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Everything Is Permitted: On Assassin's Creed

(Paperback)

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Publishing Details

Full Title:

Everything Is Permitted: On Assassin's Creed

Contributors:

By (Author) Cameron Kunzelman

ISBN:

9781517914943

Publisher:

University of Minnesota Press

Imprint:

University of Minnesota Press

Publication Date:

18th February 2026

Country:

United States

Classifications

Readership:

Professional and Scholarly

Fiction/Non-fiction:

Non Fiction

Main Subject:
Other Subjects:

Computer games / online games: strategy guides

Physical Properties

Physical Format:

Paperback

Number of Pages:

248

Dimensions:

Width 140mm, Height 216mm, Spine 13mm

Weight:

312g

Description

An entertaining deep dive into the world, gameplay, and evolution of the hugely successful Assassin's Creed video game franchise

A hooded figure stands in a bell tower overlooking medieval Jerusalem, surveying his prey. Parkour-style, he leaps down into the square to kill his target before vanishing into the crowd . . .

Released in fall 2007, Assassin's Creed transformed video gaming. Across more than a dozen franchise entries, players engage with the eternal conflict between the Order of Assassins and the nefarious Templar Order, carrying out missions in a series of painstakingly rendered historical settings, from the Holy Lands during the Third Crusade to Renaissance Italy, the Age of Piracy, the French Revolution, and Victorian London. Everything is Permitted is an analysis of the development, evolution, gameplay, and world-building of this sprawling and distinctive franchise.

Cameron Kunzelman examines key themes and concepts that connect the games in the series. Combining close readings of the games themselves with discussion of the broader landscape of video game franchises since its initial release, he uncovers what it means for a game to be part of the Assassin's Creed franchise. Kunzelman maps the elements that contribute to the immersiveness and continual playability of the games, showing how historically inflected conspiracies and science fictional premises ground the fantastical stories the games tell on a massive scale.

Diving into the real-world histories and ideas that the game designers used for inspiration, Kunzelman argues that the virtual conflicts between the franchise's opposing sides offer intriguing insights into actual reality, from ethical dilemmas to the roles of freedom and fate. He demonstrates how, by incorporating themes of means and ends, control and freedom into its gameplay, the franchise engages with profound questions in a sustained, long-form way that is unique among video games. As the Assassins say, "Nothing is true, everything is permitted."

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Author Bio

Cameron Kunzelman is assistant professor in the Department of Communication Studies and Theatre at Mercer University. He is author of The World Is Born from Zero: Speculation and Video Games, and his writing about video games has appeared in Kotaku, Polygon, and Vice. He podcasts about culture at Ranged Touch.

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