Sucker Punch Productions’ Ghost of Yotei is already an formidable open-world journey that builds on its predecessor in a number of methods, however the crew had a variety of different concepts that by no means made the ultimate sport. At GDC, the studio’s two artistic administrators mentioned each the options that made it into the sport and a few formidable ideas that didn’t.
From mechanics that will have let gamers climb anyplace to dual-timelines and a totally diegetic map system, Ghost of Yotei started as a sport filled with potentialities. Some concepts proved too massive to implement totally, however they nonetheless influenced the ultimate expertise, leaving traces of that ambition within the sport’s narrative and design.

One of the vital formidable options was the power to modify between younger and previous Atsu at any level within the sport. This is able to have created two variations of the world concurrently, that means the whole map would wish to have variations in spring and winter.
“The concept was fascinating on paper,” Sucker Punch artistic director Nate Fox mentioned. “But it surely rapidly turned clear that constructing two totally realized worlds on the identical map was far too huge.”
The full mechanic was scaled again however remained within the sport as a story ingredient. Gamers see glimpses of younger Atsu in flashbacks, and a few environmental puzzles reference her previous self.

Sucker Punch additionally experimented with vertical traversal impressed by Breath of the Wild, permitting gamers to climb cliffs, partitions, and almost something they may stroll as much as.
“There have been a whole lot of chokepoints and partitions you were not purported to climb,” Fox mentioned. The characteristic was finally restricted to areas with white rocks. In the event you see these rocks, you understand you possibly can climb there. Everybody loves Breath of the Wild, however that stage of freedom is not appropriate for each open world.
The crew additionally wished to immerse gamers in historic Hokkaido with diegetic mechanics, together with an in-world map Atsu would carry. The concept was that as gamers turned, the map would flip together with her whereas she was taking a look at it, displaying different elements of the world in that course.
“It could in all probability make you throw up,” artistic director Jason Connell mentioned. The rotating map didn’t work out, however the crew made different changes. The map menu appears to be like hand-drawn, as if Atsu drew it herself. Map items collected within the sport need to be positioned manually, unveiling hidden areas. Climate parts like rain are additionally proven on the map by way of droplets often falling.

Sucker Punch additionally experimented with a wider vary of weapons throughout improvement, although a number of have been reduce or modified earlier than launch. Early variations of the sport included two hatchets as a dual-weapon choice, together with a defend that will have altered the sport’s fight circulate. The crew additionally examined followers as a weapon, increasing Atsu’s toolkit with lighter assaults.
Some weapons developed into totally different varieties as improvement continued. The Odachi that seems within the closing sport was initially a Kanabo, a heavy membership extra intently related to brute pressure than the sweeping sword assaults gamers see now. Because the fight system took form, the crew refined the weapon roster to higher match the pacing and magnificence of the scary Onryo.
These adjustments have been half of a bigger means of narrowing the sport’s scope. The similar stability between ambition and practicality additionally formed the world gamers discover. Initially, Sucker Punch deliberate for Atsu to discover two further areas, however the crew didn’t have time so as to add content material. Not like Ghost of Tsushima, Ghost of Yotei’s map incorporates fairly a little bit of inaccessible house. A few of these areas have been initially meant to be explorable.
All through the speak, Sucker Punch made it clear that chopping concepts is a central a part of its improvement course of. Fox mentioned the crew recurrently removes options that don’t match the sport’s course, even when they have been promising ideas early on.
The studio even tried to make these moments really feel optimistic. Fox mentioned the crew would generally maintain conferences the place builders talked in regards to the concepts they reduce and celebrated the selections collectively, reinforcing that eradicating options is a crucial step in shaping the ultimate sport.
Regardless of the dimensions of its video games, Sucker Punch has remained a comparatively small studio of round 150 builders, counting on years of institutional information to information its open-world design. That have consists of figuring out when to scale concepts again, because the crew recurrently cuts mechanics, weapons, and even sections of the map that don’t match the ultimate imaginative and prescient. By refining its method with every mission and embracing that modifying course of, the studio has continued to show formidable ideas into centered, high-quality open-world video games.
