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	<title>Board Thread:Off-topic board/@comment-5174994-20150524025130/@comment-1153722-20150524100324 - Revision history</title>
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	<updated>2026-06-19T20:20:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Board_Thread:Off-topic_board/@comment-5174994-20150524025130/@comment-1153722-20150524100324&amp;diff=947104&amp;oldid=prev</id>
		<title>imported&gt;Master Sima Yi at 18:18, 25 May 2015</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Board_Thread:Off-topic_board/@comment-5174994-20150524025130/@comment-1153722-20150524100324&amp;diff=947104&amp;oldid=prev"/>
		<updated>2015-05-25T18:18:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:18, 25 May 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same team of developers at CD Projekt Red made all three &amp;#039;&amp;#039;Witcher&amp;#039;&amp;#039; games, guaranteeing that they don&amp;#039;t deviate too much from what made the games great. With &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039;, there are so many different teams working on different installments in the franchises that communication and sharing of ideas doesn&amp;#039;t work too well. Add to that that they &amp;#039;&amp;#039;are&amp;#039;&amp;#039; limited by time constraints (you can dismiss the annual release cycle, but even if they get several years of development time Ubisoft does not allow the developers to deviate from the October/November release date).  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same team of developers at CD Projekt Red made all three &amp;#039;&amp;#039;Witcher&amp;#039;&amp;#039; games, guaranteeing that they don&amp;#039;t deviate too much from what made the games great. With &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039;, there are so many different teams working on different installments in the franchises that communication and sharing of ideas doesn&amp;#039;t work too well. Add to that that they &amp;#039;&amp;#039;are&amp;#039;&amp;#039; limited by time constraints (you can dismiss the annual release cycle, but even if they get several years of development time Ubisoft does not allow the developers to deviate from the October/November release date).  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CD Projekt Red doesn&#039;t release an unfinished product, they delayed the game several times to make sure &#039;&#039;The Witcher 3&#039;&#039; would be the product they wanted to put on the market. And it worked, because it&#039;s one of the best games I ever played. Releasing a new installment every four years instead of every year also would surely take &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/del&gt;all the stress and pressure that surely comes with working on the &#039;&#039;Assassin&#039;s Creed&#039;&#039; franchise, especially if you work at their Montreal studio.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CD Projekt Red doesn&#039;t release an unfinished product, they delayed the game several times to make sure &#039;&#039;The Witcher 3&#039;&#039; would be the product they wanted to put on the market. And it worked, because it&#039;s one of the best games I ever played. Releasing a new installment every four years instead of every year also would surely take &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;off &lt;/ins&gt;all the stress and pressure that surely comes with working on the &#039;&#039;Assassin&#039;s Creed&#039;&#039; franchise, especially if you work at their Montreal studio.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Master Sima Yi</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Board_Thread:Off-topic_board/@comment-5174994-20150524025130/@comment-1153722-20150524100324&amp;diff=947103&amp;oldid=prev</id>
		<title>imported&gt;Master Sima Yi at 10:03, 24 May 2015</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Board_Thread:Off-topic_board/@comment-5174994-20150524025130/@comment-1153722-20150524100324&amp;diff=947103&amp;oldid=prev"/>
		<updated>2015-05-24T10:03:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:03, 24 May 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;What risks did &#039;&#039;Rogue&#039;&#039; and &#039;&#039;Black Flag&#039;&#039; take? They used the same combat system as &#039;&#039;III&#039;&#039; did, and they knew their naval system was bound to be a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit &lt;/del&gt;because it worked so well. On an unrelated note, I have no clue why people keep praising &#039;&#039;Rogue&#039;&#039; so much. It was a good game, but it wasn&#039;t great. Compared to &#039;&#039;Rogue&#039;&#039; the world was shallow and there hardly were any side-activities to play after finishing the already way-too-short story.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;What risks did &#039;&#039;Rogue&#039;&#039; and &#039;&#039;Black Flag&#039;&#039; take? They used the same combat system as &#039;&#039;III&#039;&#039; did, and they knew their naval system was bound to be a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit &lt;/ins&gt;because it worked so well. On an unrelated note, I have no clue why people keep praising &#039;&#039;Rogue&#039;&#039; so much. It was a good game, but it wasn&#039;t great. Compared to &#039;&#039;Rogue&#039;&#039; the world was shallow and there hardly were any side-activities to play after finishing the already way-too-short story.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same team of developers at CD Projekt Red made all three &amp;#039;&amp;#039;Witcher&amp;#039;&amp;#039; games, guaranteeing that they don&amp;#039;t deviate too much from what made the games great. With &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039;, there are so many different teams working on different installments in the franchises that communication and sharing of ideas doesn&amp;#039;t work too well. Add to that that they &amp;#039;&amp;#039;are&amp;#039;&amp;#039; limited by time constraints (you can dismiss the annual release cycle, but even if they get several years of development time Ubisoft does not allow the developers to deviate from the October/November release date).  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The same team of developers at CD Projekt Red made all three &amp;#039;&amp;#039;Witcher&amp;#039;&amp;#039; games, guaranteeing that they don&amp;#039;t deviate too much from what made the games great. With &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039;, there are so many different teams working on different installments in the franchises that communication and sharing of ideas doesn&amp;#039;t work too well. Add to that that they &amp;#039;&amp;#039;are&amp;#039;&amp;#039; limited by time constraints (you can dismiss the annual release cycle, but even if they get several years of development time Ubisoft does not allow the developers to deviate from the October/November release date).  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CD Projekt Red doesn&amp;#039;t release an unfinished product, they delayed the game several times to make sure &amp;#039;&amp;#039;The Witcher 3&amp;#039;&amp;#039; would be the product they wanted to put on the market. And it worked, because it&amp;#039;s one of the best games I ever played. Releasing a new installment every four years instead of every year also would surely take of all the stress and pressure that surely comes with working on the &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039; franchise, especially if you work at their Montreal studio.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;CD Projekt Red doesn&amp;#039;t release an unfinished product, they delayed the game several times to make sure &amp;#039;&amp;#039;The Witcher 3&amp;#039;&amp;#039; would be the product they wanted to put on the market. And it worked, because it&amp;#039;s one of the best games I ever played. Releasing a new installment every four years instead of every year also would surely take of all the stress and pressure that surely comes with working on the &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039; franchise, especially if you work at their Montreal studio.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>imported&gt;Master Sima Yi</name></author>
	</entry>
	<entry>
		<id>https://assassinscreedwiki.accesstheanimus.com/index.php?title=Board_Thread:Off-topic_board/@comment-5174994-20150524025130/@comment-1153722-20150524100324&amp;diff=947102&amp;oldid=prev</id>
		<title>imported&gt;Master Sima Yi: Created page with &quot;What risks did &#039;&#039;Rogue&#039;&#039; and &#039;&#039;Black Flag&#039;&#039; take? They used the same combat system as &#039;&#039;III&#039;&#039; did, and they knew their naval system was bound to be a bit because it worked so ...&quot;</title>
		<link rel="alternate" type="text/html" href="https://assassinscreedwiki.accesstheanimus.com/index.php?title=Board_Thread:Off-topic_board/@comment-5174994-20150524025130/@comment-1153722-20150524100324&amp;diff=947102&amp;oldid=prev"/>
		<updated>2015-05-24T10:03:24Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;What risks did &amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Black Flag&amp;#039;&amp;#039; take? They used the same combat system as &amp;#039;&amp;#039;III&amp;#039;&amp;#039; did, and they knew their naval system was bound to be a bit because it worked so ...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Páàjì titun&lt;/b&gt;&lt;/p&gt;&lt;div&gt;What risks did &amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Black Flag&amp;#039;&amp;#039; take? They used the same combat system as &amp;#039;&amp;#039;III&amp;#039;&amp;#039; did, and they knew their naval system was bound to be a bit because it worked so well. On an unrelated note, I have no clue why people keep praising &amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039; so much. It was a good game, but it wasn&amp;#039;t great. Compared to &amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039; the world was shallow and there hardly were any side-activities to play after finishing the already way-too-short story.&lt;br /&gt;
&lt;br /&gt;
The same team of developers at CD Projekt Red made all three &amp;#039;&amp;#039;Witcher&amp;#039;&amp;#039; games, guaranteeing that they don&amp;#039;t deviate too much from what made the games great. With &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039;, there are so many different teams working on different installments in the franchises that communication and sharing of ideas doesn&amp;#039;t work too well. Add to that that they &amp;#039;&amp;#039;are&amp;#039;&amp;#039; limited by time constraints (you can dismiss the annual release cycle, but even if they get several years of development time Ubisoft does not allow the developers to deviate from the October/November release date). &lt;br /&gt;
&lt;br /&gt;
CD Projekt Red doesn&amp;#039;t release an unfinished product, they delayed the game several times to make sure &amp;#039;&amp;#039;The Witcher 3&amp;#039;&amp;#039; would be the product they wanted to put on the market. And it worked, because it&amp;#039;s one of the best games I ever played. Releasing a new installment every four years instead of every year also would surely take of all the stress and pressure that surely comes with working on the &amp;#039;&amp;#039;Assassin&amp;#039;s Creed&amp;#039;&amp;#039; franchise, especially if you work at their Montreal studio.&lt;/div&gt;</summary>
		<author><name>imported&gt;Master Sima Yi</name></author>
	</entry>
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