“Before we knew about the Desmond story and Animus link, we had a huge co-op component in there,” mission director Phillipe Bergeron told OXM. It’s unclear whether the co-op mode included any kind of player-vs-player interactions, like the multiplayer modes in “Assassins Creed: Brotherhood,” but it definitely caused problems for the game’s sprawling sci-fi narrative.
“For us it was really part of the single-player experience, to have in-and-out co-op, and in the end we never thought it made sense in the storyline that we had for the Animus,” he explained. “There was no way to reconcile having multiplayer or co-op in an ancestor’s memories. Your ancestor lived his life in a certain way, so assuming you had branching storylines, it creates a paradox. It didn’t fit.”
Ultimately, the mode was cut after the team decided it was impossible: “It just became too hard to do: the engine couldn’t support it, and then the metaphor we had above it didn’t support it. Co-op was one of those things at the beginning that just didn’t make sense at the end,” Bergeron said.
While none of the “Assassin’s Creed” games have co-op yet, the three most recent all have some version of multiplayer, which is basically an industry standard at this point — I can’t think of too many single-player only games on the horizon.
Ah 2007, the good old days.