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Thread: Linear storyline? | Forums

  1. #1
    This thread is not about what the story of AC: Brotherhood will be, but how will it be told. So far we know that Ezio tries to restore the Assassin's Guild through recruiting people, with their main headquarters to be in Rome. But in order to attain said headquarters, he must regain control of Rome through destroying towers, killing officials, and renovating districts scattered throughout the city of Rome.

    What does this mean for the nature of the story in the game? In AC2, it may have been an open world game, but for the most part, the way you went about the story was linear. You would go from one mission in this location, then go to this location for the next. The mission was usually within an area, and the story of the mission was predetermined, and chronological.

    How is that possible when there are so many different angles of approaching the overall task of the game? Instead of going mission by mission, you have an over arching game-long goal of taking down these towers. This gives a lot of freedom gameplay wise, but it really restricts the story, making it very vague.

    Or am I misunderstanding something, and is the retaking of Rome more like a means of unlocking the next 'true' mission, which continues the main, linear story?
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  2. #2
    I'm guessing it will unfold as you progress through the different side missions. Think of it as a tree of sorts, like you do one thing, and it branches out in different paths from there. Maybe we will have the ability to create the story from what we do. From what we've seen, i think its safe to assume that it won't be linear. Just hope that its not


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  3. #3
    I'm guessing it will unfold as you progress through the different side missions. Think of it as a tree of sorts, like you do one thing, and it branches out in different paths from there. Maybe we will have the ability to create the story from what we do. From what we've seen, i think its safe to assume that it won't be linear. Just hope that its not
    I know what you mean when you say you hope it isn't linear, but I fear for the quality of the story if it isn't. The thing about linear stories is that it lets the story get more focused. I'm afraid this is what the story will consist of.

    1. Ezio's mansion gets attacked, ohnoez
    2. Neds new base, let's go to Rome gaiz.
    3. In Rome, let's start destroying those towers.
    4. All towers gone, let's go for Cesare Boriga!
    5. *wins the game*

    I'm hoping for the tower, and the renovating, and the official assassinating to be sort of a side plot, a tool used to further the plot. Like, once you unlock this section of Rome, you're able to follow what ever storyline happens in that part of the city. So the story is more like..

    1. Ezio's mansion gets attacked, ohnoez
    2. Neds new base, let's go to Rome gaiz.
    3. In Rome, let's start destroying those towers.
    4. You've destroyed a tower?! PLAGUE UPON YOU!
    5. *super evil templar historically accurate dictator is sent to quell the uprising in Rome sector*
    6. More stuff happens
    ...
    9135. *win the game*

    Something a bit deeper, like that maybe...
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  4. #4
    i would love to see some non-linearity like in AC2, like 1 district is available at the start and then the next sequence has 2 available for liberating/story. The issue with it if allowing for the freedom during the linear story and Story based mission structure of AC2.

    More than anything I just want to see the big assassinations step away from being as scripted as they where in AC2 and more open to option like AC1
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  5. #5
    Senior Member Xanatos2007's Avatar
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    I think everybody - including the dev team - is forgetting this whole 'genetic memory' concept in that we're playing out events that have already happened, not shaping them. Having too much freedom would ruin this aspect somewhat.


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  6. #6
    Originally posted by Oatkeeper:
    i would love to see some non-linearity like in AC2, like 1 district is available at the start and then the next sequence has 2 available for liberating/story. The issue with it if allowing for the freedom during the linear story and Story based mission structure of AC2.

    More than anything I just want to see the big assassinations step away from being as scripted as they where in AC2 and more open to option like AC1
    Very true, but I hope that the mission structure in AC:B doesn't become similar to that of the structure that was in AC:1. In AC1 it was
    "Investigate, Assassinate, Investigate, Assassinate."
    I hope in AC:B, it doesn't turn out to be something like
    "Renovate City, Assassinate, Burn Tower, Renovate City, Assassinate, Burn Tower..."
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  7. #7
    Originally posted by Xanatos2007:
    I think everybody - including the dev team - is forgetting this whole 'genetic memory' concept in that we're playing out events that have already happened, not shaping them. Having too much freedom would ruin this aspect somewhat.
    That is what I'm afraid is going to happen, I found it strange how you can choose which tower to destroy and such, I mean, didn't Ezio already plot the path to attacking the heart of Rome? All Desmond should be allowed to do is follow it.
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  8. #8
    Senior Member EmperorxZurg's Avatar
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    well I think the excuse for it may be, "this IS the memory that already happened, you're not choosing it but you THINK you are" or some other Matrix/Inception kinda thing

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  9. #9
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    maybe you only desynchronise if you do something huge like dying or your target gets away
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  10. #10
    Originally posted by d1sturbedme_468:
    well I think the excuse for it may be, "this IS the memory that already happened, you're not choosing it but you THINK you are" or some other Matrix/Inception kinda thing
    http://www.youtube.com/watch?v=wQ5iFQv1KaE
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