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DESIGNING DESIGNING

DESIGNING - PowerPoint Presentation

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DESIGNING - PPT Presentation

ASSASSINS CREED 2 GDC 2010 DESIGN CHALLENGE 230 features to produce Schedule doesnt allow iterations Must be Commercially successful and Critically acclaimed Fail early Fail often ID: 153121

gameplay game players ac2 game gameplay ac2 players features core case data pillars player production navigation playtest mission fight

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Slide1

DESIGNING

ASSASSIN’S CREED 2

GDC 2010Slide2

DESIGN CHALLENGE:

230+ features to produce

Schedule doesn’t allow iterations

Must be Commercially successful and Critically acclaimedSlide3

“Fail early, Fail often”

CURRENT MOTTO:

FAILSlide4

Assassin’s Creed =

Fastest Selling New IP

8+ million sold

Mixed reviews

THE ORDER

AC2: Objective:

Repeat the commercial success

Answer every criticism of the first gameSlide5

230+ features to

develop

Economic System

Revamped Fight

System

Hiring

Factions

Notoriety

System

New

Assassination

techniques

New

Mission structure

Villa management

Prince of Persia-like

maps

Etc…

SCOPE?Slide6

Short

Timeline

made even shorter by a

Scope

revision asking to INCREASE

the number

of

features:

Project

started early 2008

Scope Revision

in

September

2008

In stores November

2009

CURVE BALLSlide7

300+ developers

3 internal studios across the world

ENORMOUS TEAM

UBISOFT MONTREAL

UBISOFT SINGAPORE

UBISOFT ANNECY,

Linear Missions

Core Game

Villa

FRANCESlide8

What can be done:

To achieve our ambitious results?

Produce everything first pass?Slide9

Identify and focus your efforts on core of your game.

Have a Strong Documentation Structure

.

Use Play Testing and Data Tracking to validate designsSlide10

Keep the Design focused on

the right thingsSlide11

DECIDE WHAT GAME YOU ARE MAKINGSlide12

Identify your

Core Gameplay to create a

hierarchy

in your features:

Guaranties that you game is fun

Helps you realize

where you can cut

corners (and maintain quality)Slide13

Gameplay pillars

Used to create the challenge

Supporting

features

Give meaning and depth to your core

Exotic Features

Change the pace

FEATURE CATEGORIZATIONSlide14

The

road to hell is paved with

good intentions”

Keep perspective:

What is not part of the core shouldn’t overshadow what is.

HIERARCHY IN THE FEATURESSlide15

BE HONEST…Slide16

Navigation

Fight

THE GAMEPLAY PILLARS NEED TO BE ROCK SOLID

Social StealthSlide17

Fight – Based on Timing

Moves

Tools

AC2 GAMEPLAY PILLARS (1/3)

Enemies

AC2 Objective – Add Tactical choicesSlide18

Navigation: Focus on

Fluidity

AC2 GAMEPLAY PILLARS (2/3)Slide19

Social Stealth: Social Behaviour makes you invisible

AC2 GAMEPLAY PILLARS (3/3)

AC2 Objective: Crowd as a

gameplay

toolSlide20

AC1 Missions = Didn’t use Core

Gameplays

AC2 Secret Missions = Focus on Navigation

BUILD AROUND THE GAMEPLAY PILLARS

BORING

FUN!Slide21

Gameplay Pillars have the greatest impact

on your game.

Other features can have less polish.

But don’t cut them!Slide22

CASE

1

: ECONOMIC SYSTEM

Don’t

let satellite

features

interfere

with

the

core

of

your

game

.

Side

Features

should

highlights

your

strengths

, not

become

your

weakness

.Slide23

CASE

2: ASSASSINATIONS

Core to what Players expect from our game.

However assassinating is

not

a Gameplay!

It’s the end result of the Player using the core Gameplay within the confine of the fantasy.

Design Goal: No challenge to execute them

Remove needless frustration

Reward for the PlayerSlide24

Understanding what game you are creating is the cornerstone of a succesful production

However, how can you communicate it efficiently to your team?Slide25

Strong Documentation ProcessSlide26

WHY I THINK GAME DESIGN DOCUMENTS ARE GREAT

Force

you to

think

Keep tracks of what you have in mind

Limit

questions - people can focus on deliverables

It costs less to fail in documentation rather than in production.Slide27

PROGRAMMER APPROVED!

CREATE DOCUMENTATION THAT IS RELEVENT FOR PRODUCTIONSlide28

Loot

Description

Gameplay

Loop

 

On Spawn/

Despawn

 

Controls

 

AI reactions

 

Level Design implications

 

Sound/Music design

 

Camera

 

Player Feedback

 

Menu/Localisation

 

Save Games

 

Looting can be done on:

Dead bodies

Lootable

Objects (ex: Stationary Boats, Treasure chests, box, Final List TB D ASAP)

Big Treasure chest

Small Treasure chest

Covered boats / gondolas (player can't drive them)

 

Looting a body or an object takes [5] seconds.

The player can receive money and [keys] while looting. There's no need to loot a body twice to get both.

AC2 DOCUMENTSlide29

[

x

]

Identify Variables we need

in Data

Remove needless debates!

BRACKETSSlide30

Very Time

consuming

- 2

to 3 hours of

approval meetings per day

minimum

for 6 months.

- Documents were kept up-to-date until the very end.

NOT THE EASIEST ROAD

However, the people

Involved aren’t involved in

the creation of data: does

not affect production.Slide31

In 6 months:

200 Documents producedRework was kept to a minimum (only one feature received a 2.0 revision

Used by the Q/A team for testing the game, up until close to submission!

RESULTSSlide32

Validation through Playtests

Part 3Slide33
Slide34

WHAT WAS TRACKED

Quantitative

Data Tracking + Usability Reports

Provide concrete information

Orient the discussion on data instead of opinions.

Qualitative

Appreciation Reports

Give context to the data you collected

Most Important (for me)

Having both provide perspectiveSlide35

ADAPTED TO PROD CYCLE

2 major stages in Production:

Pre-Alpha

– Validate your Features.

Post-Alpha

– Smooth out the experience

. Slide36

CASE 1: NAVIGATION

Problematic:

Buildings went from 1-2 story high in AC1 to

3-4 in Venice.

Climbing felt slow and the players don’t use the Free Running as much as we’d like.

Are Layout changes between AC1 and AC2 going to bite us?Slide37

Player 12 rated this mission BORING

Player 13 rated this mission FUN

Playtests proved that more Navigation = More FunSlide38

…except if the Mission requires it…

P9

P10

P11

P12

P13

P14

P15

P16

M10 - Fun

5

Nil

4

Nil

5

4

5

5

… and that Mission was rated the most fun

No Use of Rooftops…Slide39

 

Overall

P9

P10

P11

P12

P13

P14

P15

P16

Overall Fun

5

2

3

3

5

4

5

4

Difficulty

2

4

2

3

2

3

3

3

Navigation

 

 

 

 

 

 

 

 

Ability to navigate his environment?

5

3

5

2

4

4

5

5

Casual

Hardcore

Note that it affected mostly ‘Casual’ PlayersSlide40

CASE 1: NAVIGATION

Don’t change the layout!

Hardcore Players didn’t appear to have problems

Our first city (Florence) had lower buildings, so once the Players reached Venice, they would be acclimated with the Free Running

Work on the Strong Climb

The Character could reach rooftops twice as fast then what Players experienced during early Playtesting – regaining the fluidity of the first title.Slide41

May 18

th

June 22

nd

Usage is in line with our expectations.

The players learn intuitively to use the Free Running and Climb and maximize the Navigation.

ResultsSlide42

Playtest 1

Playtest 4Slide43

CASE 2: BLEND

Problematic:

Players didn’t understand the Blend ability

This affected the difficulty and appreciation of several missions and was putting in question the notion of crowd groups.

Playtest 4:Slide44

Solution:

Change the controls – blend becomes automatic when walking in a group.

Playtest 10:

CASE 2: BLENDSlide45

Problematic:

Players complained about the lack of variety in the fight system – yet didn’t use all the moves…

CASE 3: FIGHT MOVESSlide46

We

even compared the Player’s behaviour with one of our Designer

Players

Designer

CASE 4: FIGHT MOVES

Result

:

no solution…

Slide47

Lesser focus on Data Tracking

No changes in the layouts possibleWe had to branch out to Post Launch Data Tracking one month before going in submissionCouldn’t afford the time to analyse the data

POST ALPHASlide48

AC2 production cycle = ZERO time to polish

Walkthrough for the main path only = 25 hours

Playtests

became the main tool to identify problematic areas in the walkthrough

POST ALPHASlide49

Playtest 15

Playtest 10

Playtest 5

41 Issues Flagged:

31 Minor

7 Major

3 Critical

30 Issues Flagged:

13 Minor

14 Major

3 Critical

RESULTS

2 Issues Flagged:

1 Minor

1 CriticalSlide50

Conclusion

Part 4Slide51

MISSION ACCOMPLISHED

Critically Acclaimed

91% on

Metacritic

Multiple Game of the Year Awards nominations and awards

Developer Awards, BAFTA, AIAS, New York Times, IGN,

Gamespot

, etc…

Commercially Successful

1st week sales 33% higher then AC1

8 million copies sold (sell-in)Slide52

When creating big budget games, mistakes can

prove extremely costly

Lead to lower quality

Create needless work

Lower morale

Designers

can

manage these risks by

:

Determining

what the core of

the

game experience

is

and

building

around

it

Providing teams

with solid documentation that fits with their production needs

CONCLUSIONSlide53

QUESTIONS?Slide54

THANKS!

Special thanks to:Charles Randall, Jeffrey Yohalem, Laura De Young,

Genevieve Laurendeau, Steven Masters, Philippe Therien.

Patrick.Plourde@ubisoft.com