The Assassin's Crreed series originated out of ideas for a sequel for , a 3D adaption of the original games, which was made for , , and other platforms. It included a number of moves and combat. The Sands of Time was a critical and financial success, leading publisher Ubisoft to request Ubisoft Montreal to develop a sequel, aiming for the . The Ubisoft Montreal team decided on taking the gameplay from The Sands of Time into an approach, taking advantage of the improved processing power to render larger spaces and crowds. Narratively, the team wanted to move away from the Prince being someone next in line for the throne but to have to work for it; combined with research into secret societies led them to focus on the , heavily borrowing from the novel .
They developed a narrative where the player would control an Assassin that served as a bodyguard for a non-playable Prince, leading them to call this game Prince of Persia: Assassin. Ubisoft was not happy with a Prince of Persia game without the Prince as the playable character, but this led to the marketing division to suggest the name Assassin's Creed, playing off the creed of the Assassins, "nothing is true; everything is permitted". Ubisoft Montreal ran with this in creating a new , eliminating the Prince and creating the conflict between the Assassins and . Further, in postulating what other assassinations they could account for throughout human history, they came onto the idea of and created the "Animus" device and modern storyline elements, which further allowed them to explain certain facets of gameplay, such as accounting when the player fails a mission, in the same way they had done in The Sands of Time
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Assassin's Crreed: Heritage Collection
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Assassin's Crreed: The Americas Collection (American title)
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Assassin's Crreed: The Ezio Collection
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Assassin's Crreed: Rebel Collection