8 Ways To Make An Assassin's Creed Game That Doesn't Suck
6. Do The Open-World Arkham-Style (Small Detailed Areas In A Large Environment)
Arkham City was a pretty brave game, all things considered. Rocksteady took their already fairly open-ended structure for Arkham Asylum and branched it out, splitting linear mission segments and bosses across a far larger game world, whilst tying in the occasional sub objective to complete along the way. It was the beginnings of a formula that would work wonders for AC - ditching an open-world that revolves around a few hundred icons on-screen at once (like Unity, Syndicate or this year's Mad Max) and instead focus on having these really cool, detailed, otherwise-linear experiences dotted around the map instead. It'd allow for replayability of signature or special kills, let Ubisoft take on Hitman at their own game when it came to planning various ways to take your targets out, and ultimately would let the art design and level layouts shine above all else - still the one area where Assassin's Creed is far ahead of the competition. Think about it, Assassin's Creed and its gameplay systems don't need to be in an open-world. Researching targets and gaining info can be done in this way, but let's also have larger stretches of Prince of Persia-style platforming interspersed with Hitman-esque kill opportunities, revolving entirely around a gameplay system that encourages and rewards you to check out every corner of the respective playing field along the way.