Assassin's Creed Black Flag, released in 2013, was a game about the friction between what you wanted and what the world made hard.
You played Edward Kenway, a privateer cutting through the Caribbean. You could hunt whales for blubber, trade it for upgrades, tinker with ship rigging, manage crew morale. And ignore the main story for twenty hours to just exist in the sandbox, building resources through systems that had no narrative justification.
They were obstacles. By modern design logic, they were boring. The remaster strips this out entirely — Ubisoft Singapore has made the game leaner, faster, more "focused."
The reviewers call this improvement. More swashbuckling, less administration — who wouldn't want that? The unstated assumption sits beneath every cut. That boring is bad, and removing what slows you down creates a better experience because it removes impediment. But friction isn't always a flaw. It's often the mechanism that creates agency.
Once you remove it, once you streamline to the dramatic highlights, what remains is the illusion of agency inside a predetermined path.
”Black Flag's original design was fundamentally sandboxed. The whale hunting, the crew management, the systems-stacking — these weren't padding, they were the architecture of player priority. You chose what mattered. The economy of friction meant you couldn't do everything at once, which meant your decisions had weight. Removing those systems doesn't streamline choice. It erases the conditions that make choice meaningful.
The remaster is objectively smoother, objectively faster. It's also objectively more linear, even if the story beats haven't moved. Speed and focus are not the same thing as depth. Sometimes what looks like optimization is just the removal of the problem space itself.
So what are we actually asking for when we ask for streamlining? A better game, or a faster one?