10 SCRAPPED Ideas That Never Made it Into Great Games

TL;DR
Many great games have intriguing content that was ultimately cut during development.
Transcript
great games are the result of a lot of tough choices hi folks it's falcon and today on game ranks 10 things that never made it into great games number 10 the art of dishonored and the art director from Arkane studios Sebastian Minton revealed a lot of content that never really made it to the game the game was originally not going to be set in a fic... Read More
Key Insights
- 👾 Cut content from popular games often reveals deeper narrative potentials, showcasing unique characters or mechanics that enhance the world.
- 🥺 Developers frequently make difficult decisions to maintain gameplay pacing and thematic focus, leading to the removal of intriguing elements.
- 🥰 Concept art serves as a key indicator of the developmental journey for games, often reflecting initial ideas that evolve significantly.
- 🦾 Unused mechanics, like environmental impacts of death in Skyrim, highlight developmental priorities toward player experience and engagement.
- 🎮 Iconic franchises such as Pokémon have undergone substantial changes in design and gameplay evolution, showcasing the dynamic nature of game development.
- 🤮 The emotional weight of character connections is considered carefully in design; companion animals often are omitted to avoid unnecessary player grief.
- 🥺 Insights from early designs of games like Half-Life 2 suggest how creative direction shifts can lead to distinct storytelling possibilities.
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Questions & Answers
Q: What was the original setting for Dishonored before it became a fictional world?
Originally, Dishonored was intended to be set in London during 1666. Art director Sebastian Minton shared captivating sketches of this version, showcasing a more realistic setting influenced by the historical Black Plague. This concept was dropped to allow more creative freedom in storytelling and game mechanics without the baggage of real-world interpretations of the plague.
Q: What kind of enemy types were originally considered for Resident Evil 2?
In the development stages, the Resident Evil 2 remake explored the idea of a child enemy, which was deemed unsettling, primarily due to the inherent fear elements it could introduce. Additionally, a more military-inspired version of Mr. X was conceived and other action sequences were planned. Ultimately, the third-person perspective they chose was considered more fitting for the game.
Q: Can you explain some unused Pokémon designs from the franchise?
Yes, Pokémon designer James Turner shared some original designs that didn’t make the cut for releases. These included quirky creatures that sparked fan interest, particularly a crocodile design reminiscent of 90s art styles. Details of Pokémon gold also showed different creature designs and abilities that might have had more connections to future Pokémon developments, illustrating the franchise's evolution.
Q: What unique mechanics were to be included in Skyrim that ultimately got cut?
Skyrim was initially designed to include haunting and mourning mechanics. If a unique NPC with a family died, it would randomly resurrect as a ghost to follow a relative, and families would have dynamic dialogues reflecting their loss. These features were abandoned, but they present intriguing insights into how death was envisioned to impact gameplay.
Q: How much content was cut from God of War during development?
God of War had about two hours of gameplay cut, which featured Atreus's character development journey post-recovery. This section was significant as it depicted his growing understanding of being a god. However, the development team felt the remaining content would provide a better pacing, resulting in the removal of scenes deemed unnecessary for the overall narrative flow.
Q: What was the purpose of including a companion animal in The Last of Us's early concepts?
An infected elephant was once planned to chase the character Joel during gameplay, and a puppy companion for Ellie was also considered. However, these ideas were scrapped to prevent emotional manipulation of players, especially since animals in games often meet tragic fates, which could detract from the overall narrative experience.
Q: How did early concepts for Half-Life 2 differ from the final game?
The original vision for Half-Life 2 featured a much bleaker world ravaged by the Combine, where toxic air forced inhabitants to wear gas masks. Early design documents indicated a significantly darker narrative, with a different backstory involving Alex Vance’s father and altered character dynamics, revealing the game's evolution towards a more hopeful tone.
Q: What pieces of concept art were revealed from Far Cry 3, and what did they include?
Concept art for Far Cry 3 showcased several striking locations discarded during development, including sideways buildings, a luxury resort still intact, and an amusement park. These pieces reflect a broader range of gameplay possibilities and suggest a more diverse game environment that was never fully realized in the final version.
Summary & Key Takeaways
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Numerous well-known games, such as Dishonored and Resident Evil 2, had interesting designs and concepts that were removed during development, showcasing the editing process in game creation.
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Earlier versions of beloved franchises, like Pokémon and Skyrim, featured significantly different designs, mechanics, and storylines that reflect the evolution of the game concepts.
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Unused content from games like Bloodborne and The Last of Us reveal unique enemies and scenarios that could have altered gameplay experiences and narratives.
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