grimner said:
Kilo24 said:
You are right that the scope of the work would increase dramatically with a gender selection for a single-player protagonist, but you are underestimating the amount of work it takes to create a female mesh and animate it to the AAA standards of the Assassin's Creed series for even just co-op multiplayer. Melee combat with other models that need to react to your individual animations (unlike Mass Effect or Tomb Raider) introduce a large amount of clipping issues and - though you do definitely have a point that Ubisoft could do something similar - there is still enough work added that
it's still a considerable amount. It may or may not be a good enough reason, but it is very far from "bullshit".
That raises a couple of questions however:
a) so the problem, as you perceive it, lies in the melee nature of the combat? Well, right off the bat I can think of at least one series going on its third installment (the souls games) where melee combat is pretty much the bulk of the game, and where the online component is strong. Yet it allows for melee combat just fine, even though there are about 16 different physical builds a character can have (8 per gender)
The problem, as I perceive it, is the intricacy of the animations for executions, parkour, melee combat exchanges and the like. The Souls series are designed for a much more freeform combat system than the Assassin's Creed games are, without requiring fixed positions for animating each individual move. Their style is designed for being able to fight a wide variety of creatures at the expense of animation intricacy. There's maybe like 5-10 individual moves for each class of weapon, and the only ones that require any animation from the enemy are the backstab moves (which are significantly less fluid than the other moves and can't even be used on the non-humanoid enemies). Assassin's Creed's melee combat is much more stylish than those games, and puts a hell of a lot of effort into animating catapulting over, backstabbing and throat-slitting humans in a way that the Souls games don't. Poor animation would be a lot more noticeable in Assassin's Creed than in the Souls games because the standards are much higher.
That's not to say that I think Assassin's Creed's combat is better than the combat in the Souls series. It trades off a great deal of combat flexibility and spends a great deal of animation effort for its intricate animations, and I don't value the cosmetic gains that highly. That doesn't mean that the developers/publishers have the same values, however - and I can respect it if they want a more "cinematic" experience.
grimner said:
b) this was achieved by a studio without the GDP of a small country to be made. A game with a quarter billion budget should be able to acommodate. Again, and I can't stress this enough, it's not like they have to rebuild a female protagonist for the entire main campaign, only include those (triggered) animations against AI opponents.
c) This is actually something Ubisoft has done before. Assassin's creed: Brotherhood and revelations ( and likely the others as well) not only had female characters for the multiplayer; they had about 20 or so character models and templates each with their own specific kill animations. Why isn't the same being done here when it was done in the past?
d) Even admitting that the adding of adding those features poses logistical problems, why not include them from scratch?
e) Cynically, they don't have the resources to animate a female, but they have resources for four different special editions with nearly an hour of extra content, and some specific skins and gear to each edition. Yet they can't take the days to animate a female template and add some executions. Hmmm.
f)Even looking past all that, AC:U is not the only culprit. Far Cry 4 also said the exact same thing, and on this situation, we're talking about a shooter, and as such, the "specific melee interaction" doesn't apply half as much when it comes to animations. FC3 also has one female co-op character. And yet, it's somehow too hard to repeat that in this gen?
g) On both cases, despite all of the above, despite the shitload of "special content" in the form of preorders with exclusive skins, at their best the argument is "you actually started developing women characters, but saw it was expensive, so we thought it wasn't worth it. Were I a woman, I'd probably get rattled by that assessment of worthlessness.
As I said before, you do have a point. And I do think that they should have been included for many of the reasons you do specify here. But I do think that you (and many others) are overestimating the flexibility of developing large software projects.
It may very well be that they had enough raw money and man-hours to spare to implement the change, but that doesn't mean much if the animators were already swamped with work from when they could start working on animating the models to when other people needed the animations to be final. That's a very specific period of time, and the people making the models, and the texture artists all have their own version of that critical period. If they work before or after that time, then they run a very high risk of wasting their own or other people's work.
There's also the time cost of decisions going up and down the chain of command, which increases quite a bit as you get a bigger project. Add that to the fact that large software development is notoriously hard to predict good time estimates on and that taking people on and off parts of a project is very expensive (see The Mythical Man-Month), and the potential cost of the decision increases dramatically. Given Assassin's Creed's ambitious release schedule and the armada of studios working on it, Ubisoft probably has a rigid schedule that shouldn't be tampered with.
Could they have fit it in without much additional work if they knew that they were going to do it from the beginning of the project? Probably. But they didn't know, and the amount of work it takes to make a change increases the further you get into a large software project. It may very well have been prohibitively expensive to do so at the point in time when they made the decision.
Now, I don't work at Ubisoft, so I'm guessing here. What I do know is that relatively few people commenting on this work at Ubisoft either, that it's very easy to underestimate the amount of work software development takes (especially on a large scale), and that it's very easy to underestimate the amount of work when someone else is doing it. That gives me enough doubt to indicate that it may very well be a valid reason, and as such just flat-out insulting people who made that claim is uncalled for.
grimner said:
In any case, my opposition to this article is because it completely disregards the reason that the developer gave for not including female co-op characters and instead just ranted. I agree with her overall position, but I find the lack of a coherent argument insulting to the readers and insulting to the developer who did give a reason for the decision - not a transparent excuse. It's worse than useless as a persuasive piece because anybody who holds an opposite opinion would be insulted, not convinced.
I won't speak for the author of the editorial, who has her own reasons, but I can speak for myself. And I did come to the same conclusion she did: Ubisoft's rationale is anything but, and falls firmly into the bulshit category. And calling out bulshit for what it is... well, I am quite ok with that.
But I doubt that persuasion or providing facts was the aim in the first place. If she wanted to rant with everyone else and feel righteous fury at the evil lying big publisher who's conspiring to keep women away from games because they cost too much, it's a great editorial. That type of editorial certainly provokes more reactions than a reasonable argument does, after all.
Again, won't presume to speak for the author, but won't deny the right to genuine outrage either. I'm a male, last time I checked, and I can see pretty much where this rant comes from. And she's right, it's time devs do their jobs and allocate resources properly if that is even the case, here.
Because what's worse here ends up being the fact that Ubi actually has dealt with the issue quite properly in the past. I don't much care to paint them as downright malicious when doing this, but damn, that was some sad excuse for public relations which is inexcusable from "ethical" (for lack of a better word) and economical perspectives (I mean, if publishers really can't see the enormous untapped potential of the female market and how fast it is growing, then they do suck at their jobs). With insult added to injury by the fact Ubisoft has done it before.
This wasn't public relations. It was a candid off-the-cuff remark from a developer that turned into a massive media frenzy and got the PR people involved. And once that happened, the developers were no longer allowed to say anything about females in their game. That is the worst consequence of this controversy: that developers have learned to not be candid and open with their design decisions, because they'll be too afraid to say anything about important issues for fear of sparking a media firestorm. Even if the reasoning was "bullshit", as long as the people in the company believed it and it wasn't just a transparent excuse it should be discussed candidly and non-insultingly. Otherwise, they'll just refuse to discuss their reasons but still keep following them.