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User:RShepard227

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About me[edit | edit source]

I've been playing the Assassin's Creed series since I was 18. The original AC was the first M-rated game I was able to buy without a parent (GameStop carded minors, and Amazon wasn't a thing yet). Understanding the Creed's maxim, "Nothing is true, everything is permitted," over the course of the first few games helped me to understand the nature of our world and society, which in turn allowed me to become less judgmental of others. I am now 30 years old and have been a member of Wikia for 8 years, primarily contributing to the Dragon Age Wiki, but I've also made a few contributions to the Mass Effect, Elder Scrolls, and Fallout Wikis, and I was active on two now-defunct Answers wikis.

I was content to leave the wiki in the hands of the regulars, only providing edits maybe once a year. Assassin's Creed: Odyssey brought branching dialogues, player choices, among many other RPG mechanics—much to my chagrin, I believe that true RPGs are a more proper place to explore player preferences compared to a franchise dedicated to telling historical narratives with a gameplay ethos of stealth and intrigue—so I figured my experience from the BioWare games and their respective Wikia communities would have something to offer on that front.

Thoughts on the Franchise's Future[edit | edit source]

So, I've been here over a year now, and if not for the help of several other editors wouldn't have even half the dialogue for Odyssey written out. Looking back, Ubisoft definitely prioritized quantity over quality on this front, and for the sake of Assassin's Creed: Valhalla have stated the dialogue options will be "more streamlined to fit with Eivor's personality." I can only speculate on what this means, but I hope it means less of the idea that "anything can happen in any order and have an effect on everything else" like we saw in Witcher 3. This is a historical narrative first and foremost, and each memory should have a chronology, explicit or implied.

Fortunately, Valhalla (mostly) delivered on that promise. I didn't have as much of a requirement to transcribe different dialogue permutations, though the game world itself was almost excessively large in other respects. With different regions opening up simultaneously, there's an order of operations referencing other completed regions that I was trying to map out (before losing all my footage...), i.e. completing Grantebridgescire before Leidecesterscire, and vice-versa. As a result, I haven't found time for any of the DLC or even Mirage.


My favorite pages[edit | edit source]

Cult of Kosmos clues

Order of the Ancients clues

A Night to Remember (Odyssey) - Probably my most significant contribution to this wiki. Exhibit A of why "player choice" isn't always a good thing.

Home

21st century conversations - Looked for this page for a week; adding it here so I don't lose it.

Working on[edit | edit source]

Primarily working on dialogue pages, per the "About Me" section.

Current projects are in my Sandbox. Some things I may or may not have my own saves to use to investigate, so I would greatly appreciate any help filling in these gaps.

Notes on formatting[edit | edit source]

  • Use <tabber>|-|[text]=</tabber> bracket to mark out dialogue choices. Use {{#tag:tabber| inside the initial tabber for choices within choices, divide the inner tabs with {{!}}-{{!}}.
    • You can also use the tabber bracket to mark deviations in a conversation based on previously-fulfilled conditions, whether those conditions came from within the quest, a preceding quest in the chain, or a completely-unrelated quest.
  • Hyphens in the game's subtitles used to interrupt should be em dash (Mac: Hold Option+Shift, press dash; Windows: Hold Alt, type 0151, release Alt). I also use en dash (Option-dash or Alt-0150 respectively) with spaces on either side for dialogue choices that have a specific action icon next to them, e.g. Flirt – "[text]", Threaten – "[text]", Attack – "[text]", Lie – "[text]", "Kill – [text]", "Leave – [I should go.]" This is to qualify the associated actions compared to the explicit text of the dialogue option.
  • Anything italicized in game should be inverted to match the wiki's italicization of non-italicized words. Example: maláka. It's often italicized in-game, but close the marks before it and restart them after so it appears normal. On a separate note, Maláka should have the accent marker above the second a.

The following items refer to formatting conventions I've settled on and adapted to across over a year of writing out dialogue:

  • Whenever the protagonist ends up in a laundry list of questions with a progression choice, I've been using (Asked "[question]?") to indicate the question, and (Chose "[advancing choice]") to headline the corresponding dialogue, unless it specifically uses a specific Leave or Accept icon; in that case, it becomes (Leave/Accept – "[advancing choice]"). Despite "game order," I listed questions first and the advancement choice last, under the logic of Kassandra/Alexios/Eivor (TBD) asking as many questions as possible before going about their business in the memory.
  • In cases of supplementary dialogue, i.e. Dialogue and scenes that only play when a certain condition is met and are simply spliced out of the neutral scene roll with nothing replacing it when unmet, I've been using colon : to create a paragraph break and typing the condition in parentheses, followed by the resulting supplementary dialogue also with colons.

In the end, I'm not picky about the final presentation. I just felt this was the most sufficient way to juggle the past-tense presentation of articles as scripts of protagonists' memories with the newly-realized (very) obvious way in which players are/were called on to influence the memory's progression. It seems everyone else has already settled on a similar workflow, and much of where my conventions began were based on what I've observed from work that came before.

Tabs-within-tabs-within-more-tabs cheatsheet[edit | edit source]

To make sub-layer tabs within other tabs beyond a factor of 2, add another #tag:tabber| bracket under the text where the dialogue forks again. The numerics used in the example reflect how the order looks in hypertext code, whereas the sub-option lettering shows how the tabbing will look on the page. It gets easier to mentally separate the flow of a conversation once it has unique lines preceding it, but hopefully the dialogue branching in Valhalla will be more streamlined, as the developers have claimed so far, making this cheat sheet moot post-Odyssey.

Main Option 2 text

In-universe notes[edit | edit source]

Another Format to Keep Track Of

One thing I should probably keep track of is how to make in-universe notes. It goes double-braces IUNote with a vertical slash at the end,
vertical slashTitle=<insert title>,
vertical slashText=<begin all text>.

Don't forget to use the br in between <> for forced paragraph breaks that keep with the notes format. Use two for a double spaced break between body paragraphs.

Note how this standard paragraph return just borked the whole format. Don't use them. And of course, don't forget to close the double-braces when you're done.
RShepard227 (talk)