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GVMERS: The $200,000,000 "Quadruple A" Skull and Bones Disaster

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Or is it just one of Phil's balls in my throat?



After recreating the Crusades, renaissance Italy, and the American Revolution, Assassin’s Creed made the Golden Age of Piracy its playground in 2013. The historical setting enveloped players in a swashbuckling adventure across early 18th Century Caribbean waters. Naval combat mechanics entered the mix as a series first, proving so thrilling that fans wasted no time wishing for an Ubisoft-produced pirate game sans the trappings of Assassin’s Creed. The publisher unveiled such a project at E3 2017.

The Skull and Bones announcement trailer and subsequent gameplay walkthroughs promised the sailing experience from Assassin’s Creed 4: Black Flag would be injected into a massive multiplayer romp. However, the idea derived from a simpler premise years prior, one that would’ve seen Black Flag receive a seafaring online suite post-launch. But ambitions swelled as Ubisoft executives heard the siren song of a recurring revenue stream; thus, Assassin’s Creed 4’s multiplayer mode morphed into a live service.

Creative leads struggled for years trying to devise a clear vision, all while Skull and Bones became marred by several regime changes, multiple reboots, and more than a few delays. Mismanagement in the development and publishing departments muddied the waters from the start, and Ubisoft’s bold insistence on a hefty premium price tag all but doomed the so-called “Quadruple-A” title. Despite nearly a decade of build up, the pirate game launched to minimal fanfare in February 2024, courting fewer than a million users in week one. Did this beleaguered endeavor ever stand a chance? Its tumultuous production history doesn’t suggest as much.

This is the tragedy of Skull and Bones.

Intro 0:00
Sponsorship 2:19
Black Flag Infinite 3:23
Project Liberté 5:43
Walking the Plank 10:28
Going Overboard 16:22
 
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Robb

Gold Member
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proandrad

Member
Imagine wasting 200 million dollars when all you had to do was edit an ini file to change the framerate/resolution, and put out the patch for Black Flag on current gen consoles.
 
Considering all the falters or the missing of expectations and the outright flops and bomb, it's fucking weird.

It's like the big Western AAA are continuously taking the more convoluted road and making dumb-as-fuck, harder core design designs. They are making it more difficult and expensive than it needed to be.

If Ubisoft just made more of Black Flag with the ship to ship battles, going on shore, and fucking around the Caribbean, the easier path of simply improving on an old game and adding some new bells and whistles, it would have done so much better.

But this story is the same for other 2024 things, if "x" company did a true continuation of their legacy hits, it would have done better. And it's the easier and natural route. Why fuck with proven formulas?

I have said it before, the Western AAA industry has one root problem that all the other shit stems from: Incompetency and shortsightedness in leadership.
 
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It's amazing you can fuck up such a simple concept like this. This should've been the ultimate pirate swashbuckling adventure built on the foundation of Black flag and it came out like a wet fart in the wind losing 200 million dollars. Smh.
Like it's truly mind blowing. They saw the praise of Black Flag and instead took NOTHING from it except the way the ship moves on the water and the side missions of attacking forts.

You can't even fight like a pirate.
 

Fafalada

Fafracer forever
It's amazing you can fuck up such a simple concept like this. This should've been the ultimate pirate swashbuckling adventure built on the foundation of Black flag
The irony is that (this is missing from the video) Black Flag was actually born out of the original iteration of this, not the other way around (Studio was chasing its own IP since before AC3 launched, and this was supposed to be it). Instead - the project was quickly converted into AC4(which to be fair, was probably a good call at the time), and then restarted again a year or so after that shipped.

The multiplayer focus came only in this second phase though - and that's where tech problems loomed large (nothing in the tech stack at the time was multiplayer friendly, especially with ships). So it wasn't exactly a particularly well chosen direction even before all the chaos that followed.
 
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