Ubisoft recently revealed that non-playable characters in Assassin’s Creed: Origins can get stressed, which is one of the elements that contributes to emergent gameplay.

Speaking to Loomer at PAX West 2017, game director Ashraf Ismail shared an excerpt of Ubisoft’s vertical slice playthrough to illustrate Assassin’s Creed: Origins’s emergent gameplay, which changed the player’s approach to a quest. An assassination quest tasked a player to kill a commander who roams the land at daytime and stays inside a fort at night. While the player was searching for the commander, a band of rebels stormed the fort, causing the troops to raise an alarm that woke up all forces, including the commander.

“The fight ends,” said Ismail. “Some die, some escape. Instead of going right back to sleep, the idea is that he’s [the commander] carrying a lot of stress at this point. The AI carries stress. The idea is he cannot go back to sleep so he starts kind of roaming his own fort and he goes to one of the towers and it looks like he’s really doing a lookout. And it was just this moment where it’s like these guys are really living.” Ismail said the unplanned sequence enabled the player to easily finish the assassination quest by landing a sniper bow headshot on the stressed commander.

Ismail shared another excerpt that shows the game’s emergent systems. “I’ve seen people tame a hippo, light it on fire, and send it into a fort.”

Assassin’s Creed: Origins is an exploration-focused title that has a quest-based system where players can jump from one mission to another at any time. The large open-world is populated by non-playable characters that have their own agendas and daily routine based on the game’s day and night cycle.

Assassin’s Creed: Origins launches on October 27, 2017 for PC, PlayStation 4, and Xbox One. Ubisoft has ruled out a Nintendo Switch release.

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