God Of War won the game of the year at the 2018 Games Awards, and it’s astonishing the idea of what it might have been if Santa Monica had a larger budget and a larger developer team.
Cory Barlog recently had an interview with NoClip where he shared some insights about the development of a game like God of War and share some of the ideas that turned out to be too ambitious to become a reality
Read below an extract of the interview below:
Y’know, we cut a lot of bosses. A lot. We had so many more, it was a much more ambitious, crazier game. As you go through development, you start realizing, no, it’s too big, we can’t do this.
One boss takes like 30 developers a year and a half. It’s an absolutely massive scale when you really consider it, and you measure it against other games in which we finished the game in a year and a half.
Cory Barlog was recently invited into The GameOverGreggy Show, Episode 265, where he talked about the development of God of War, and shared that Santa Monica had a “really fun” idea for releasing a DLC for God Of War, idea which was dismissed for being to difficult to implement.
While speaking to NoClip he gives more information about that “really fun” idea for DLC, and it turned to be too massive and time consuming to be released as a DLC.
It would end up being its own thing,…Rightfully so, everybody had said to me, ‘Dude, this is crazy. This isn’t DLC, it’s a little too big.
Check the full interview down below:
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Includes several titles.
Which was showcased at E3 2003.