The Making of AC: Brotherhood’s Multiplayer

AC: Brotherhood Multiplayer

As much as I still love a good old-fashioned bout of death match and the ever-exciting game of capture the flag, Assassin’s Creed: Brotherhood’s multiplayer mode was something fresh and new to sink my teeth into. It took the normal humdrum affair of online play and flipped everything on its head. You weren’t a super assassin out killing other super assassins – you were being hunted and could only defend yourself long enough to run away, rather than engage. You couldn’t just run through a match killing everyone in sight – you gained points for the more methodical, well-placed kills. All of these things enthralled me as I played, and I hope to see more out of it in the franchise in the future.

It’s because of my love for this multiplayer mode that I was excited to see a feature about it up on CVG about how AC: Brotherhood’s multiplayer was made. I was pleasantly surprised to find out that it was the team behind Splinter Cell’s fantastic multiplayer mode, the beloved Spies versus Mercs game mode that was so spellbinding at the time of its release.

If you’re banking on being a game designer of some kind in the future, I’d highly suggest reading this. I love their breakdown of the design process and just how the mode progressed over the course of several years (yes, years).

So what are your thoughts? What other types of multiplayer modes do you wish we’d see more of? Personally, I’d love to see better variations of CTF, or perhaps something more along the lines of a super-powered Juggernaught mode that we find in Halo. Go!

Source – CVG

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I write about samurai girls and space marines. Writer for Smooth Few Films. Rooster Teeth Freelancer. Author of Red vs. Blue, The Ultimate Fan Guide, out NOW!