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Assassin's Creed 3
In the first episode of The Tyranny of King Washington, the American Revolution is over but the true battle is just beginning. In The Infamy, George Washington…
Ubisoft didn’t underdeliver on ships in Assassin’s Creed 3 by accident. Alex Hutchinson, AC3’s creative director, told PC Gamer on Feb. 23, 2026 that the studio deliberately kept ship-based content small because they were worried the sailing tech “wouldn’t work.” That cautious decision suppressed a flashy feature in the short term – and made room for Assassin’s Creed 4: Black Flag to turn naval gameplay into the series’ signature strength.
Hutchinson’s line — that the team kept ship work small because they were worried it “wouldn’t work” — reads like project-management honesty instead of PR spin. In practice that meant Assassin’s Creed 3 shipped with naval moments and the Aquila sequence, but those scenes were designed to be controlled and predictable rather than open-world ship playgrounds. The reason wasn’t lack of imagination; it was risk management under an old AAA schedule where an unstable subsystem could sink the whole game.
GamesRadar’s coverage of Hutchinson’s comments adds a useful detail: late alphas under that older model arrived very close to release (around two months out), so teams didn’t have the runway to iterate risky systems. Contrast that with later development rhythms and you can see why Ubisoft chose to prototype ships quietly in AC3 and then commit to them fully when the company could afford to.

AC3’s naval sections weren’t worthless. They functioned as a testbed: world scale, ship handling basics, camera and combat transitions, and the problems that come with them (trade systems, balancing wind and waves, and the animation pipeline). Players remember the sections as “fun but clunky”; critics called them limited and linear. That’s exactly the point — you want prototypes that expose failure modes without letting them contaminate your main narrative.
Black Flag was the payoff. The team took AC3’s fragile prototypes, reworked physics, controls, crew mechanics, and mission framing, and turned naval play into the Jackdaw’s open-roadshow: exploration, ship-to-ship tactics, and emergent encounters. Black Flag’s success shows the benefit of staged feature introduction when the alternative is shipping a broken centerpiece.

Here’s the bit the press release won’t headline: conservative decisions like this are about more than just prudence — they reveal how development cadence and risk tolerance shape a franchise’s identity. If your pipeline forces features into late alphas, you’ll routinely postpone ambitious systems. That can be smart. It can also entrench a studio habit of delaying innovation until it’s safe, rather than building the process to make riskier innovation routine.
If I were interviewing Ubisoft’s PR team I’d ask: was AC3’s restraint mainly technical, or a symptom of a broader production model that prefers staging big changes across multiple titles? Hutchinson’s answer points to both: a specific tech fear and an old AAA alpha schedule that left little margin for error.

Alex Hutchinson says Ubisoft kept ship gameplay small in Assassin’s Creed 3 because the team feared the sailing tech “wouldn’t work.” That restraint was a conscious trade-off: prototype now, perfect later. Black Flag didn’t emerge from nowhere — it grew out of AC3’s careful, if limited, experiments.
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