Assassin’s Creed Valhalla is in the works at the moment, and is set to introduce a few changes to the Assassin’s Creed formula. The two most recent games in the series, Origins and Odyssey, have taken the series in a new direction by adding RPG elements within it, and athough Valhalla isn’t necessarily dropping those, it is making changes to the way progression is made.
Creative director Ashraf Ismail has delved into the game’s progression system in a recent interview with Kotaku. Ismail says that one of the goals with this game is to prevent players from hitting progression walls, so that you’re less likely to need to grind to level up.
“We have a new take on progression in this game,” Ismail says. “We have more the concept of power, power that is gained through, let’s say, the player gaining skills.” He wants to avoid “big progression walls” with this game, so that players can explore freely and lose themselves in the world without being forced back too much.
As we’ve previously reported, Valhalla is ditching a traditional leveling system in favor of a new “power” measurement. Ismail didn’t go into details in saying if there will be XP booster DLC, like Odyssey, simply stating that the developer wanted to “earn every single penny that you’re going to pay” for Valhalla.
Microtransactions for Valhalla seem par for the course, as Odyssey saw a huge growth in spending from players, leading to higher profits for Ubisoft.
Elsewhere in the interview, Ismail talks about mission structure, and hints at more options for non-violence–despite playing as an assassin viking. Ismail also says that you’ll retreat back to your settlement often. “The idea is we want you to start in the settlement and to go out into the world. In the settlement, you might receive some kind of information about what’s happening out in the world, whether it’s contacts, or people that you’ve known in the past, or new opportunities that have arrived,” he says.
“When you set out into the world, to go after whatever that is, you get embroiled into politics,” he adds. “You get caught up into a journey. We give options within that. So sometimes, yes, it means that you can, let’s say, negotiate to resolve something.”