8 Ways To Make An Assassin's Creed Game That Doesn't Suck
8. Steal Shadow Of Mordor's Nemesis System
Why haven't more developers 'stolen' Shadow of Mordor's incredibly unique selling point? Monolith's 2014-saving release was an incredible little title that proved the 'Assassin's Creed formula' didn't just have legs, but it could use them to propel us through a good 40-plus hours of gameplay. On top of traversal and fighting mechanics that felt immediate and brutally effective (what AC used to be), we had the 'Nemesis System', a way of turning any random enemy who killed you into a mini-boss that could be researched, fought again and eventually taken out. It meant you always had something to do, and as you took various enemy Orcs out, their ranks would reshuffle and re-appropriate themselves. Today's pawn could be tomorrow's king, providing you opened up the right slot. Throw in the fact you eventually learned how to 'Brand' (mind control) Orcs to filter into the ranks, and you had your own little behind-enemy-lines army, ready to act on your behalf at the touch of a button. Apply this to Assassin's Creed and yes, you'd have to lose the focus on melee combat a tad, but just have peoples' ancestors or whoever become dynamic enemies instead. All the interweaving power structure stuff would be fantastic, and you could create targets that shuffle around the world in terms of influence on a constant basis, affecting their respective areas and the guards within. The innovations in gameplay would write themselves.