I'd like to bring to the table example A:
http://www.youtube.com/watch?v=kEBwKO4RFOU
Please watch the above 15 minutes of gameplay from July 2011 and ponder how little of that actually made it into the game which shipped 16 months later:
- Non-aggressive NPC's that don't realize who you are until you do something drastic, and whom you an interact with in non-violent contextual circumstances.
- Elizabeth reacts to the environment prompting conversations which build depth and character.
- Very dense scenes with NPC setpieces creating a far richer tapestry of the world that you are exploring. Only the opening level of the shipped product is as rich as this scene.
- Vigors based on an inventory stock instead of a refillable mana bar.
- Very, very, very large environments with HUGE skyline segments, combat on the skylines, and "3D" combat (Ground, Skyline, Zeppelin)
- AI that is noticeably more advanced than the current, including flanking and shifting to different levels in the environment to gain an advantage.
- Dialogue that is present in the shipped product, but in dramatically different situations and context, implying that the story was scrapped and re-written VERY late in development (this is Q3 2011, remember). Elizabeths line in the trailer where she mentions asking Comstock for help escaping is itself a potent indicator that the story was vastly different.
After having gone back and watched several of these, I've come to the conclusion that the product which was shipped out to stores contains not even a fraction of the actual assets that were developed for this game. In comparison the AI is incredibly dumbed down, and the world is a sterile theme park which you are railroaded through.
It honestly feels like the Infinite which was released is either an earlier build than what is shown in these videos, or a patchwork of assets which was hacked together at the very end of the development cycle in order to ship a product by a specific date. This is supported by several jarring issues in the final game, primarily Abandoned Game Mechanics:
- Vox Cyphers & Crows Chests are both implied to be recurring elements, to the extent that they even feature voiced dialogue and in-game tutorials about them. Yet there are 3 cyphers and 3 crow chests, in the entire game.
- In the first level, after you find the first crow chest, you enter a mansion and are given a tutorial prompt which suggests "Try not shooting your gun and drawing attention to yourself" Clearly this is a remnant the 2011 build in the video above, where enemies were not instant-hostile zerglings, but is useless in the release build as all enemies shoot on sight.
- The previously inventory-based vigor system appears to have been changed very late in development, as the old pick-up bottles are still to be found scattered throughout levels, but now only act as salt refills.
- The design of many early levels, such as Soldiers Field, feel very odd and out of context, and not designed for Combat. I suspect these were originally built as the "hub" levels when the game was more open world, and then pared down when it was cut up into a linear shooter.
- There is an interview with Ken Levine, I believe from 2010, discussing an artist quitting after they axed the Shantytown segment because it made little sense on the context of a floating nationalist utopia. Mysteriously, Shantytown is back in the release build.
There are several instances in the course of the game which, upon reflection, are shoe-horning in assets that they had paid to develop and needed to justify the cost of, but which make very little sense when the whole cloth is examined.
When it comes down to it, comparing what was shipped to what was promoted leading up to launch, I actually do believe Ken Levines quote of having "Cut enough content to make ten games". Unfortunately, it's clear that they cut out the vast majority of what had made Infinite unique, and replaced it with a severely reduced linear shooter. It's like they took a finished game, pulled it apart into all the pieces, and then built a much smaller game out of them in a fraction of the time. Like making an Unreal mod using stock assets or something.
It is a testament to Irrational that they were able to pull together a very enjoyable product in what appears to be a very short span of time, but the shipped game is also clearly not the one that was in development for so long, and only a pale shadow in terms of depth in both gameplay and worldbuilding.
So again, the question, what the hell went wrong during development that caused this level of scrapping at the last minute?