The open world of Ghost of Yotei, Sucker Punch Productions’ highly anticipated sequel to Ghost of Tsushima, almost included a feature directly inspired by one of gaming’s most celebrated titles: Nintendo’s The Legend of Zelda: Breath of the Wild. A fully realized, free-climbing mechanic, allowing players to scale virtually any surface, was prototyped during development but ultimately scrapped, according to insights shared during a recent Game Developers Conference (GDC) talk.
Creative directors Nate Fox and Jason Connell revealed that the idea stemmed from Fox’s own experience with Breath of the Wild, believing that its climbing system could enhance any game. “Every game would benefit from it,” Fox reportedly said, prompting the team to begin prototyping the feature. Yet, the team quickly discovered that the mechanic didn’t align with the type of open-world experience they were aiming to create with Ghost of Yotei.
The core issue, as explained by Fox, was the potential for diminished reward in exploration. Sucker Punch’s open worlds often feature specific paths and points of interest designed to be discovered, whereas a free-climbing system could allow players to reach areas without meaningful interaction or reward. “If players could climb anything and continually found nothing to reward them, it pretty much trains you to stop climbing, because exploration wasn’t worth it,” Fox stated.
Instead, Ghost of Yotei will retain a climbing system similar to its predecessor, featuring authored paths for Atsu, the game’s protagonist, to scale. This approach allows developers to guarantee a rewarding experience at the end of each climb, aligning with their vision for a curated open-world experience. The decision highlights a deliberate design philosophy focused on purposeful exploration, a key element differentiating Ghost of Yotei from the more emergent gameplay of Breath of the Wild.
The scrapped climbing mechanic is emblematic of Sucker Punch’s rigorous development process, where features are evaluated based on their contribution to the game’s core identity. Connell explained that the team frequently asks themselves, “Does that make you perceive like a wandering ronin?” If a feature fails to evoke that feeling, it’s quickly discarded. “If the answer is no and it’s a sucky feature, then why are you working on it? Just move on,” he said.
This approach suggests that Sucker Punch is keenly aware of the potential pitfalls of simply adopting popular mechanics from other games. Instead, they prioritize features that enhance the unique atmosphere and gameplay loop of Ghost of Yotei, focusing on delivering an experience that feels authentic to its setting and narrative.
The revelation about the abandoned climbing mechanic offers a fascinating glimpse into the iterative design process of a major game studio. It underscores the importance of aligning new features with a game’s core vision, even if those features are highly praised in other titles. The team’s commitment to a curated exploration experience, as opposed to a completely open one, is a defining characteristic of Ghost of Yotei.
Ghost of Yotei is set in 1603 Japan, a period of unrest following decades of civil war, with players taking on the role of Atsu, a sellsword navigating the dangerous landscape of Ezo (modern-day Hokkaido). The game’s setting and narrative promise a compelling backdrop for its action-adventure gameplay and the developers have emphasized a focus on player freedom within a structured open world. IGN’s recent interview with Fox and Connell provides further insight into the game’s development and creative direction.
As Ghost of Yotei approaches its release, the studio’s dedication to refining its core gameplay loop and creating a meaningful open-world experience will be crucial. The decision to forgo a Breath of the Wild-style climbing mechanic demonstrates a willingness to prioritize vision over trend, a strategy that could ultimately set Ghost of Yotei apart in a crowded genre. The game is slated for release on PlayStation 5, and players can expect further updates and details as the launch date nears.
What are your thoughts on Sucker Punch’s decision? Do you think a free-climbing mechanic would have enhanced Ghost of Yotei, or do you agree with their approach to curated exploration? Share your opinions in the comments below.