It has become necessary to ask about the prevalence of assassination in a series called Assassin's Creed. Ubisoft's massive franchise has grown to encompass different developers, protagonists, historical contexts, and design ideals. The central thrust of the hidden blade has been obscured by an ever-growing stack of systems, plots and economies, some of which suit the business of killing – and some that allow you to manufacture and sell barrels.
"Yes, we are a pirate game, and we advertise ourselves as a pirate game. It's even in our title," says Ashraf Ismail, Game Director at Ubisoft Montreal forAssassin's Creed 4: Black Flag. "But it's an Assassin's Creed game, and this is very important, because this is how we're able to build a pirate game. We have this really solid foundation that is the core and the heart of the experience. The story is about a guy who is an assassin and the conflict he goes through to become this guy. We actually have more assassinations than AC1 had."
Following a presentation at Ubi's offices in San Francisco, Ismail explains the "older philosophy" of Assassin's Creed as an important consideration for Black Flag, even if its appearance suggests otherwise. "This is something we did learn, we do listen to our fans a lot," Ismail says. "We know that in AC3 there was a lot more handholding done, and we do want to go back to an older philosophy where we just present you with a simple objective and we let you choose the gameplay you want."
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