At first, no one present believed it.
The Assassin's Creed series had always been designed to showcase the standardized, industrialized ga developnt process.
The very first ga involved collaboration between over a thousand developers from various companies, each with different responsibilities. It taught the industry how to maximize the efficiency of every role within a large-scale production system.
The ti saved was originally ant to be reinvested into exploring how to create more fun in gas.
But most comrcial studios only took the first half of that lesson—how to make formulaic gas more efficiently—and completely ignored the second half.
Instead of using that extra ti to innovate, they pressured developers to churn out more and more of the sa type of ga.
Honestly, it was boring.
Still, this process did raise the overall standard of developers in the industry. With experience in streamlined developnt pipelines, many of these devs could go independent with a small team and still produce impressive results.
...
Big studios preferred to play it safe by releasing formulaic content.
Smaller teams focused on creating more interesting ideas, which in turn pushed big companies to catch up, for fear of falling behind.
It beca a sort of positive feedback loop.
So now, when soone claid that Assassin's Creed—the poster child of industrialized developnt—had undergone a major leap forward, no one really bought it.
There was no reason for Assassin's Creed to change.
It already had a stable fanbase, and Takayuki himself had once said the series could remain unchanged for at least four installnts.
Gastar Electronic Entertainnt hadn't even promoted the ga heavily before launch—the sales were driven purely by the company's reputation and the loyalty of Assassin's Creed fans.
As for these devs, they didn't care for formulaic gas anymore. They felt they had standards now and should be studying more aningful works.
So, with skepticism in their hearts, they opened Assassin's Creed: Revelations at the insistence of their tired colleague, just to humor him.
Truthfully, the ga wasn't drastically different from previous entries.
The chanics had been expanded a bit, but not by much.
But what caught them off guard was an unpredictable randomness—sothing they couldn't quite explain—that added layers of unexpected richness to otherwise simple gaplay.
One mont, you'd et a chatty passerby recomnding you go fishing. On the way, you'd get caught up in a scuffle with violent enforcers. Then, with a bounty on your head, you'd flee the city... and still go fishing.
The stories were weird, absurd even, but sohow made sense in their own way.
And there were so many of them. Overflowing, really.
It felt like no matter how long you played, the ga would always have sothing new.
The main storyline remained intact, but surprisingly, it began to feel secondary. The people and events you encountered along the way beca the true highlights.
"So? Isn't it just like I said? This Assassin's Creed—no, this ga—is completely different from everything we've played before."
"Yeah... it's definitely different," soone finally admitted.
Then soone else added, "Have you noticed? The stories barely repeat. Unless you follow an NPC around for over half an hour, you won't hear the sa voice lines or see the sa actions. And the whole ga is just 30-sothing gigabytes."
"Exactly! If the content is really this deep, the ga should be way bigger!"
"What if... we break open the ga files?"
Their eyes lit up with curiosity.
"Let's do it. Let's dissect the ga files."
"Yeah! Maybe we'll find sothing in there."
They imdiately got to work.
Just then, their departnt head walked through the door.
He'd been out drinking and singing karaoke the night before—a classic night out in Japanese work culture.
Still groggy, he noticed a group huddled around a few computers.
He blinked and grumbled, "What are you guys doing? Why aren't you at your desks? Just because the CEO gave us more developnt ti doesn't an you can slack off!"
"Ah, boss—we're not slacking. We're analyzing the Assassin's Creed ga data."
"Huh? What?"
They eagerly began explaining what they had found.
As the departnt head gradually sobered up, he asked, "You're saying Revelations uses tech we haven't seen before?"
"Yes. We don't know how they did it, but sohow they packed a ton of dynamic content into a relatively small ga file."
"So kind of advanced compression? Like what Sekiro used?"
At launch, Sekiro: Shadows Die Twice had only been about 20 GB, yet it offered rich environnts, deep combat, and compelling storylines—highly praised by players and devs alike.
Suri Electronics had even held an internal tech session to study its structure.
"No, this is different. It's sothing else entirely. We haven't figured it out yet, which is why we're looking into it."
The departnt head nodded, satisfied. "Good. I'm glad to see you actually took my suggestion seriously and played the ga. Honestly, I expected all of you to go out drinking instead."
The room fell silent.
Awkward laughter broke out.
Most of them had gone drinking.
If not for a few colleagues who had genuinely played the ga and shared their experience the next morning, none of them would've realized just how different this Assassin's Creed really was.
Now, they were just glad they didn't miss it.
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