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Assassin's Creed Brotherhood: How multiplayer was made

Ubisoft's Arnaud Mametz on building a game like no other...

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"Some things can still be improved - the explanations of the stun rules, for example - but I feel that what we've done is a great first step."

"I think that the huge amount of playtests we've done through the entire development process helped us to better understand the expectation of players on what the spirit of an Assassin's Creed multiplayer game should be. I still play the final game a lot against real players and I think that it looks quite close to what we had in mind from the beginning. It's so cool to see what was a crazy idea become a game players enjoy.

"With both Splinter Cell and Assassin's Creed, we worked on an online variation of a huge franchise," Arnaud concludes. "In both cases, we had the chance to create something fresh and something different. Splinter Cell was such good training for us, even if we didn't even realise it. And looking ahead, just like Splinter Cell, lots of things can be enhanced - from the core game to the game modes.

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"Lots of things can and will be improved through patches and title updates. We're really thinking about support over long-term. We can improve the scoring system, and we can definitely improve the stun system too..."

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