![]() Across four months of thinking and writing, Robbins came up with the world, the game, the pillars, the combat system, the story, and more, all of course likely being iterated upon over time. ![]() In a previous Game Rant interview, Immortals of Aveum director Bret Robbins talked about the initial concept coming sometime after he left Call of Duty developer Sledgehammer. The great thing about this is we didn't spend a year or two on the project and get to a point saying, "Oh, we're going to make a third-person parkour game, now we're making an RPG." The very core of it has never changed, and I think that allowed us a lot of time to explore. I think the overall direction and vision for the game has pretty much not changed since I read a design document from Bret five years ago. It sounds like all iterations in Immortals of Aveum went somewhere, even if that was the cutting room floor, and ultimately served the game. Game development is iterative in nature, but iteration that leads nowhere can be time-consuming and harmful. This approach meant that the team could focus on things that served this vision, creating a bunch of gameplay elements, tactical items, and different spells for Immortals of Aveum, while filtering out what didn't fit. RELATED: Immortals of Aveum Hands-On Preview: More Than Call of Duty with Dragons Some features were also cut, but all of these were in serving that original vision for the game, not throwing darts at a board to see what hit. For example, the primary antagonist Sandrakk, the Tyrant of Rasharn, was originally someone who only utilized green magic before being expanded into a Triarch (an Immortals of Aveum Magni capable of using red, blue, and green magic). To be clear, that's not to say that things didn't change throughout its development, as iteration is an important part of the process. ![]() Game Rant recently spoke with Immortals of Aveum's senior art director Dave Bogan and lead combat designer Jason Warnke, who praised and spoke to the overall direction and vision for the game. This problem seems to rear its head more often than fans may like, but it sounds like that won't be a worry for Immortals of Aveum. Anthem is but one example of this, where the idea of "what the game was" suffered. Sometimes these changes are for the better of the game, but other times they are not, as a lack of vision and direction can undermine every decision. For example, Halo began life as a real-time strategy before evolving into a full-blown shooter, Borderlands underwent a huge change in tone and art direction mid-development, Diablo was originally turn-based, and much, much more. It's not unheard of for a game to enter development with one idea and emerge out the other end something completely different, with complete overhauls sometimes happening in the process.
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