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- 10 Commandments
- Version 1.0 - 1.07
- Creative 10 Commandments
- 1. Assassin's Creed will always tell the story of the secret war between Assassins and Templars
- 2. Being an assassin doesn't make the main character a ruthless killer. He kills, but he has principles and never murders innocents. He avoids collateral damage as much as possible
- 3. The war between Assassins and Templars is the foundation of our Franchise story in the past and present.
- 4. The Assassin should always be agile, socially skilled, unbeatable with a blade, and a stylish bad-ass.
- 5. Pivotal moments in Human History are the basis of our Franchise. Asssassin's Creed will always take a revisionist approach on real events. We'll use historical gaps to create our story.
- 6. History should always be portrayed as relevant to our core audience, with facts that tie in to present day common knowledge and edgy modern Art Direction
- 7. Assassin's Creed is based on Technology - Nothing is Magical, Everything has a plausible technological explanation.
- 8. Assassin's Creed is about digging in a character's past through their DNA in order to understand what really happened in key historical moments.
- 9. Since the player relives the deeds of his kin through his DNA, the I.P. cannot be set in the future. DNA of unborn people does not exist.
- 10. Assassin's Creed can bend Historical accuracy but cannot create an Uchronia.
- --------------------
- CAN AND CANNOT
- 1.06 - Version 1.0
- WHAT CAN'T CHANGE IN THE IP
- The following are immutable elements of the IP. If they are not present, the IP shifts.
- IN GENERAL
- - Historical places and Events. Give a new explanation for historical facts and events. Brings "historical lessons" to the player in a way that's relevant to a modern person
- - Main character silhouette or posture
- - The "static/glimpse" and "limbo" elements
- - Present conspiracy. What the Templars are planning in 2012 and why they are looking for clues in ancestor lives.
- FOR GAMES ONLY
- - Player Fantasy of being an Assassin
- - Animation quality
- - The living world (big scale, living crowd, sense of freedom). Excludes handheld and Wii because we don't want a lesser experience of the same concept. We want a complementary experience that expands the universe. The game design could be totally different.
- - Free run. Excludes handheld and Wii because we don't want a lesser experience of the same concept. We want a complementary experience that expands the universe. The game design could be totally different.
- WHAT COULD CHANGE IN THE NEW ITERATIONS
- - Any other change pending Brand Creative Team Support
- - Time Period
- - Past Main Character
- - The present day locations and secondary characters
- - The Animus (could/can be upgraded)
- As long as you are delivering on the promise of being an assassin, gameplay can be adapted to media.
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