree
It would be great if they worked on having an interesting and cool combat system
i found the crowd behavior to be better in syndicate with the time of day influencing the behavior.
awesome talk!
thanks GDC to share all this knowledge to us ! very impatient to see the 2017 recordings ;) (next year ? or sooner ? maybe ? Or if you can send a entrance ticket and a plane ticket to France, i'm IN ! )
maybe if they had profiled their game on actual hardware , before release , they would have decided to cut down the crowd density , so the game didnt run like shit
Diego Antonio Rosario Palomino don't play on a toaster
Antipopularization I played on PC , a very decent PC , but at that time there was no vulkan or direct x 12 , so the object count was too much
Diego Antonio Rosario Palomino After a few patches, it got fixed for me. I'm not running the best hardware ever so never a 60fps lock but it was playable. The main problem was that the release version of the game was duplicating the number of AI threads or something similar to that, which taxed the CPU way more than it should. That said, the only console version of the game that was playable after patches was the Xbox One version, I Guess because that was their partner platform and the CPU was overclocked.
i had literally none of the issues everyone else was moaning about.
I played the game quite lite after probably many patches did came out - but performance was almost flawless - and that on an XBox One.
Main issue with the game was the controls. When they worked all was good - but if not, very very frustrating.
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