Was Assassin's Creed Ever NOT "For Casuals?"

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kommando367

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Yes. Assassin's Creed has always been a relatively easy game series and thus better suited to those who casually play games.
I haven't played Unity, but I played almost every AC game before that and I'm going to rate the difficulty in order from
easiest to hardest.

AC:B - one hit kills all day every day
AC1 - spam counter button to win
AC:R - bombs are added, but janissaries add a slight difficulty curve
AC3 - less health and more enemy variety to mix up encounters and make them trickier
AC2 - Brutes made fights much trickier and you didn't have the equipment to kill more than one of them easily without stealth. Timed platforming bits were also challenging.
AC4: Legendary ships are 3x-5x more difficult than anything else in the game without abusing a certain glitch and that difficulty spike can take a while to get used to.
 

CrazyBlaze

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nomotog said:
Well it has been over 6 games now. You think they could take off the training wheels. Maybe? I mean do we always need a tutorial on how to use stores in every game, or do you think they trust us that we know how to shop by now. The real problem is how the real game kind of has to wait till after it re-teaches everything it told you last year. It's not horrible, but it dose delay playing the fun part farther and farther back. It gets a little worse in each game because they keep adding things too. (This isn't really an AC only problem though.)

The worst was AC III. It wasn't until like half way through that it stopped feeling like a tutorial. At least ACIV kept it relatively short and simple. I mean for the series. It made sense in ACII when the shops and stuff were new and they wanted people to realize what they were but now they don't really serve a purpose.
 

The Random Critic

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While there are alot of approaches in solving a assassination mission in almost all the AC games (Expect 3, didn't play it yet)

The mini-maps, the lackluster enemies behavior, and the consequences of begin caught and getting away with it made the game stupidly easy. Which, in other words, is a fairly causal game.

I like it though
 

Elijin

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nomotog said:
Well it has been over 6 games now. You think they could take off the training wheels. Maybe? I mean do we always need a tutorial on how to use stores in every game, or do you think they trust us that we know how to shop by now. The real problem is how the real game kind of has to wait till after it re-teaches everything it told you last year. It's not horrible, but it dose delay playing the fun part farther and farther back. It gets a little worse in each game because they keep adding things too. (This isn't really an AC only problem though.)
This is a problem with scope, namely yours. As a producer of a consumer good they want to net customers. Running the assumption that only people who have played your previous games, will play your games, is a very pessimistic viewpoint for a business to take.

Thus they will try to get new customers with every title. And as such, they will run the assumption you've not played the game before with every title. This way, they dont alienate people by just expecting them to know everything without being shown how. I know to someone likely to spend time on a gaming forum, like you or I, it seems dumb, as these things are all second nature or super intuitive to us by now. But they want new customers, and that means catering the the lowest possible skill/knowledge/experience bracket.
 

nomotog_v1legacy

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Elijin said:
nomotog said:
Well it has been over 6 games now. You think they could take off the training wheels. Maybe? I mean do we always need a tutorial on how to use stores in every game, or do you think they trust us that we know how to shop by now. The real problem is how the real game kind of has to wait till after it re-teaches everything it told you last year. It's not horrible, but it dose delay playing the fun part farther and farther back. It gets a little worse in each game because they keep adding things too. (This isn't really an AC only problem though.)
This is a problem with scope, namely yours. As a producer of a consumer good they want to net customers. Running the assumption that only people who have played your previous games, will play your games, is a very pessimistic viewpoint for a business to take.

Thus they will try to get new customers with every title. And as such, they will run the assumption you've not played the game before with every title. This way, they dont alienate people by just expecting them to know everything without being shown how. I know to someone likely to spend time on a gaming forum, like you or I, it seems dumb, as these things are all second nature or super intuitive to us by now. But they want new customers, and that means catering the the lowest possible skill/knowledge/experience bracket.
It hurts the experience of your existing players though. Having the first half of the game a review of everything you already know is really dull. It may be good for people who are picking up the series for the first time, but anyone who has played it before will have a very boring experience. The thing is that we are over 6 games in. The number of new people who are coming in blind has got to be low compared to the number of people who played before.
 

Something Amyss

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Johnny Novgorod said:
Even if "everybody" includes hardcore gamers, whatever that constitutes?
It's becoming more and more my experience that the real problem with mainstream/casual/whatever is that everyone can enjoy it, so "you"[footnote]Not you specifically, but the general "you" who is complaining complaining[/quote] are no longer special.

This may be a gross oversimplification, but I unfortunately can't read minds and can only go off people's words and try and parse for context. The thing is, when I hear people's reasons I'm constantly reminded of Syndrome's line from The Incredibles about how if everyone is super, than nobody is. And it really does come off as "if everyone can enjoy this, then I can't."

Using another example, I saw a lot of people complaining about Checkpoints robbing the difficulty in GTA V. Now, this is another franchise I never particularly thought was hard or hardcore, but whatever. If you want gold medals, you often have to not die at all. However, despite the fact that the playstyle was not only available but tracked and necessary for at least one achievement or trophy, it wasn't enough because...I don't know. I can fill in the reason that "filthy casuals are enjoying it too," but I don't remember if it was ever explicitly said or if it just came off that way.

Personally, I thought checkpoints were an issue more because they were a crutch for a rather capricious game and design issues, so I'm not saying these things can't be criticised, but the reasons were things like "it's not hard enough if I play it a certain way." And my thought was "How fortunate then, that you don't have to."

And then there was the idea that an "easy mode" would ruin Dark Souls 2 FOREVAH! Hell, people even balked at seemingly trivial things like explaining what stats affect what.

But you know what? DS is a niche series, and I have less issue with that than I do with something intended to be consumed by millions of people being trashed simply for being designed to be consumed by millions of people.

briankoontz said:
Can we separate the term "mainstream" from "casual", please?
We probably could, but I'm not sure I care enough. I'm using the terms interchangeably in part because they were used interchangeably in the context in question and also because I think the terms are mostly a load of crap that's really only necessary if you're in marketing.

Netrigan said:
The second game introduced the concept of fighting your way out of an alert and since fighting has always been pretty easy in the Assassin's Creed Universe, there suddenly wasn't much of a reason to use all those hiding spots littered around the city. Cut down a dozen guard and you're magically in the clear... although, depending on which game it is, you might have to tear down some wanted posters to retain your anonymity.
This is another thing I'd forgotten about. It's worth noting that there are missions in at least Brotherhood where hiding isn't even an option. Most of these are at the end of the game, after the Point of No Return, but not all of them. Or, more accurately to some of them, you can hide but get spotted the moment you come out of hiding.

CrazyBlaze said:
The worst was AC III. It wasn't until like half way through that it stopped feeling like a tutorial.
Saints Row 3 was very much like this.

Which leads me to....

nomotog said:
It hurts the experience of your existing players though. Having the first half of the game a review of everything you already know is really dull. It may be good for people who are picking up the series for the first time, but anyone who has played it before will have a very boring experience. The thing is that we are over 6 games in. The number of new people who are coming in blind has got to be low compared to the number of people who played before.
They're never going to stop pandering to the new market, though. They want to hook people in.

Now, games used to have separate tutorial sections or even manuals to explain things and then you could choose what to do, but I think the reason they do it this way is that nobody wants to show how short their game really is. Plus, that would mean separate development time, and as we know from the Unity controversy, multiple years and multiple dev teams are barely enough to get a working AC game out the door.

Fewer and fewer mainstream games seem to be willing to do a separate tutorial, and I think it's mostly so they can double dip: pad out their game and not have to make extra stuff. This is also off-putting for me, because if there's no tutorial and no manual, I have to either replay the early missions to learn the ropes again or hunt online. This makes me less likely to pick up a game after I've put it down for a week or two, because I probably will have forgotten (unless it's a boilerplate shooter, or a Saints Row/GTA game).

I don't want my hand held, but a dedicated spot to learn the controls or relearn them would be nice. Without having to go back through the mission that taught me what the left stick does.
 

Shamanic Rhythm

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My opinion is that AC has always been a game more about presentation than sophistication. If it's hard in places, it's because the difficulty of a task is increased in the most arbitrary fashion. A fight becomes more difficult because there are just so many extra guards. A side mission becomes more difficult because they give you a pathetic time limit. An assassination mission becomes more difficult because the game arbitrarily decides that you are 'spotted' and your victim scarpers decides to scarper.

The rest of the game isn't so much a challenge as it is busywork. Looking for flags, viewpoints, spots to hang onto while parkouring, clues etc is fairly simple stuff. The Aspergo sections of AC1 are basically a point-and-click adventure game. The game is very good at giving you the feel and veneer of the world, but strip that back and there's nothing that would qualify as 'hardcore'.
 

Dominic Crossman

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I thought casual was just the following:
mobile gaming, web browser games, cod, fifa, madden. (Maybe nba in America? Dunno, I'm English)
Has casual just become the new word for mainstream now? (Honest question). Because if this is the case dark souls 2 and metal gear solid 4 are casual games as well, but people would start raging if I called them such out of the context of this forum.
 

Flammablezeus

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Dec 19, 2013
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In the first one you could research your targets and get all kinds of interesting bits of information that made the assassinations really fun. However, most people went for the "follow the dot on the map" route and never even knew about all the information you got when you do interrogations, eavesdrop, pickpocket and other stuff.

AC2 was simplified from that, but all of the AC2 games had a large range of control which was refined over a few games.

Then AC3 came out and ripped control out of your hands in order to make getting around "simpler." I don't think it was easier though because I found that I was wrestling with the controls more often than not, since I was used to having wider variety in movement. Not the mention the ridiculous amount of bugs in the PC version which render it unplayable a lot of the time, but that's another issue altogether.
 

MrBaskerville

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All of the games are pretty simplistic, it might have gotten worse over time, but it was always a series that was designed to appeal to the mainstream market. The combat practically plays itself and the missions are very obvious and designed in a way so you don't have to think too much. It's one og the many reasons i never cared for the series, it just reeks of focus group testing out the wazooo.
 

Maximum Bert

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The games are simplistic and easy to get into your not going to have to work very hard to get far in them if you play games even a little while the skill ceiling is pretty low so if you call that casual then yeah sure its casual but if you have never held a gamepad before odds are you wont find it very easy although younger people tend to pick games up easier than older people in my experience.

I have only ever finished the first one (its all I could take) and that was laughably easy I ended up not bothering with stealth it was much easier to one hit kill counter everything and more fun imo. The only mildly hard parts were at the end with the BS archers but still not exactly that challenging.

The series has never been challenging those who wanted a challenge would play something else more appropriate to their needs.
 

stroopwafel

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Jul 16, 2013
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AC is indeed easy to get into and accessible but I think its still a 'core' game though, albeit one with a broad appeal. In my opinion a low difficulty and easy design is not necessarily what differentiates casual from core games. Every AC game has its own focus and direction and I don't think it makes any concessions with what it is trying to accomplish. Unlike for example call of doodle that has every iteration as a continuing and casual 'service' that basically regurgitate the same thing without any kind of change in either gameplay or aesthetics(let alone narrative focus in the afterthought single-player mode).

I think casual games like farmville, candy crush, cod etc. are more a 'product' that gives its users exactly what it wants with the designers and developers throwing any and all creativity overboard. Its a product to appease a market demand and make a lot of money rather than an attempt to innovate and design a videogame with genuine creative merit. Making (good) videogames is a craft but defaulted to assembly line production they become 'casual'. And(despite its many shortcomings) the AC games are definitely 'craft'.

Without getting all meta here, for me the difference between core and casual is appreciation of design(gameplay, visuals, story, setting etc.) rather than depth of systems or difficulty level. AC is easy and the combat is clumsy and imprecise(though AC4 improved) but the value can be found in the gorgeously realized and lavishly detailed historic locales. It is made with such care and attention to detail that calling this game 'casual' just for its low difficulty or high accessibility is really doing a disservice to the artistic merit of this series.

AC is a core game with a broad appeal and I think that's a good thing. Not every core game needs to be obscure and appeal to a niche market only.
 

Raikas

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I don't think "hardcore" and "casual" are useful terms in general, and I that's especially true if they're used purely to talk about difficulty (which sounds like it may be the case for the people in question?), but they have always been fairly accessible, so if that's casual then there hasn't been any real change on that front.

Overall though, I think that if someone is talking about the AC series in terms of the assassination-related gameplay they're probably missing a major part of what the games are about, which is primarily about moving around in an attractive environment. I think if you consider the most memorial bits of the games, surely most of the time it's going to be one of the bits that involves that "eagle view" (or whatever it's called) after climbing some historic building and surveying the area. The combat and puzzle elements have never been central to the success (or failure) of the series, so whether that's too easy (or has become too easy) seems like a strange focus to take.
 
Mar 18, 2012
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I wouldn't call them casual. Mainstream maybe, but there's no need for the trend of self proclaimed "hardcore" gamers who look down their noses at it for that.

Yes, it's gotten easier over the years. Though a good deal of that is simply because gameplay has improved. The incessant hand-holding is a bit much and combat has been streamlined with each iteration, too much in my opinion, because of it's appeal to a wide audience. That doesn't make it casual. Candy Crush is casual, not a £40, 40+ hour game. I love the difficulty level personally. It's simple enough that you don't need a great deal of skill to muddle through, but need to work pretty hard to get that 100% sync.