While creating games, developers do everything according to the plan. When they start working on a slot machine, they know exactly that this game will be then released on the betting website in Canada. But sometimes things don’t go according to the plan, and that’s not always terrible. These 4 examples will show you this.
The Sims Almost Became an Architect Simulator
The Sims did not immediately become a game in which you want to take care of virtual men. Game designer Will Wright first wanted to do something with an emphasis on designing buildings. But how does the user know how successful the next building is? Then Wright decided that it is necessary to populate the buildings with virtual people controlled by AI – by their behavior the players will understand whether everything is successful or not.
First Assassin’s Creed Could Be the Next Prince of Persia
Assassin’s Creed, which launched a series of games about rivalry between the Templars and Assassins, was first conceived as an installment of another famous action game series, Prince of Persia. Developing the concept of the game, Patrice Dezile decided that the prince is not the right one to fight all kinds of enemies and get into adventures – it makes more sense if specially trained assistants do it for him. So the idea was born to give the leading role to the girl from the order of assassins, who, together with her brothers, protects the young prince in Jerusalem, rescues him from the clutches of his enemies, and makes sure that they can not kidnap him again.
Dezile and his team prepared a prototype of the game which took them most of 2004. However, Ubisoft’s management did not appreciate the idea, believing that it is important for the series called Prince of Persia to keep the prince as the protagonist. But they did not completely abandon all developments. Dezile was allowed to make an original game – with a conspiracy plot and a fantasy device called Animus, which allows you to plunge into the turbulent life of an assassin named Altair.
Mystical Thriller Alan Wake Almost Became an Open-world Game
Remedy Studios, the studio responsible for Alan Wake, wanted to tackle a game that was different from the Max Payne releases it had made before. In contrast, they decided to add an open world to Alan Wake. But in three years the developers didn’t figure out how to give the players complete freedom of action without sacrificing the story. And they wanted Alan Wake to be a thriller and tell an interesting, addictive story. Two more months of hard work, and the team reworked the existing prototype: Alan Wake became a linear game – with the narrative broken up into episodes. All of them went into the set at once.
The Beatdowns in Mortal Kombat Looked Boring at First
The famous fatalities weren’t invented at the beginning of Mortal Kombat. The developers first considered how they could integrate into the game the mechanics of stunning opponents, which some fighting games already used. Game designer Ed Boone didn’t like it – it’s not nice when your opponent stuns your character and then you can’t respond. But he thought it was the carnage scene itself – when the character can’t move and you can deliver an extra punch – that looked pretty fun. Then, together with co-writer John Tobias, he decided that it would be possible to allow the retribution at the very end, when the outcome of the fight had already been decided.