Posts tagged: mechanic

Drama ex Machina: The Desperation Meter

Altair - Assassin's CreedThis post is a speculative solution to a problem I noticed in Assassin’s Creed, both I and II, but could equally be used in other vaguely similar games.  Firstly, let me outline the problem as I see it, and then describe my mechanical solution.

I loved both Assassin’s Creed games, the first was a revelation, and the second made the first look like a tech demonstration.  However, there was a basic problem for me: it was too easy.  Both Ezio and Altair were far too strong, essentially able to ignore the sneaking and barrel headlong into any number of guards with a reasonable expectation of survival.  In AC2 it was even worse because arguably the most efficient method of dealing with an enemy would be to go in unarmed and use the disarm/kill combo to insta-gib the baddies.  In either case, armed with the longsword, both assassins could simply back up to a wall and deal with the enemies one by one.

This broke the fiction for me, as my concept of an assassin is a killer who doesn’t ever fight, let alone face off with heavily armed and armoured troops.  Assassins come in the night, and their victims die without ever seeing them.  Perhaps like in the Hitman series, the assassin isn’t even there when the victim is killed; instead a series of traps are laid and the killing might seem accidental.  The cost for this is that assassins must travel light, to go unnoticed they must blend in and disappear.  They cannot carry heavy weapons, wear armour etc.  Their economy of power, if you like, is squarely situated in the surprise attack, not in battle prowess.  If Altair/Ezio were a unit in an RTS, they would be clearly over-powered.  They should be like a rogue or thief in RPGs: deadly from behind but unable to take much of a direct attack. Read more »

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