Evolution of Games Throughout History

Numerous video games have undergone significant transformations throughout their development journey, evolving into experiences quite distinct from their original conceptions. Petter delves into the tales of five such games.

Grand Theft Auto (1997)

Imagine a world where a persistent glitch had not led the developers at DMA Design, a Scottish gaming company, to reconsider their entire approach. In such a reality, the influential Grand Theft Auto series might never have emerged, leaving the open-world genre on a divergent path. The initial vision for Grand Theft Auto (PC/Playstation - 1997) was a conventional racing title known as Race 'n' Chase, boasting an isometric 2.5D perspective. However, in the midst of development, a bug prompted the police, initially intended to pursue players like in Need for Speed: Hot Pursuit, to become overly hostile. 

This glitch, surprisingly, made the game much more engaging. Seizing the unexpected opportunity, the Edinburgh-based team brainstormed new gameplay elements, including heists and chaotic urban scenarios. In just a week, they developed and tested these ideas, giving birth to the Grand Theft Auto phenomenon as a result of this happenstance.

Halo (2001)

In the nascent stages of Halo, Bungie had yet to complete their strategy game Myth (1996). Initially code-named "War Game" or "Giant Bloody War Game," Halo drew inspiration from titles like System Shock and Quake, yet its development was temporarily shelved while the team was preoccupied with the technology base. Once Myth II was released in early 1998, Jason Jones, joined by Joseph Staten and Jaime Griesemer, resumed work on a new strategy game within the Myth universe but with a fresh game engine capable of rendering expansive 3D terrains and vehicles. 

Concepts like the ring-shaped world, the Mjolnir armor, Covenant adversaries, and Warthog vehicles all originated at this time. Initially envisioned as a bona fide real-time strategy game, financial pressures led Bungie to pitch the concept to Microsoft's Ed Fries, then heading the nascent Xbox console initiative. Fries saw potential, purchased the studio, and within an astonishing 13 months, a compact 15-member crew transformed Halo from an unfinished strategy project to a trailblazing first-person shooter—a pivotal moment now etched in gaming lore.

GoldenEye 007 (1997)

Some of the most influential games have emerged from chaotically difficult development phases. Distinct from its later first-person shooter format, GoldenEye 007 began its life on Rare's drawing board as a side-scrolling platform adventure using the engine from Donkey Kong Country 3. After three months, the project morphed into a light gun shooter inspired by James Bond, a concept that also fell by the wayside as the team pivoted towards the iconic game that we eventually received.

Conker's Bad Fur Day (2001)

Upon completing Banjo Kazooie, Rare committed to crafting another platformer infused with a considerable dose of charm and family appeal. However, a demo of Conker's initial outing fell flat with audiences, criticized for its lackluster excitement. This feedback prompted Rare to focus on developing Banjo-Tooie while debating Conker's direction internally. Ultimately, the studio scrapped its original presentation at E3 1998 for Twelve Tales: Conker 64, pivoting to recast Conker as the antithesis of a Disney protagonist. The resulting game was an amalgam of mature humor and outlandish scenarios, completely upending the initial safe and wholesome intention.

Devil May Cry (2001)

Hideki Kamiya, a creator of Resident Evil alongside horror maestro Shinji Mikami, sought to reinvigorate the franchise after its third installment and Code Veronica faced critique for becoming static. Yearning for a more dynamic and free-flowing action-horror experience, their prototype veered too far from Resident Evil's established formula for Capcom’s higher-ups. As a result, a new universe and protagonist were conceived, and Capcom found themselves with a new hit game series: Devil May Cry, which was intended to be Resident Evil 4.

Which account of a game's developmental metamorphosis resonates with you most?

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