To Dream the Impossible Dream

I’m not really sure what I want to write about today. Yesterday was one of the nicest, laziest Saturdays I have had in a long time. In spite of my complaints, I managed to make it through a good chunk of Brotherhoods’ plodding beginning (a term that I believe umbrellas everything until you have unlocked the gimmick of basically commanding a very small amount of troops).

Still annoyed about things, but probably less likely to fly into a rage. The implementation of 100% Completion may have been a good idea. Unfortunately, I can’t tell through the haze of poor implementation thereof. Any game that makes you feel bad or angry for not getting 100% has failed.

It’s even worse when the game also lies about the requirements. “Don’t lose any health” in a game that safeguards loss of a full point does not mean the same thing as “Don’t get hit at all”. You can take what is basically “almost”-damage, but end the fight with completely full health–and then see the huge red and white FAILURE stamp on the side of the screen.

But enough of that.

Yesterday, I mentioned how I would like to see the story written in such a way that certain things were either fixed or removed. I also said that I could never do it, as I can’t write fan-fiction… and then I proved it later by writing an afterstory for the offspring of my hero in Quest for Glory.

Another reason that I don’t think I could write a fixed narrative or even repairing novelisation for Assassin’s Creed (and it would be for the whole series–not because the first game even needs it, but because a sufficient repair would need to agree with itself throughout) is because I do not have an entire team of researchers to gather up info on the history that I would need.

Who knows, I’d probably do it myself anyway just because I like reading about world history. But I don’t think I’d ever feel like I had a good hold on any culture I read about. Not enough to write a non-anachronistic narrative of the polish that I want.

But I could outline it. Someday. There are great ideas in this series, both for games and for stories. Yet it suffers from such poor character writing that I can’t get over it.

In fact, it suffers from it so hard, that I had to break up my original post into two. Mostly because the second half of it seemed to be much more about writing than even my disappointment with the game’s characterisation.

Someday, I’ll try to outline it. But I think I’d do so with it in mind as a novel. There are a lot of things I wish the games had done, which could only be done in games. That’d just have to be a simultaneously wistful and angry list.

One thought on “To Dream the Impossible Dream

  1. Pingback: A Weak Character Can Destroy A Work | Notebook Pages

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