Allows For A More "Focused" And "Efficient" Production
While I'd love for Ubisoft to do a full-blown, laughably anachronistic Assassin's Creed 3, you can't fault their choice to annualize the series, especially when Brotherhood is the strongest title of the bunch with Revelations looking set to follow suit. Ubisoft appear pretty comfortable with the schedule, too, dubbing the annual cycle "ideal", as it promotes a more "focused" and "efficient" production, avoiding the pitfalls of three year, 180 staff-strong endeavors.
"Yeah, these games, the production cycle is less than a year, which actually for me is about ideal," reveals Falco Poiker, Revelations' mission designer at Ubisoft. "Most productions - real production is about that length, but because you have the previous game that's just finishing on production and you start the next game's production, there's this very quick ramp-up time where you're just swallowing resources saying, 'OK, let's make this team.'"
With the likes of Brotherhood and Revelations, where Ubisoft rely on existing tech and ideas, choosing to implement in very careful, precise ways with a far smaller team and shorter schedule, Poiker has found it a "luxury", as the team has no chance to start from scratch and must believe in their ideas from the get-go until release.
"Frequently those games will restart completely from the ground-up because they're like, 'We're not satisfied where we are.'", he went on to explain. "We don't have that luxury so the time actually kind of works in our favour. We go one direction and we go with it. If there are problems, oh well, we'll fix it along the way."
Assassin's Creed: Revelations is set for release next month in November. Personally, we can't wait to whip our hook-blades out and dive in. But what about you, Dealspwners? Has the annualized cycle of Assassin's Creed benefited the series, or not? [Eurogamer]