God of War Ragnarök Developers Didn't Realize Companions Spoiling Puzzles Would Be an Issue
They didn't get any feedback on the characters talking too much during playtesting.
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God of War Ragnarök did many things right, but there is one bothering a sizable chunk of players, apparently, and it is something the developers from Santa Monica Studio weren't aware of before the game's launch.
You see, if you're thinking too long, according to the game characters, they will point out what you should do. The problem is they come across as too impatient. In an interview with MinnMax, narrative director Matt Sophos and story lead Richard Gaubert revealed that companions solving puzzles for the player just wasn't "tuned well enough". Their talking too much and spoiling solutions didn't come up during playtesting, and the creators learned how annoying allies' "help" is to the fans only after release.
"You try and get everything in and you try and get it tuned. Towards the end of a project, contractors start leaving and we just didn't get it tuned well enough. It didn't get exposed to us really until the game came out. Even when we had playtests, we never saw feedback about the characters talking too much."
So the issue seems to be in the timing for the first hint, which is "too aggressive" and should have been longer.
In the same interview, Sophos shared that Kratos was supposed to die at the beginning of the game in early drafts, but it would go against the message the creators wanted to send.
If you'd like to learn more about the development, watch the full video here. Also, don't forget to join our 80 Level Talent platform, our Reddit page, and our Telegram channel, follow us on Instagram and Twitter, where we share breakdowns, the latest news, awesome artworks, and more.
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