We've just caught up with Assassin's Creed 2 creative director Patrice Désilets and had enough time in the sausage dodging schedule to ask him a few questions. Here goes.
Will the ending be easier to understand, because nobody really got the first one unless they read this incredibly popular Xbox World article?
Patrice Desilets: It's my first sequel and it's fun because we get to explain some stuff, so yes, we're going to explain more. Assassin's Creed II picks up where the first game left off - it's literally an hour after the ending scene in the first game. I don't want to spoil everything from the franchise, because it's a big story we want to tell.
AC needed a sequel to make sense. We're making sure the ending is not as obscure as the first game. It's something that we wanted to try - the game that never ends.
So with this big story to tell, is the plot for AC III already written?
Desilets: It's somewhere in my brain. You'll see with the PSP and DS versions, it's the same story and the same universe. We're not just building these games and hoping they work. We've thought it all out.
I think it's reductive to call it a trilogy these days. It's a brand, it's a universe we've built and we're using it in any medium we like. Even in film.
I have the universe in my head, and it's up to me to express that in all these different mediums. We can do so much more than only three games.
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How could motion control affect games like Assassins Creed?
Desilets: I have a problem with all this. For me, it's gimmicky. I don't know, I feel too old to get into all this. I feel weird in my living room waving my hands around. I'm just too much of a gamer, maybe. I just like to press buttons. But maybe it's the future, maybe I'm totally wrong.
You know, a lot of people finished Assassin's Creed. That must mean we have a good control system. It wasn't too tough. I think we got a good balance of control there. So I don't think about motion control. If it becomes the norm, I'll go there.
Motion control is billed as a way of making games simpler to control and to understand because pads are too complex. So are you saying it's more about the way people make their games' control systems?
Desilets: We sold nine million copies of AC on PS3, 360 and PC, so there are still a lot of people who can use a controller. So motion control means my mother can play, but so what? Don't get me wrong, I have a completely different view from the rest of the industry. Business is still good with the controller.
I've played Zelda on Wii and I had a problem waving my hand all the time. It was fun for half an hour, but not five hours at a time. That's my own disgruntled opinion, and if it switches, then I will change also, but I don't want to cross that bridge just yet.
You've already made one of the most top-end games of this generation. Do we need PS4 and Xbox 720 any time soon?
Desilets: Not yet. Let people buy their HD TVs. You know those little consoles still have a lot of power left in them, so not yet, we're not ready. Why not let this generation have a ten-year life?
It's so much easier - when you know the console, you can go beyond focusing on the technology of it. You can start thinking more about the story of your games and other things. It's great when you know the machine you're working on.
What about Assassin's II DLC?
Desilets: I'm not allowed to talk about that.
Okay. What about a demo?
Desilets: I don't think we're going to do a demo, I'd like to do a demo, but with the tight schedule we've got, it's not planned.