Alex Hutchinson, Creative Director for Assassin's Creed 3 at Ubisoft has said that after working on the game for three years he believes we are 'getting close' to needing next-generation consoles such as the Xbox 720 and PS4 to fulfill gaming ambitions.
When asked if production had been in anyway hindered by the current generation Hutchinson candidly revealed that in fact there had been some cutbacks that had to be made.
"What you generally lose is fidelity, or resolution as opposed to the idea, you tend to keep the idea but you have to do a slightly cut-down version of it so we got everything in that we wanted but you know, I think in the next generation we can do things more dynamically."
One aspect that has perhaps been overlooked with the introduction of next-generation gaming is the increased costs of production something that Hutchinson very much has at the front of his mind.
"The challenge with that [however] comes the cost, the expense of doing all of that so sometimes it's nice to be a little lower you know, so you can put the idea in."
"I remember years ago there was snow in games because it was just the little white particle floating through the air, now we are like OK snow deformation, how does snow deform around footfalls? So this is going to [potentially] eat up an engineers time up for two years."
Moving onto the development team themselves Alex was keen to highlight the sheer level of commitment that is driving the team towards ultimately creating Assassin's Creed 3 as the best, if not one of the best games at E3 this year.
When asked what gives him a reason to turn up at the office everyday Alex answers without hesitation saying: 'The team. The team is really, an amazing group of people, they’re very dedicated, everyone is trying to make game of the year and it's very satisfying to get up and go in and say ‘we’re setting the bar at better than everybody’.
When we caught up with Alex a few weeks ago we asked him about the pressure to maintain many of the aspects that made Ezio such an iconic character to play however Alex wasn't having any of it, this was a fresh start not only for Assassin's Creed but for the players as well.
"One of our core rules when we started it was no retreads, you know what I mean like we really said if it’s a mechanic we don’t care how popular it is, don’t put it in just to put it in."
That said according to Hutchinson there was never an ethos at Montreal that said 'this couldn't be done' or 'we cant do this' in regards to AC3, instead the teams were given an overlaying theme while still allowing creative freedom.
"The way I see it is you’re always trying to draw a box around the idea and then as much as possible let people be as creative as they can so we sort of set rules for the universe, like we set the period you’re working in, then we set the characters, then for instance for fight we set what our sort of core goals were."
"I think it’s probably the most challenging part of my job is to keep it cohesive so it feels like one game but without ever saying you know, telling people what to do too much or being too autocratic about it."