Assassins Creed’s Bloat Explained – Ex-Dev Reveals Anti-Resale Strategy

The “Keep the Disc in the Tray” Mandate

Alex Hutchinson, former Ubisoft game director (Assassin’s Creed 3, Far Cry 4), has revealed the controversial business logic behind modern gaming’s bloat epidemic. In a GamesRadar interview, he explained:

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Assassins Creed’s Bloat Explained – Ex-Dev Reveals Anti-Resale Strategy

“There was pressure to ‘keep the disc in the tray’ to delay resale. GameStop was the only one making money on used games.”
This directive forced designers to artificially extend playtime – leading directly to the RPG mechanics dominating today’s Assassin’s Creed and Far Cry titles.


How Resale Fears Transformed Game Design

The Problem

  • Pre-2010s Model: Players finished 20-hour campaigns like AC2, resold quickly
  • GameStop’s Cut: Resales earned retailers 100% profit; publishers $0
  • Multiplayer Failures: Competitive modes never stuck in AC/Far Cry franchises

The “Solution”

  • RPG Elements as Padding: Level-gating, loot grinds, and filler quests added cheaply
  • Playtime Over Polish: “Action-adventure games are expensive per hour. RPG systems bulk it out,” noted Hutchinson
  • Genre Shift: AC pivoted from stealth-action to RPG with Origins (2017)

The Unintended Consequences

EraAvg. PlaytimeDesign Focus
Classic AC (2009-2015)15-25 hoursTight narratives, curated missions
RPG AC (2017-Present)60-200+ hoursMap icons, repetitive activities
Hutchinson admitted surprise the gamble worked:

“It’s the only franchise that changed genres and kept its audience… but annualizing RPGs is peculiar.”


Players Feel the Bloat

  • AC Shadows (2024): 60+ hours for completionists
  • AC Valhalla (2020): 200-hour completionist nightmares
  • Far Cry 6 (2021): 45-hour grind vs. Far Cry 4’s lean 25 hours
    As Hutchinson conceded: “I prefer the action-adventure format.” Many fans agree – citing burnout from endless collectibles.

The Industry-Wide Ripple Effect

Ubisoft’s strategy influenced trends beyond its studios:

  1. Open-World Saturation: Horizon, Ghost of Tsushima adopted RPG-lite systems
  2. Live-Service Creep: Grind mechanics migrated to single-player games
  3. Player Backlash: 68% prefer <30-hour games (2024 Steam survey)

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Key Takeaways

  1. Resale Economics Drove Design: Publishers sacrificed pacing for revenue protection
  2. RPG Mechanics = Cheap Padding: Level systems and fetch quests extended playtime efficiently
  3. Player Fatigue Setting In: AC Shadows reportedly scales back bloat after feedback
  4. Digital Sales Changed Math: With resale declining, will future games shorten?

*Hutchinson now runs new studio Raccoon Logic. Ubisoft’s *Assassin’s Creed Shadows* releases November 15, 2024.*

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