We also have the mountains in the eastern desert and the massive mountains of the Libyan plateau. We have the open desert, the lush Nile delta with the swamps and the crocodiles. We wanted to create all this diversity, all these contrasts. But we found out that’s not anything like the real Egypt. At the beginning, when we wanted to create the open world, we had the idea of creating this massive desert and having some oases. GamesBeat: With Origins, it sounded like the world was far bigger than Black Flag or anything else. We try to bring emotion to the player through the environment design, as well as character design and story.
Finding the right balance between credible and realistic and what’s a little stretched in terms of immersion. It’s about creating an interesting, entertaining piece inspired by something real and historical. It’s also important to know that even if we’re making historical games, we’re not making documentaries. With Black Flag, we went to Havana and other places to gather a lot of reference. I talked about the importance of taking all these trips to find interesting inspirations. Raphael Lacoste: It’s always surprising how we find inspiration to create interesting worlds, places you want to explore and spend time.
GamesBeat: How would you summarize your talk?