Gaming blog Joystiq interviews Jade Raymond.
One of the key aspirations of Assassin's Creed is to create a huge, open and believable world. How do you rein in the player, allowing him to explore but still experience the story you're attempting to tell?
"Our creative director, Patrice Desilets, talks about this game not as a sandbox game, but as a "flower box" game. [laughs] Which, to him, means it's got the sandbox elements of freedom and the ability to do your objectives how you want and in the order you want, but the strong story element that keeps everything tighter than usual. It's not as disparate as Grand Theft Auto where the story elements only come together a bit. The story here is super important -- every side mission that you have and every investigation brings you a little bit closer to the deep story and that's the thing that pulls you along and keeps you headed in the right direction."