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I don't want players to come to a choice hub and see a good choice and bad choice. When it comes to choices in games like Odyssey, I think it's important to make the choices feel clear, but the result ambiguous. When it comes to characters, I've always tried to inject personality into each and every one, even if it's just a certain phrase they use, or a way of speaking. They have to feel like real people with real problems that we as players can relate to and empathize with. In a large game like Odyssey, the player meets so many characters, and it's important to make sure they all feel distinct, and have their own clear motives and ideologies. I learn a lot from every game I work on, but when it comes to narrative, I've learned some very crucial lessons regarding choices and characterization. What did you learn from those projects that you brought over to ACOD? You've worked on some narrative-heavy games in the past. One thing we added in afterward was the warning Nikolaos gives you as he leaves or dies, which helps add an extra layer of mystery and suspense to the tragic scene. We toyed around with different questions and conversation paths in the hubs, but we ended up keeping the core things we thought the protagonist would want to ask their father after all this time. I hit upon most of the core notes of the scene early on, and so the framework we iterated upon largely stayed the same throughout the process. I knew it was an important moment, so I took my time with the first draft.
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We knew what we needed to deliver for the main story beat, and other than that, I was free to play with the approach I took. How has the script evolved from when it was first written to what we see in-game today?
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I didn't want them to go into it already at full speed I wanted to capture that uncertainty as the two characters come to terms with seeing each other again for the first time in years. I wanted the tension to be there when they first meet, and to have those emotions come out as the conversation flows between them. To have someone you trust betray you in such a terrible way as he does creates an incredible emotional conflict within the character. He was someone who they looked up to, respected, and even loved. Kassandra/Alexios have a lot of mixed feelings about their father. I always knew, going into this scene, that the confrontation with your father needed to be emotionally charged. The first few hours of the game build up to meeting Nikolaos what sort of emotion did you want players to feel during the encounter?
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For a look at the script that inspired this powerful confrontation, check out the video below, then read on for insights from the narrative designer who oversaw the creation of this scene, Stephen Rhodes. We often think of scripts as just dialogue, but they communicate so much more, including tone, actions, and feelings that help guide a performance.
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The tense scene stands out due to the emotional performances from Melissanthi Mahut, Michael Antonakos, and Elias Toufexis, but before they uttered a single word, it was up to a writer to intricately plan the scene. Playing through the scene, it can be easy to be swept up in the conversation and action and forget that it all started with a script.
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Spoilers for the first few hours of Assassin's Creed OdysseyĮarly on in Assassin's Creed Odyssey, you are confronted with a weighty decision: kill your father, Nikolaos of Sparta, or spare his life.
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