When Désilets pitched the concept to Ubisoft, they rejected the idea, as it did not focus on the Prince of Persia but his bodyguards. Only the princess was really a boy – a prince with special powers.” You were an assassin, so a killer and a fighter and you had to save the princess. “It’s funny when I talk about it, because I know it would have been a good game.
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For the better part of a year of pre-production in 2004, gameplay developed for the game centered around protecting a young prince in Jerusalem who had to be rescued by the player and escorted to safety. The game was later titled Prince of Persia: Assassins. The Asasiyun's feared reputation for killing political and religious figures on their master's order, allowed Désilets to rework concept not around the Prince of Persia, but those who protected him: Assassins. Using references from a history book, Désilets began to formulate a concept based on the society of the " Asasiyun", later known as assassins, founded by the Muslim missionary, Hassan-i-Sabbah. “A Prince is someone who’s waiting to become king.” “The problem is that a Prince isn’t an action figure,” he explains. However, Désilets felt unsure of proceeding with another Prince of Persia game. Near the end of 2003, Prince of Persia: The Sands of Time's creative director Patrice Désilets was set to work on the next Prince of Persia by Ubisoft Montreal.
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The story of Prince of Persia: Assassins would have focused on a female assassin who was among a group of many that protected and rescued a young prince as his personal bodyguards.