20121018

Assassins Creed : Revelations Level Design

I have decided to choose the game mechanics from Assassins Creed Revelations to base my level design document on. I believe that Assassins Creed now has one of the most innovative and exciting multiplayer experiences currently available; a scoring system based off points and not kills, its about how you perform your assassinations - not your final body count. It has been carefully crafted to reward players for playing the game as the creators intended (not some mindless fps). 

The multiplayer element is a very different experience to the single player adventure spent inside the Animus. The focus here is on free running, social stealth and constantly on the look out for your next assassination. An array of unlockable skills and abilities prevent gameplay turning in to generic open brawls, allowing a rich mixture of both hunting and evading other players.

I will be focussing on the 'Wanted' game type for my level design. 

Wanted

Objective 

The objective of this game type is to achieve the highest score within the given time limit.
  • 4 - 8 Players
  • 1 round of 10 minutes
  •  You are both predator and prey, but are only allowed to kill you assigned target.
  • Compass is enabled for this game type, enabling you to anticipate a targets route and change yours accordingly to cut them off.    
  • It is a harder game type than Deathmatch in that your pursuer has a compass,  however there are duplicates of your persona around the map making it easier to blend or lose a pursuer. 
  • It is sometimes more efficient to take time to identify and escape a pursuer before tracking your own target, this is because staying alive can lead to 'streaks' and allow you to gain additional points per kill. 
  

Important elements within a multiplayer level


Hiding Spots

Hay-filled cars and straw piles are the most obvious and used hiding spots featured in the multiplayer game, jumping in to one of these completely removes you from view when inside. Kills made from within one of these spots brings generous bonuses as the player remains static, waiting for his target to pass directly in-front of their position. It also has its drawbacks, players staying in the same location are easy prey to a trained assassin. It is important to note that AI (civilians) never use this element so if another player witnesses you enter they know you are an assassin within the level. 

Social Stealth

These are the most common form of hiding, blending in with a crowd of civilians (static or walking) or sitting next to other AI on benches will automatically bring your player to act like the other civilians within the crowd. It is very easy to make 'low profile' transition between groups, and to move slightly to become in reach of your passing target will still give you a bounty full kill score. You remain discreet/incognito whilst blending with civilians. 

Chase Breakers

Chase breakers allow you to evade opponants in pursuit. There are three types which are easily identifiable within the game world as they glimmer a white of their Animus matrix outline. These chase breakers are activated when a 'high profile' activity such as sprinting occurs within its trigger area, allowing players/civilians to pass through them stealthily. Chase breakers reset after a short period of time, they do not act as permanent safe areas for players, but give them just enough time to disrupt the flow of the opponent.  

Lifts 

Collide with this component via running or free running to activate. The counterweight propels your player instantly to the top of the roof level. This can also be used from dropping down from the roof, on to the component and then activate it to send you instantly back up. This works well in situations where your pursuer is directly behind you.

Closing Gates

These are activated by running at speed through the gate entrance. On entering the gate slams shut preventing any other player from entering for a few seconds, causing the chaser to take an alternative route. This should be used with caution as it can work against a player, trapping them in almost a tunnel (which their pursuer could be at the other end of).

Corner Helpers

This component works in two ways to assist you in breaking a chase. Swinging and jumping across beams high up on the buildings can lead to beautifully flowing free running, but using a corner helper will prevent a pursuer from using the exact route you have as it can only be used every few seconds. Its second benefit is because it is used on the corner of a building, it automatically takes you out of the line of site of a following opponent.