Episode Transcript
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0:01
I'm not pulling up my driveway. We all know
0:03
what that means. It's time for the drive to
0:05
work at Home Edition. So
0:07
today we're talking Assassin's Creed, and I had
0:09
the lead designer, Corey Owen with us to
0:11
talk all about it. Hey, Corey. Hey,
0:14
Mark. How's it going? Okay. So let's
0:16
go back to the very beginning. You
0:19
were told you were going to leave
0:21
the design for Assassin's Creed. What is the
0:23
first thing you did? Oh,
0:26
man. Assassin's Creed. The first thing I
0:29
did was look up how
0:31
many games came out since I
0:34
had last played in my childhood,
0:36
essentially. I last played around Assassin's
0:38
Creed Brotherhood, which I believe
0:40
was near the original trilogy.
0:43
And then since then, so many games have came out. And
0:46
there was so much more content to devour
0:48
and learn Absorb. So
0:51
did you play a lot of Assassin's Creed in preparation?
0:54
I did. I got like four
0:56
to six. I got a bunch
0:59
of different titles from
1:01
different eras to play a little bit
1:03
of. I think the games are
1:06
so expansive and so big that I didn't
1:08
finish all of them. I'm more like
1:10
I started each of them to explore
1:12
what was felt new, what was
1:14
fresh. The core of the mechanics were essentially played
1:18
them for a few hours each, and then started
1:20
doing other research as well after I felt like
1:22
I could take away what I thought the main
1:24
feel of the games were. Okay,
1:27
so when you and I have talked about
1:29
this and you broke down
1:32
the design into three qualities that you
1:34
thought were the essential qualities of Assassin's
1:36
Creed. So the three things you said that
1:38
Assassin's Creed are about assassins, about
1:41
history, and about movement or a parkour.
1:44
So we're gonna talk about each of the three of them today. So
1:46
let's start with the assassins because other
1:49
than Creed, what is Assassin's Creed about? Yeah,
1:52
I mean, Assassin's Creed at its
1:54
core is you play as assassins
1:56
throughout moments in time, and
1:58
you're doing a lot of stealth action. gameplay, you're
2:01
taking people out in a stealthy way or in
2:03
a front way, whatever
2:05
style you want. But in every game,
2:07
you're playing as a different character who
2:09
is part of this secret order of
2:11
assassins against a different secret order often.
2:14
So hey, the game's
2:17
about assassinations. We have assassins in magic,
2:19
so we know what we think they
2:22
do in magic, typically destroying creatures. Yeah,
2:26
I guess that's where we're headed. Okay,
2:29
so you knew you wanted to capture assassins. So
2:31
right, the first thing you looked at was assassin
2:33
typals. So how did you approach
2:35
assassin typal? Yeah, I
2:37
mean, it's tricky. So when I got the file
2:40
handed to me, there was a little
2:42
bit of like a provision work where
2:45
there was a small team that
2:47
worked on a small sprint to
2:49
explore what colors things could
2:51
be and if it could match up
2:53
to a set well, and it was
2:56
so interesting. They said, Okay, this is
2:58
Assassin's Creed. The assassins are red, black
3:00
protagonists and the the antagonist
3:02
will be that the templars which are
3:04
like a blue, white antagonist. And so
3:06
the first thing that I sat down
3:09
with is looking at all these assassins
3:11
and thinking about assassin typal and thinking
3:13
about what colors they would go into
3:15
and trying to figure out where the
3:17
different spread of protagonists and main characters
3:19
would go towards and would they funnel
3:21
in red, black or not? I think
3:23
I ended up mostly like
3:26
some of your like assassins assassins
3:28
your assassins that really care about
3:30
assassins will will be
3:32
in the Mardu colors. I do
3:34
have a red, black card that
3:36
does very straightforward like give
3:38
your assassins plus two plus so. So there
3:41
is a you know, yes, red, black,
3:43
that's the assassin assassin. There's also blue, black
3:45
cards that care for assassins matter. There's
3:47
a whole mechanic that cares a little bit
3:49
about assassins. There's a Mardu legend that
3:51
cares about assassins matter. But more than that,
3:54
there are legends in all colors and
3:56
a bunch of multi color legends that are
3:58
assassins. So not Not everything is Assassin's
4:00
Matter, but certainly the red-black stuff leans that
4:02
way a lot. Okay,
4:05
so, I mean,
4:08
the one thing historically, whenever you're playing in type 1, you
4:10
have to look historically at what it is, and Assassins
4:12
are pretty heavy black, right? There's not a
4:14
lot of Assassins historically that are outside of
4:16
black. Oh, no,
4:19
there's very, very few Assassins in Magic
4:21
the Gathering that aren't black, and the
4:23
ones, like, there's some red ones, there
4:25
really are, but they're like, memes, almost,
4:28
or they're just very goofy cards
4:31
with loose mechanical relevance. Even
4:33
that, the black Assassins are like Royal
4:36
Assassins, which is a card that taps
4:38
to destroy a tapped creature. There's
4:41
just a bunch of Assassins that are disconnected,
4:43
destroying stuff. They don't have synergy with each
4:45
other in current Magic. So
4:48
this is more fabricating an
4:50
Assassin's strategy for
4:53
a larger format, like Commander Omos for the
4:55
cards, and we do have to care about
4:57
Assassins. And there was
4:59
also a point where I was quite
5:01
happy to see Outlaws of Thunder Junction,
5:03
one of the sets in the same
5:06
year, create their mechanic, the Outlaw mechanic,
5:08
which is a batching of several types,
5:10
including Assassins. So they would generate some
5:13
Assassin's Matter cards as
5:15
a collateral and make some Assassins along
5:17
the way. And in
5:19
addition to that, Murders
5:21
of Markov Manor, hold
5:25
on, is it Karloff? Sorry. Murders
5:27
of Karlov Manor. Murders of Karlov
5:29
Manor was set on a Ravnica, and
5:31
there was a bunch of detectives and
5:33
killings going on. So I
5:35
knew they would have a little of Assassin,
5:37
and actually towards the end of that design
5:40
team, towards the end of that design
5:45
sprint, I had put
5:47
in some notes to try to get some
5:49
of their cards turned into Assassins because
5:52
I wanted a little bit more back support for
5:55
Assassin's Creed. Another thing
5:58
that happened is that Kind
8:00
of the conceit of the game is
8:02
that you're using some sort of mod
8:04
like you are actually playing as a
8:07
character in the modern day Who is
8:09
using a piece of technology to revisit
8:11
the memories of assassins? So when you're
8:13
playing as assassin You're actually playing as
8:15
a character who is reliving the memories
8:18
of assassin and kind of touring that
8:20
old historical world and every game Has
8:22
a different historical setting whether it be
8:24
Renaissance Italy or colonial America or? Like
8:28
a Greco-Roman and Greece kind of
8:30
adventure or an Egyptian adventure They
8:33
all kind of tour these different historical areas and
8:35
what you'll find is a lot of the sausage
8:38
green fan base Even
8:40
if you don't like the assassins or
8:42
you don't like the through-line narrative throughout
8:45
the games there's so much love
8:47
and focus on this like enjoyment
8:49
of playing in these
8:52
Historically recreated areas it's like I'm using
8:54
Greece as a playground Renaissance. It is
8:57
my prey playground. I'm running around it
8:59
I'm hiding among it. I'm within the
9:01
people This is the
9:03
architecture. I want to see that that reminds me of
9:06
that kind of historical era So
9:08
history is such a huge theme in the narrative
9:10
But also if you if you don't care about
9:12
the narrative at all, it is such a draw
9:14
to so many players I believe
9:16
there are some games that even have certain
9:18
modes or a DLC That's just
9:21
lets you explore the area. There's no combat. No
9:23
fights or whatever. It's almost like a museum mode
9:26
I believe that is true. I could be wrong. So
9:28
please don't hurt me internet But
9:30
regardless history is huge history is a huge
9:32
huge factor in this game for so many
9:34
reasons and they Ubisoft really tries far
9:37
to Make
9:39
sure they approach history respectfully from their
9:41
end and Get it
9:43
corrects even though that you know, they're gonna interpret
9:46
stuff differently. It's not like these assassins really existed
9:49
But I'm talking to them they do try Yeah,
9:55
the interesting thing to me is that uh
9:58
trying to solve the problem you hit about with
16:00
their execution. Yeah, Doctor Who
16:02
shows historical figures on cards, but doesn't
16:04
make historical figures creature. There's no legendary
16:06
creatures that are historical figures. And
16:10
yeah, I was a fan
16:12
of it. I mean, I think we drew some
16:14
lines. I think all these characters are
16:16
in the ancient past
16:18
and mostly characters that
16:20
people generally like. So
16:23
anyway, okay, that is history. Now
16:26
let's get to the third component that
16:28
we just don't talk about enough in magic, parkour
16:30
or flash movement. So why is
16:32
that important? Yeah, I
16:34
mean, and this goes towards why I
16:36
think playing, refreshing, at least
16:39
refreshing my memory on playing these games was
16:41
so important. Like I can read a million
16:43
Wiki pages on the lore of these characters,
16:46
but when you sit down and you play a
16:48
lot of these games, especially in the earlier games,
16:51
you'll notice how much of the core
16:53
experience of this sell batch in adventure
16:55
RPG is moving
16:58
around, parkouring off of
17:00
walls, up ceilings, pass throughs,
17:03
between alleys, evading guards, just
17:06
hiring mercenaries to distract. There's
17:08
so much movement and evasion
17:10
and exploration, especially within these
17:13
games, that
17:16
I believe is like a huge reason why
17:18
the franchise took off to begin
17:20
with. And
17:23
I knew it was really important to capture that. And
17:25
it's such a difference in making a video
17:27
game-based universe with the beyond set, where you
17:29
really have to step back and think about
17:32
what is the core gameplay of the game
17:34
and how are we expressing that? So I
17:36
knew I needed something that felt like you
17:39
were moving or kind of represented movement in
17:41
a sense that was apart
17:43
from just like, oh, hey, every card in
17:45
the set has an evasive ability. Like, is
17:47
that gonna cut it or should
17:49
we try something else?
17:52
And I also really needed a
17:54
good, flavorful kind of, thing
17:58
to do on instance and source trees. What were the... Obviously
28:00
we took notes. A lot of the card
28:02
names for free running cards will reference stuff that
28:04
happens in many of the games. And there are
28:07
some cards throughout
28:09
the set that might also reference certain
28:11
mechanics or narrative conceits. Okay,
28:14
well, we're almost out of time today. So any
28:17
final thoughts on the making of Assassin's
28:19
Creed, now that your
28:21
baby's finally gonna come out? My
28:23
baby's finally gonna come out. I'll
28:26
say that something we didn't reference.
28:28
This is our first set that, maybe
28:30
not the first. This is a set that
28:33
has no draftable game experience or no draft.
28:35
It's kind of a standalone set. We
28:38
approach the set with a big thought
28:41
of, let's experiment with this. If we have
28:43
a set that's not optimized for draft, how
28:45
can we optimize it for opening a booster
28:47
and having a lot of fun and telling
28:49
a story, being very evocative? So I hope
28:53
that really translates well. It's
28:55
a very interesting product. I'm really proud of a lot of the cards. So
28:58
I hope people enjoy it. Okay, well, thank
29:00
you so much for being with us today, Carter, and talking with
29:02
us. Thank you so much,
29:04
Mark, appreciate it. But to everybody else, I'm at my
29:06
desk, so we don't know what that means. It means
29:08
it's the end of my drive to work. So instead
29:10
of talking magic, it's time for me to be making
29:12
magic. I'll see you all next time. Bye-bye.
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