"We're pushing boundaries here."
Ubisoft Montreal's lead designer Steve Gilles is no stranger to genre defining features; he was the one that implemented Splinter Cell's shadow hiding system.
"For Assassin's Creed, we've implemented a 'Trespasser System'. It's literally criminal trespassing as a game system. You can go into cordoned off areas and it completely flips the script. All of a sudden, you're this voyeur into another person's world, another caste's lifestyle, a completely different culture. Now, everyone is on the lookout for you: the guards will chase you down, the women will clutch at their pearls and scream. It's completely systemic. The individual personalities of every person, or at least, occupation of person, will react completely differently to the player than they would just walking down the street."
It sounds revolutionary, and it is.
" See," Gilles continues, "take this scene for example. The player is walking down the street and this woman in a dress here, she doesn't even look at you. Doesn't pay you any mind. 'it's just another poor person in the street,' she's thinking. Now watch this..."
Gilles moves his assassin into a house and immediately the woman inside starts screaming. She runs out the door and the alerted guards pour in and begin attacking the assassin.
"None of this is scripted, it's just a natural extension of the personalities of the characters. Now watch this..."
Gilles kills all of the guards with a visceral moveset, blood splashes across every wall. Of course, none gets on our pristinely decked out hero. Gotta keep looking fresh!
"Now as I exit the house, look at this -- none of the villagers around scream, none of them freak out. Just look at that! It's like they think you're exiting your own house. The woman inside called me a "filthy dog"...a real classist insult, but these people say nothing. That moment, that's the flash point. The gamer is going to think: 'why aren't these people reacting like the woman inside? Ohhhhh it's because they don't think I'm trespassing. They think I'm exiting my own house.' See, the gamer is going to start questioning these concepts of ownership and class and power structures."
Gilles continues down the street, climbs up a building and continues along the roof.
"And that's really the point: to get gamers to feel outside their comfort zone. To really think about the concept of ownership and trespassing. What does ownership mean in a society that has looser authority structures? What is the entanglement of consent and personal space? Can one own a space? Why do people let authority figures in when they feel their consent has been violated, but these are the same authority figures they wouldn't let in when that consent hasn't been?"
"We're tackling the big questions here. It's time for games to grow up."
And grow up they have. The new specular shine maps on the water alone show how far we've come.
"If I can influence even one player to think about these things, I've done my job. Sometimes you have to give them a little push though. We've outlined the trespassing spaces in red on the minimap. We feel this is just enough of a clue to get gamers to think more specifically about what they are doing."
And we can't wait to be doing it. The new Assassin's Creed launches in November and we'll be first in line to give you unbiased review of this groundbreaking new title.