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At GDC, the directors of Ghost of Yōtei revealed they nearly included a rock-climbing system with a stamina bar. Learn about the development process and why they decided that a cool feature isn't always the right fit for the game's identity.
Transcript
00:00Can you imagine a rock climbing mechanic in Ghost of Yotei?
00:04Well, we almost had one.
00:05At a panel during GDC, the Ghost of Yotei directors said they were playing Breath of the Wild
00:11and basically thought, why doesn't every game let you climb everything?
00:15So, they started prototyping that exact system, the full climb any surface mechanic,
00:21complete with a stamina bar and the risk of falling if you ran out.
00:25And apparently, it actually worked.
00:27They even had it running inside Ghost of Yotei's systems and thought it was going to be magnificent.
00:33But then, the team stepped back and realized something important.
00:37Their game is about being a wandering ronin, traveling the world, dueling enemies and living that samurai fantasy.
00:43As the devs put it, rock climbing just isn't really a core part of that fantasy.
00:48So, in the end, they cut the mechanic.
00:50Which is interesting, because it shows that even when a feature is cool,
00:54if it doesn't fit the vibe of the game, it's probably better left out.
00:58...
00:58...
00:58out.
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