On paper, Assassin’s Creed III looked like the best in the
franchise by far. It had a complex narrative, sympathetic villains, vibrant
visuals and unfamiliar take on a familiar and extremely popular time period. It
introduced a whole new dimension to the franchise through naval combat and
fleshed-out the less urban parts of the game world.
Yet,
despite it all, Assassin’s Creed III is considered one of the weaker titles in
the franchise by fans and for good reason too. Assassin’s Creed 3 suffers from a figurative
“death by a thousand cuts”: the game’s lack of polish, basic design flaws, and
rather bland protagonist slowly add up and make the game progressively more
tedious until playing it almost becomes a chore.
Now before moving on I’d like to
state that AC: III had, hands down, the best writing in the series. Though
advertised as a chest-thumping, stereotypically patriotic take on the American
Revolutionary War ala The Patriot,
the game itself didn’t shy away from showing the atrocities committed by both
sides. Even the Templars, the “big bad
guys” of the series, are portrayed as flawed visionaries who adopt deplorable
means to achieve noble goals – a far cry from their self-indulgent, decadent
Renaissance counterparts. The game even lets one play as a Templar for the
first few segments of the game, in one of the best thought out twists in the
franchise, letting the players experience firsthand just how similar the
Templars and Assassins are to one another.
For any other, non-video game media
this would have been enough. The sheer moral ambiguity and complexity of the
story would have been sufficient in drawing in, and maintaining, the audience’s
attention. Yet video games operate on a slightly separate principle. As Jeremy
Bernstein, famous screenwriter and game designer, mentioned in one of his key
note speeches during GDC 2014, gamers remember characters more than the plot
itself. And no character gets more screen-time in a video game than the player
character itself (barring some very specific exceptions). To get the most out
of a player character the game must establish three fundamental unities between
the target audience and their in-game avatar: unity of trait, purpose and
action.
Unfortunately this is where the cracks
start showing. As a player character, Connor isn’t very interesting. Now this isn’t very uncommon, and a lot of
games actually utilize this lack of intriguing characterization to create a
“blank slate character” – one where the user can imprint his/her own traits
onto a playable avatar to increase immersion.
However, Connor is most definitely
not a blank-slate character and attempting to impose the player’s own
motivations and traits onto him backfire for two major reasons. Firstly, Connor
is significantly less savvy than most gamers.
And, more importantly, Connor is significantly less savvy than the game
requires him to be.
Understand, now, that a character
with a strict black and white outlook on morality isn’t necessarily a bad thing.
In fact, in a game where much of the story is pushed forward by moral ambiguity
an unflinchingly lawful character is particularly welcome. The basic problem
with Connor being in the story is that his morality shatters whatever sense of
freedom and non-linearity Assassin’s Creed III tried conveying with its
masterful world building.
You have this incredible story
where the player is forced to consider the justifications for some truly, truly
heinous activities. You have this narrative that makes clear that it’s not
about the “bad guys” vs. the “good guys”. It’s about flawed people trying and
failing spectacularly at coming to a consensus for the betterment of all
parties involved. Yet, even though the
player is moved by the sincere good intentions of many of his enemies, Connor
remains unfazed. His course of action remains unrelentingly straightforward
and, expectedly, causes more harm than good. Unity of action between the player
and Connor is thus destroyed.
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Obligatory "Where is Charles Lee" meme |
It is as if the player is teased
with an amazing slice of narrative pie, yet is able to devour only a small
piece of it before it falls apart. Assassin’s Creed III is a rare instance
where either more characterization or less characterization of the main player
character would have both been better than the intermediary players
experienced.
This is not, however, a criticism
to the linear nature of the game. Indeed every single game in the franchise had
mostly linear outcomes, with optional “full sync” objectives there to enforce
extra linearity. The criticism lies in
the game’s failure to establish unity of purpose between Connor and the player
as well as its unsuccessful attempts at maintaining the illusion of free choice.
Both these issues, however, can be
tracked down to the tragic nature of the game itself. Whereas Altair and Ezio,
from AC I and II respectively, had mostly happy endings (give or take),
Connor’s narrative ends in tragedy. Of course Connor survives mission after
mission to fight another day, but if there’s one thing that AC III teaches you,
it’s that survival does not equal to victory. Almost every plot arch ends with
a sense of disappointment at best or outright defeat at worst, and even the few
victories Connor gets ultimately contribute to the destruction of everything he
cherished. And, for most of these cases, the fault lies more with Connor and
his rash, naïve, and compulsive actions than it does with those who oppose him.
In fact, Connor’s entire life mission was based upon a single misunderstanding
he had when he was a child. And his actions against those who he thought
wronged him end up aiding the people who were actually responsible.
Now video game tragedies are hard
to pull off but not impossible. They are tricky to do because on the surface
they are contradictory to the basic concept of a video game. At its core, a game must make gives it player
a sense of accomplishment for playing it. It must provide them with a sense of
advancement, or, at least, an illusion of advancement to keep them engaged;
victory and success are often key components in achieving this. Tragedies
operate by highlighting suffering and evoking catharsis amidst its audience;
defeat and loss are frequently used tropes in this medium. To combine the two
is to merge victory and defeat while maintaining enough intrigue to keep the
players, well, playing.
Some of the best video game
tragedies make the player character’s ultimate victory and defeat mutually
inclusive. A good example is any game
whose underlying plot revolves around a quest for answers. The hero succeeds in
gaining his answers, thus achieving victory; however these answers contribute
to his downfall or to the shattering of his entire world (mostly metaphorically
though literal examples do exist).
Assassin’s Creed III also had an
underlying quest for answers for most of the game. However, this gets
downplayed as the game goes on until it becomes clear that the answers don’t
matter to Connor. He does what he does fully knowing it won’t get him what he
wants. Connor’s insistence on serving “justice” ultimately undermines whatever
practicality his initial vendetta had in the first place. In fact, Connor undergoes negative character
development towards the end of the game.
Negative character development,
however, is also not a bad thing. Showing how a person, despite all his
efforts, fails at changing both himself and the world around him can be
heartbreaking. Connor’s story should have been heartbreaking. Here’s a person
who had to grow up with the emotional damage of watching his mother burn to
death in front of him while he was powerless to save her. As an adult his quest
for vengeance against his mother’s murderers ultimately ends up assisting his
mother’s murderers while misunderstanding after misunderstanding leads to the
death of his own father. Yet the players just can’t relate with his tragedy
because of the complete lack of emotions on Connor’s part.
I understand that one of Connor’s
defining traits is that he is stoic. However, this game would have worked out
better had Connor been just a tad more emotional. His lack of emotion, in fact,
fails to establish unity of trait between him and the players.
With none of the three unities
established between the player and Connor it becomes clear why he was so badly
received by the fandom. But even then
there are more factors that affect a game’s relative success than the player
character. After all, there have been more than a few games that have gotten
away with having subpar PCs.
Let us once again take a look at
some of the game’s stronger bits: naval combat, relatable NPCs and, this may
come as a surprise to some, the homestead missions. We have already discussed
how Connor’s lack of proper emotional responses wastes the potential of these
brilliantly designed NPCs, but what about the game mechanic that was so
well-received it completely dictated the direction AC III’s sequel would take?
Sailing the high seas amidst a
massive storm while canon and mortar shots rain all around you is not an
experience too many video games provide. And Assassin’s Creed III managed to
reach that equilibrium between realistic sailing and fun naval combat. However
in the game’s main storyline, naval combat is massively underutilized! There
are less than a handful main quests that involve naval combat with the lion’s
share of maritime merriment reduced to side quests. Treating one of the most
innovative mechanics in the franchise as a mere curio and side-quest fodder is
a grave design flaw, especially when the rest of the game already suffers from
general blandness.
And then there are the homestead
missions –an upgrade to Assassin Creed II’s Monteriggioni Villa that lets
players interact with all the people whose livelihoods are improved as a direct
result of the players’ actions. There were some scenarios that genuinely gave
me a sense of accomplishment. Yet again, like the naval missions, these too
feel underutilized for the sheer fact that they add almost nothing to the main
story or quests. The payoff to doing these homestead missions comes more from catharsis
and than any overly useful in-game rewards. Sure, there are recipes you can
unlock, craft, and trade for some extra dough but it’s just so unnecessarily
convoluted that it just isn’t worth it in the long run.
Finally there’s the issue of
polish. No game is perfect, that much is clear. And there will always be
bugs. But quite a few of AC III’s issues
come from basic design flaws. It’s almost as if some of the minor design
decisions were thrown in without consideration. An example of this can be found
in the Viewpoints, a series staple since its conception. Previously they were
limited to triangular wooden ledges which jut out of the taller structures in
any city. This, of course, had the effect of having wooden triangles sticking
out of places they really had no business being in. AC:III solution to
maintaining the architectural integrity of these structures, however, was much
worse.
Instead of a ledge or wooden
triangle, the view points were located at the apex of the structures. Connor
would have to climb to the very top of every tower or church steeple he
encountered and awkwardly balance, pseudo-symbolically, to reveal the
surrounding area on the mini-map. Some
of these balancing acts at least look somewhat possible: others, not so much.
Seeing Connor levitate above a
weathervane once or twice can be excused. But the sheer number of times this
happens makes it a fundamental design flaw. It’s one of those minor things that
really start adding up to break the immersion.
It becomes a nuisance. And the fact that this was a conscious design decision
instead of just a bug makes it worse.
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Not pictured: Physics |
Another big example of the lack of
polish comes from a majority of the non-naval and non-homestead side
quests. Most of them feel like simple
fetch quests when they had the potential to be so much more. The frontiersmen
quests where the player has to track down and debunk some urban legends could
have been perfectly done as a sort of fact finding/treasure hunting mini game
with a few horror elements thrown in. Instead they involve the players simply
moving from point A to point B for the most part. It seems as though they were
thrown in just to flesh out the otherwise drab “open-world” frontier segments.
Speaking of horror elements, one place
where players didn’t want or expect claustrophobia and creepy moaning to show
up was in AC: III’s fast travel mechanic. Now, the entire concept of “fast
travel” exists to reduce frustration on the part of players by giving them the
option to avoid unnecessarily long commutes between objectives, should they
want to use it. The fast-travel system
in AC:III, however, includes quite a bit of unnecessary commute before being
able to use this convenience. The tunnel
network was obviously included to add depth and immersion, and the first few
times you use its actually pretty cool. But the novelty quickly wears off as
navigating the dark labyrinth becomes more of an inconvenience than simply walking
to the next main quest marker.
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Follow the rats. |
In conclusion, a lot of Assassin
Creed III’s problems come from trying too hard. Understandably, Ezio Auditore was
a really tough act to follow up on. And it may have led developers to over
compensate on some of the aspects mentioned above. The game had many innovative
ideas that would have revitalized the franchise. But unfortunately, the game
had too many of them. There was a distinct lack of focus overall and this lack
of focus also contributed to the overall lack of polish. Fortunately, many of
the more successful mechanics were carried over to the sequel where they fit in
better. And, as Assassin Creed IV’s Edward Kenway proved, the complexity of a
character’s background and motives is not what solely decides how well they are
received. There must be unity between the player and his/her avatar. Let us
hope that Assassin’s Creed Unity lives up to its name by establishing that
essential unity.
Works Cited
Bernstein, Jeremy. "Characterization, Purpose and Action: Creating Strong Video Game Characters." GDC 2014. San Francisco. Speech.