A bodyguard became the story’s center
The early concept for Assassin’s Creed treated the player as a supporting character: a protector moving through danger alongside a more important figure. That setup gave the game a clear mission, but it also put a limit on whose experience could drive it. If the Prince was the central character, the player’s role risked feeling secondary—even while doing the work of navigating the world and facing its threats.
Removing the Prince changed the design’s possibilities
Once the project stood on its own, its protagonist no longer had to serve another hero’s story. The assassin could be the person whose choices, skills, and conflicts shaped the adventure. Stealth and movement through the environment could become expressions of that character’s role, rather than simply tools for escorting someone else.
That shift also gave the developers room to build a setting and mythology around the new lead instead of relying on the identity of an existing series. The result was not just a renamed Prince of Persia game: it was a different answer to the question of who the player was meant to be.
A small change in viewpoint, a larger change in identity
Spin-offs often begin by borrowing a familiar world and looking at it from the edges. Here, the supporting role proved more useful as a starting point than as a permanent one. Moving the focus from the person being protected to the person doing the protecting helped turn a side character’s job into the foundation of a new franchise.






