Ben Hall, the world director for Assassin’s Creed Odyssey, has recently shed light on a significant challenge that Ubisoft faces during the development of the franchise. The complexity of crafting immersive historical worlds is a key aspect of the series’ allure.
Players are drawn into meticulously designed landscapes that transport them to different eras, and even the less favored titles receive appreciation for their captivating environments. Each installment sparks discussions among fans about their favorite locations and settings they wish to explore in future games.
One beloved entry in the series is Assassin’s Creed IV: Black Flag, released in 2013. Hall discussed in an interview with Edge Magazine the specific challenge of integrating verticality in settings like Ancient Greece, which lacks prominent tall structures.
He emphasized that “verticality is really important,” describing the gameplay as engaging players in climbing and navigating through varied landscapes. In contrast to the rich verticality of cities like Victorian London depicted in Assassin’s Creed Syndicate, Odyssey presented a different set of obstacles.
Hall noted that the smaller buildings in Ancient Greece made it more difficult to create the usual sense of elevation and exploration associated with the series. To address this, Hall and his team took innovative approaches, such as designing large statues rooted in mythological or historical accuracy.
These towering figures not only served as awe-inspiring landmarks but also encouraged players to explore the environment, offering moments of vertical gameplay while pursuing main quests. As the franchise continues to evolve, each title will grapple with the unique challenges posed by its setting.
While specific games may find it easier to incorporate verticality, the essence of the series relies on balancing exploration and heritage. Although whispers of a Black Flag remake circulate, the series remains committed to delivering dynamic worlds and engaging gameplay experiences.