A few people said it was cursed. Others simply had no idea what they were supposed to be making. "Nobody knew what the fudge they were doing," said one former developer.
Skull & Bones development began back in 2013, as a multiplayer expansion to Assassin's Creed IV: Black Flag that would release as a post-launch update, three sources with knowledge of the project's origins said. The expansion soon took on a life of its own, however, morphing into a full blown MMO-like spin-off with the working title Black Flag Infinite, and later a brand new pirate game called Skull & Bones.
interviews with more than 20 current and former Ubisoft developers, as well as those with knowledge of the game, its troubled development, and the studio leading production on it, tell a different story. Skull & Bones never had a clear creative vision behind it, suffered from too many managers vying for power, and was plagued by almost annual reboots and mini-freshes, they said. Years into development basic questions around the game's core design still haven't been nailed down, even as ambitions for the would-be game-as-a-service continue to mount within Ubisoft's head Paris officehttps://kotaku.com/first-it-was-an-assassins-creed-expansion-now-its-ubis-1847326742?utm_campaign=Kotaku&utm_content=1626793253&utm_medium=SocialMarketing&utm_source=twitter