Dan Snow's History Hit - Recreating the Viking World in Assassin's Creed: Valhalla
Episode Date: April 6, 2022Assassin's Creed: Valhalla has brought the Viking Age to life in stunning detail, and now the game is even being used as an educational tool!Maxime Durand is World-Design Director at Ubisoft and the m...ind behind the hit franchise's Discovery Tour, which is a fun way to learn about history in the game's virtual world. Our very own Dr Cat Jarman acted as a historical consultant for the game, making sure it was as accurate as possible. In this episode of Gone Medieval, Cat sits down with Maxime to discuss the value of historical gaming as an educator as well as a form of entertainment.If you'd like to learn more, we have hundreds of history documentaries, ad-free podcasts and audiobooks at History Hit - subscribe today! To download the History Hit app please go to the Android or Apple store.We need your help! If you would like to tell us what you want to hear as part of Dan Snow's History Hit then complete our podcast survey by clicking here. Once completed you will be entered into a prize draw to win a £100 voucher to spend in the History Hit shop.
Transcript
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Hey everyone, welcome to Downsides History. It's that time of the week when we celebrate
one or the other of the history hits stable. The brilliant specialist history podcast we
offer the people who are such big fans of history that they want more and more of the
particular era in which they specialise. This one is Gone Medieval. It is presented by Matt
Lewis and Kat Jarman. They divide up the Middle Ages between them. There's plenty to go around
and this is an episode I know you're going to love. Enjoy.
Hello and welcome to Gone Medieval. I'm Dr Kat Jarman.
For many people, history is something you learn at school or in a museum,
read about in books or maybe get through one of your favourite
podcasts. But for others, history might be accessed in quite a different way. I'm talking about
computer games and especially the huge popularity of historical gaming. But exactly what goes into
these games? How are the fictional words created and how much care, if any at all,
do they take to represent a historical period realistically? In this episode we're going to
be talking about one of the most famous of them all, the Assassin's Creed franchise,
developed and created by Ubisoft. Its latest version of the game, that came out in 2020,
is called AC Valhalla and is set in the Viking Age. Something that's unique about
this particular game is that it also exists in a version that aims to be educational, the Discovery
Tour, where you both play the game but also learn about the history behind it as well as how the
game was created in the first place. I'm really delighted to have with me today to talk about this
Maxime Duran, a historian
who is the World Design Director for Ubisoft's Discovery Tours. Maxime, thank you so much for
joining us on Gone Medieval today. Thanks for having me. It's a real pleasure. Great. And I
should just for the record here say that we did have worked together in the past because I did
actually work as a consultant when Assassin's Creed Valhalla Discovery Tour
was being made as one of your subject experts.
So I've seen the process a little bit from the inside,
but it's great to have you here to talk about it.
Thank you.
I was so delighted that we collaborated
on this project together
that if we can shed even more light about it,
I'm really happy to do so.
Yeah, fantastic.
So some of our listeners will be very well acquainted
with the game and
how it works. But for those who maybe don't know it so well, could you just very briefly explain
what is the Assassin's Creed franchise and what's the discovery tool and how does this all fit
together? Yes, definitely. So Assassin's Creed is quite a huge franchise that was based and rooted originally with the video game series, which is still its most popular feature.
That started back in 2007.
And what was super iconic about this franchise is that it started the open world genre in video games.
What does that mean?
It means that people with the graphics of back in 2007 could walk everywhere, they could climb over buildings and really work into a 3D environment.
So that was something that was really particular for that game at the time period.
But also the very specific thing about that franchise is that it started as a historical video game.
So it was originally set in the Crusades time period in the Levant region.
And then with time, the series evolved and the games continue to look into different historical settings.
With the Renaissance period, we move back in time sometimes with ancient Egypt and ancient Greece.
And so we covered a lot of time periods.
And the latest one is called Assassin's Creed Valhalla and takes place into the Viking Age.
So that's where and what is Assassin's Creed in a big nutshell.
But then there is the Discovery Tour, which is something that evolved with time.
And it's really a child born from Assassin's Creed.
So Discovery Tour is a video game too, but it's an educational one on purpose, I'd say.
The biggest difference is that Assassin's Creed is really an action-adventure game where
we are playing as an avatar, we are fighting our way through a storyline, and we're with
the Discovery Tour.
It's really conflict-free.
We have worlds to immerse ourselves with, and the goal is to learn about history and
archaeology and really the science behind.
So we reuse the same environments, but with
very two different purposes. And I've been lucky enough to work on both of these franchises,
and I'm still stemming the Discovery Tour franchise at the moment.
So your job title is you're the World Design Director, but you've actually been working
for the franchise for quite a long time in different roles. So can you tell us a little
bit about what you do now and how you got there, the different roles you've had within it as well?
Originally, I really was hired as a historic consultant. I was a historian myself,
18th century specialist in colonial America. And this is really where I started at Ubisoft. But
with time, I basically reuse my toolbox that I learned as a historian and adapted it to various time periods.
And thankfully, because we work with other historians and external consultants, I've been
just able to continue to work with the same method. But right now, the idea is that I direct
this franchise that's called Discovery Tour. So with the help of a producer, we look into what
are the possible scenarios to create
educational opportunities out of Assassin's Creed games.
That can be with video games, but that can also be in terms of museum experiments, where
we are creating and highlighting artifacts and collections that are merged with digital
environments to create really something that's different in terms of museum visits.
So on a day-to-day basis, I do historic research a little bit,
but I mostly work with professionals and amazing people just like you.
Oh, thank you.
And that's a really interesting and exciting part of my job.
It's that we get access to the most accurate and the most recent type of research outcomes.
So in terms of developing the AC Valhalla game, you were quite heavily involved
in actually designing parts of that in the Discovery Tour especially, weren't you? What
were your roles in that particular game?
So when we create a game like Assassin's Creed Valhalla, we try to understand history
to create a game environment. So the biggest
difference is that we're not reproducing the past. We're not trying to reconstitute the past. We're
trying to make a game environment that's based on it, that's inspired by it. So what does it mean?
It means that as a historian, the role is to help teams get answers to their questions.
What is going to get them excited? Which are the
landmarks? Who are the historical characters? What do people do on a day-to-day basis? What
are their beliefs? It's so interesting because we have to understand a full-time period to be able
to portray it in the game. Although the game is going to take artistic liberties that don't make
any sense on the historical perspective. For instance,
and this is one of the many examples that we'll find in any Assassin's Creed games,
heights of monuments will most of the time be higher in the game than it will be in reality.
And this is because it's a game where we can climb. And because we want to climb,
we want things that are high, high enough to climb at least. When it comes to the Discover Tour, which is the educational part, we want to tell the
truth because this is what we want to tell in classes.
We want people to understand the limits of different mediums like video games, but we
also want to tell important historic elements.
So we explain both.
We explain where we got the information from and how we adapted it as
well, which I think is super interesting because there's so much magic that's happening when
creating a video game and so many people would like to know how it's done. And there are not
that many resources out there unless you want to graduate in game design or something like that.
Yeah, absolutely. And I felt very lucky when we first started the collaboration
because I got to sit in on the presentation that you gave
explaining exactly the process behind it
and showing some of the previous games
and some of the really quite stunning imagery
and how you'd recreated buildings and all of that,
which was fantastic to see.
But let's talk a little bit more about the Valhalla game. So this game is set in
9th century England and in Scandinavia, basically. And it's incorporating quite a lot of the real
history of what's going on there, which is why I got involved in it, because that's my time period
as well. I mean, how do you sort of then go about deciding where you want to sort of have the real elements?
So you have places like York or Jorvik, for example, you have sort of towns in Scandinavia,
you've got all these different places, you've got a map, which is sort of England, but with
a bit of creative license.
How do you really go about making those decisions?
It's a complex process.
Really, I don't think there's any game that I've
worked on where from the beginning of the project to the end, which is about two to four years in
general, where we come with a very clear idea at the beginning and in the end, it's the same thing.
That never, never happens. It's really a matter of the inspiration that the team will get from
the historical elements. But it's also,
there are also two other elements that are super important and crucial to the outcome.
For instance, with the Viking Age, we knew that the historical perspective is that Vikings are
traders, it's complex, they're widespread across the map. We could have talked about them in very
different places. But the team,
I think, wanted to tell that storyline from the point of view of Alfred the Great, because there
was that moment in human history that was interesting, where there's a clash with Christianity,
there's a clash with the creation of the Kingdom of England with Alfred, or at least an idea of it.
There's a turning point in history at that point at that moment so that was
the historical interest for the team but when it comes to the environments the team also want a lot
of variety so when they decided to take the region they took in norway for the game on the historical
perspective it was really because they wanted to relate it to harald fair hair whereas we know that
at least the team knew that the most important
locations from the Viking Age were not in the region that the game was looking at. But the
visual elements, the fjords, the mountains that the team wanted to provide to show this kind of
austerity for the region were only visually relatable with the western fjords in Norway.
So this is why the team took that decision.
So this is where we see that history can be a source of inspiration,
but then there's the artistic desire, the narrative desire of the team
that will also adapt the way that the team will make their decisions.
And you do have some objects and sites and artifacts,
especially in the game, that are just really quite striking representations.
And they're very, very accurate.
And I know that in all your games, for some of those,
you do go to quite some lengths to actually make them really, really accurate.
And I think one of them in the Valhalla game was the actual crypt at Repton,
the monastery, the sort of central part of that crypt,
which is one that I've researched, I've worked on for quite a long time.
And actually, that bit in the middle, it's just like being there.
It's really quite, it's quite impressive.
You've got, obviously, taken liberties around it, but the central core to it is very, very real.
And I mean, how do you actually do that practically when you decide that, you know,
we want to put this particular element in?
that practically when you decide that, you know, we want to put this particular element in,
what's in the process to get that artifact to all that, you know, site come to life in the way that you do? It's a matter of, again, multiple facts, but the other element that I didn't answer to
before and that which will answer this one is the technical aspect. We cannot reproduce everything,
so we try to make choices that are impactful.
In the case of Repton, I think the funny bit with it is that the team visited the location,
they visited the crypt, and they went on many places. They went to York, they went to Norway,
to various islands as well, to get a good sense and a good inspiration. So yeah, there's going to
be a question of impact on the narrative track uh repton i think
was was quite important maybe visually not as big not as striking as as york would be in the game
or as winchester or london for instance because they're much bigger playgrounds but the the
historical relevancy is also super important and recreating reconstituting artifacts in the game
is part of the believability process.
So we'll see some of the houses, for instance, attached houses that are very accurate. They're
very close to what we know in terms of archaeology. There will be a lot of artifacts that are real
ones that the team will recreate in the game. We actually don't need to do photogrammetry to
have them in the game. We just need a couple of pictures because photogrammetry is a very recent tool
for video game making or for archaeology.
But with video games, we originally were always creating assets from the ground.
We did not need photogrammetry before.
What it creates, how it changes the way we're working is that it adds more authenticity.
For instance, walls in the game
are the result of photogrammetry
that was done by the team in England
because it added a sense of chaos in the patterns
that is not done by a human generally or as easily.
Maybe one last item that I could add to this
is that the artifacts in the game
are usually scoped much bigger than in real life.
And there's a good reason for that. It's because if it's as small as in real life, we won't see it. Because the game, the player's avatar is taking a lot of place on the screen. And so the
lens through which we see the game world is much different than our own eyes.
That's a really good point. Now, now i mean one of the things related to this
i guess one of the criticisms that people might have of games like this is that a player or user
of the game might not necessarily always know what is real and what isn't and some might think that
that's then too misleading and it might be sort of actually creating problems in that people think
well this is the viking agent because Y, and Z are all real.
What about all the other things?
And so it sort of causes a sense of confusion.
Do you think that's a valid criticism or do you think that's a problem?
Or do you think that your users don't really make those mistakes?
I think we are aware of it to a certain extent.
There is a sense of responsibility on the game company side.
And this is why we hire
and work with historians.
We work with so many museums
to try to understand
the weight of our decisions.
But ultimately,
because it's a video game
that's being made,
there is that license
that is going to be taken by the game.
I'd say we're lucky
because the company has accepted
that we created Discover Tours
so that these are, I mean, they are the educational version that is given for free to all players
and they're used quite a lot by players i think they they enjoy that compliment very much and
also there's something that's super interesting that i see as a historian is that because people
have played a video game most of the time they're interested to learn more about the time period
then there's much there are
much more chances that they won't decide to go into a museum to visit it read the book or even
just do a google research that's the very least minimum and this is maybe not something that they
would have done unless they had played a video game because we don't have all the same backgrounds
as a historian of course i love reading reading. I love to have complexity.
But I acknowledge that this is not the case for everyone.
And we live in a society of image.
And what's better than having a video game
where you have the freedom to go wherever you want?
You have the freedom to choose for your own self in many situations.
And you can take time if you want to visit a monastery.
You don't have the rush of a narrative, for instance, from a movie or TV series where you cannot go behind the scene.
You can't take the time to enjoy that.
You're limited by what's happening on the screen.
So personally, I really feel like it's a form of entertainment that's very interesting.
And I'm happy to see the results the way they are.
entertainment that's very interesting and I'm happy to see the results the way they are.
Yeah, they do, as you say, you know, it's that idea that it acts as a springboard for people to go and check and test and find out more, which is why I personally think it's not an issue.
You're coming from it from the other side, from the academic side. I think people do generally
understand, or at least I hope they do. You see, one thing that's curious is that I believe as scientists, we oftentimes forget
that at one point in our life, there was a spark that got us into that field in the first place.
And I guess it's easy to become judgmental with time and forget where we came from. But that's
the reality for millions of people. Absolutely. And that's the key, the number of people as well.
So I mean, I don't know
if you have these sort of figures
at the top of your head,
but we're talking about
a really vast number of people,
aren't we, playing the games?
I mean, do you have any idea
how many people roughly play
AC Valhalla, for example?
Well, numbers are not out
with AC Valhalla,
but overall with the franchise
ever since 2007,
we talk about more than
155 million people just for the video games.
That's, yeah, that's 155 million people.
I mean, that's insane, really, to think about.
Even if I look at one of the latest partnerships that we did with an exhibition on ancient Egypt, half a million people visited the exhibition.
million people visited the exhibition. And that exhibition was highlighting artifacts from ancient Egypt in an archaeological museum, but with digital environments made with the game. And
that really enhanced the experiment. That's half a million people that were attracted to that museum.
I'm Matt Lewis.
And I'm Dr. Eleanor Janaga.
And in Gone Medieval, we get into the greatest mysteries.
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Talking about, so you mentioned museums and working museums there.
Can you explain something about how you are,
how are you collaborating with museums and what sort of ways are you trying to reach new people
and work with museums and other institutions like that?
Yeah, we work with museums and institutions on various levels.
First, when we
try to do the original research for our video games, we try to get access to information,
to articles. We hire professionals to come and do presentations to the team. We record these and
use these to inform the team. Then as we're making either Assassin's Creed Valhalla or when we did
the Discovery Tour Viking Age, we work hand
in hand with museums to highlight their collections and their knowledge within the Discover Tour.
And we also are trying whenever it's possible to plan exhibitions. So for instance, we announced
that we will be a major partner of the future exhibition in Winchester, which is going to
really take a look, a deep look at King Alfred's reign
and the time period.
We just, I mean, very recently I participated in the Twitch stream at the Jorvik Viking
Center.
And so these are all elements because we've been in discussion with these museums for
some time because they invested time and their artifacts in our discovery tour. And in exchange, we also wanted to help them promote their cultural mission
to attract people to their museum.
And so they can really enhance their knowledge and their curiosity.
So I wanted to go back a little bit to the AC Valhalla game.
And the fact that you're reaching so many people,
you talked a little bit about this idea that you have a bit of a responsibility
towards what you are actually presenting to people.
In terms of the Viking Age, were there any particular stereotypes that you were keen to avoid or any particular topics that you were keen to sort of clarify or represent in a particular way?
Yes, definitely. I think a lot of people are
attracted to the Viking Age in the same way they're attracted to other historical periods
because of these enduring myths, which I don't want to promote. But a lot of people are attracted
to the Viking era in Assassin's Creed Valhalla because of this idea of raiding. But then the team
uses that opportunity to go deeper and try to demystify the time period and to give more complexity to these people, to their beliefs, to the complex geopolitics of the time period between Viking raiders and the Anglo-Saxon and Britain people that are on the island, for instance. Of course, we're in the 21st century, so the question of the women
presence is a very important one. As a historian, of course, we cannot be blind to that question,
even if we don't have all the answers we would like to have. But the game has to make a stance.
And so in Assassin's Creed Valhalla, players have the ability to define if they want to be
either male or female at the beginning of
the game. And then there will be explanations while we're playing that game to understand
why that choice matters and how it can exist. These are some of the heavy decisions that the
team is taking. We try to understand the importance of slavery, for instance, in the Viking Age,
and try to highlight it in the game. But of course,
these are sometimes very sensitive subjects. And the way fans or players might be expecting slavery and the way it's going to appear in the game can be very different. So we have to be
mindful also that if we are going to go into one direction and explaining it historically,
in the narrative of the game, it has to be well done. Otherwise, we might as well avoid
it. That's a brilliant answer, definitely. So relating to that then, a little bit about things
like anachronisms, so things that are really not quite in place in that time period, maybe because
you're putting in something that's a bit earlier, or you're putting in something that's quite modern.
Is that something that you were deliberately trying to avoid or were you not so worried about that?
Because, I mean, there are some obvious ones.
I think you've got the Sutton Hoo ship mound, for example,
which is not Viking Age, it's pre-Viking Age.
So that must be quite deliberate.
But more in general, how do you treat that particular challenge?
Well, I'd say, again, there's no fine line between
if something is going to be totally historic or not. I'd say with again, there's no fine line between if something is going to be totally
historic or not.
I'd say with Assassin's Creed Valhalla, I have so many examples of some of the elements
that are super historically accurate that people will not notice, and some of the other
that are so obvious that they're not accurate, at least from a historian perspective.
One of them is fortresses and castles.
I remember having had that discussion very
early on with the artistic team whereas they looked at mutts and beles from the time period
in in wooden fortresses and i could see in their eyes that it wouldn't make it that wouldn't make
it into the game so and so ultimately what we have is it's kind of a norman norman and with
castle with 19th century restoration stuck inside.
And that's an on-purpose choice from the team.
There are lots of Roman ruins.
Some of them are quite exaggerated in the game.
And others are based on historical knowledge, but where we don't have as much archaeological
information.
For instance, the amphitheater in Jorvik in York is one of them. But the idea behind
having all of these Roman ruins or representations with these huge statues, for instance, is for
players to understand very quickly that these are Roman remains. And when we get from one village to
another, everything feels different. And we can see if one village is more Anglo-Saxon or if it feels more like it's an old Roman ruin.
And now is it occupied by Viking raiders
or is it occupied by other kind of people?
These are elements that the game doesn't explain,
but shows very quickly to players.
And so when we're playing,
we very quickly get that sense of being in one place specific
in the game world.
And we know where
we're at because it is unique so i guess that's that's one of those choices that you do have to
make because it's got to it's got to make sense to people and a lot of the real history doesn't
necessarily make quite as much sense i suppose anyway and and linking back to that ultimately
we cannot do everything so the game makers want to have this huge map where we can play for
for so many hours but we cannot reproduce everything. So there will be shortcuts between elements that we see that are reused between locations.
and do you know or have you seen or can you see in it now whether it's changed how it treats history since then are there any big changes when it first came out as the first version of the game
and what the sort of latest iteration or is it not really changed now it has changed uh for certain
i we i can say we're lucky enough that historians were always consulted, but the expectations from players is much higher nowadays
than it was before because there was nothing like it
when Assassin's Creed 1 was released.
Houses were blocks on the screen of the player,
whereas now we can see so many details with 4K and 8K screens.
And so there are more expectations regarding historical authenticity.
There are more discussions, historical authenticity there are more
discussions which i can see as something that's very interesting uh if people are questioning
themselves or even questioning the game that's always very interesting and in the way that we're
making the games also i think we try to be more conscious of the choices that are made of the
consequences of historical subjects so that it's it's not just talking about the past, it's also talking to people in the modern
day.
So there's that sense, I think, that adds weight to the process of game making.
But it's interesting.
I think genuinely game developers like challenges.
So this is just one more of them.
So yeah, so I suppose that emphasis on the discovery tools and your roles of talking to different partners and using it educationally, that also shows, I suppose, that sort of increased interest in how the games can be used more widely.
to the second Assassin's Creed was released.
And ever since I joined,
I was told that teachers,
professors were interested and museums were interested in using the game
or were already using it.
But that was very, very small minority.
And they had the limit that the game was M-rated.
So not necessarily easy to bring into a classroom
or into a museum.
And the game experience also was not easy
because you'd have to fight your way through a village
or you'd have to fight through Notre Dame Cathedral.
Whereas we just wanted to have a stroll
and enjoy the historical elements out of it.
So that really sparked the idea
that we should invest into creating something
that would be useful for schools, for museums,
and even for families and everyone, basically. I've seen so
many people now take the controller for the first time in their life because they could play with
the discovery tool and they could enjoy going to these digital environments, whereas before they
would have been afraid to take on Assassin's Creed, and I understand why. So that's really
what sparked the idea. It made us adapt a lot and try to adapt a lot
to the educational sphere but to be to be super honest i am aware and the company i think is aware
that the discovery tour is not perfect and it's all right i mean we do our best to get it adapted
for for classrooms and we work hand in hand with teachers. I mean, there's not a week that passes where I
don't have any discussion with a museum or teacher on trying to find the best solution for them or
for us to get the game into their classroom or for us to adapt the game to get into their classroom
later on. But there's not many companies that are making games like the Discovery Tour. As far as
I'm aware, we're pretty much the only one out there
with that kind of quality that can be brought into the classroom.
And it was great.
I mean, it was great fun to work with you guys
and see how you did it and see that you took on
all my annoying comments and little pernickety things.
I kept coming back, beefing us back and forth,
saying, well, this isn't quite right,
I'm quite used to what we're doing.
And you'd sort of come back and respect that,
which was just a great thing to see now because one of the things that's important
when you play a game like this is that it's a narrative so there's a storytelling this it's not
you're not just going in to learn facts or anything like that if like you might be doing if you just
go to a museum but it's very much narrative driven as all of these games. Can you talk a little bit about that and why that is important?
Yes.
As humans, I think this is something that has been interesting for mankind,
for this species for so long, telling a story or being told a story.
And whether it's an amazing book like River Kings,
which I've read a couple of times now.
Thank you.
And we get on with the narrative.
We get on with that storytelling.
I think that's super compelling.
And a product like the Discovery Tour Viking Age adapted to that reality.
With the two first Discovery Tours, we created a digital museum, basically, where we had guided tours.
And I think that there was a lot of value in that way of working but with the latest one in the viking age we knew that we wanted to adapt to
to create a storyline so it's a fictive storyline but that makes sense in in many ways in the past
and because we care for the the people that we're looking after when we're playing i think we're
learning more because even if we're learning a little less what we're looking after when we're playing, I think we're learning more
because even if we're learning a little less,
what we're learning is super important.
There's that sense of human experience from the past,
their struggles.
And I think that sense of empathy is much stronger
when we're playing someone's history
or seeing their feelings more deeply
than if we're being told. So I really strongly
believe in this. And that's true for documentaries. It's true for so many mediums where we really
enjoy carrying on with that storyline. Absolutely. I think you're so right there.
And I think this is probably why it's got that power to get people interested in history who might not think they're interested in history who just were bored with it at school as well
because suddenly there is that narrative and there's there's there's people there's choices
you sort of you realize that you if you lived in the past a thousand years ago you still had the
same things happening to you in life you still have to make choices you still have to make
decisions and I guess it sort of brings people almost that bit closer
to real human lives even though they are fake human lives but even so this sort of it's that
closeness isn't it i suppose to human experiences yeah it's and and i mean some things are are very
are going to be likewise because it's a human experience but then some elements might be so
different and striking that this is where the learning
might start because then we realize oh that's different why is it that different and and that's
where i think the reflection can begin this being said i do want to say that of course that doesn't
replace fundamental research and experimental research we can exist because experimental
research and fundamental research are being carried we're're a result of that. We're not at the forefront of research. So I just want to be thankful for
people like you, Kat, and other people who are doing so much hard work on trying to get these
finds. And really, that amazes me a lot. I'm glad I'm not going to be out of a job because of Ubisoft.
That's good to know.
But just, okay, so talking about narratives then,
because of course you've got a storyline running through all of this,
but you keep bringing up new updates as well to the game.
So even when people have finished the one story and the one game,
new things keep coming out.
Can you tell me about the latest updates to the AC Valhalla game?
So it's crazy because Assassin's Creed Valhalla
was released in 2020.
And for the first time,
we have a second year content update,
which is Dawn of Ragnarok,
releasing March 10,
and which will take players
into a whole new world
of the Dwarf kingdoms of Norse mythology.
And it's super interesting
because people are so compelled
with Assassin's Creed Valhalla
that it pushes the company to continue
to create a lot of material.
And because the time period is so interesting
and there is so much to say about the Viking Age
and their beliefs and their people
that I think we have so much to say about the Viking Age and their beliefs and their people that I think we have so
much inspiration to continue and create more content for players. Lastly, I'm also super
happy because we will have console versions for Discovery Tour Viking Age. And this is the first
time. And what that will allow is that anyone can enjoy Discovery Tour without necessarily having to
go on and play Assassin's
Creed Valhalla, for instance. So it's just another way for schools and museums to get
access to the game. And I'm very thankful for that.
It's fantastic. Well, I can't get over the sheer numbers of people that this is reaching. And I
think it is such a good collaboration is the fact that you're, as you just said, you know,
you're using the work of the researchers and the academics and then your games can provide entertainment and joy and happiness to people. But it could
also provide that sort of springboard and it can be used educationally in museums and schools. So
I think it really is something that seems to have developed into something quite powerful.
And it's quite exciting to see how it's going to go from here, I think.
Well, thank you very much for the opportunity, Kat. It has been a wonder to work with you
and to collaborate on that project.
And it's been great also to be your guest today.
Thank you so much.
This was Maxim Duran talking about AC Valhalla
and the Discovery Tour.
This has been an episode of Gone Medieval from History Hit.
Thank you so much for listening today.
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