Bungie Acknowledges Marathon Failure
The studio notes that the game lacked the “Bungie DNA.”
Bungie has acknowledged that the launch of Marathon did not go as the team expected. The developers believe the game proved too difficult for a significant portion of the audience, while the genre’s familiar cycle of constant failure failed to attract as many players as anticipated.
Senior Design Lead Kevin Yans discussed this in an interview. According to him, the team was confident they could make an extraction shooter that would interest a broad audience, but ultimately created a project that closely adhered to the traditional formula of the genre.
The launch didn’t go the way we wanted. We were all making a game that we thought would resonate with players, but when you are too close to a project, it’s hard to see the big picture objectively. That’s why we made a game that, for many people, turned out to be overly difficult.
According to the developer, the constant cycle of defeat failed to interest the number of players Bungie was hoping for. Yans noted that although death is only the first step in Marathon, for many players it became the only step. The team wanted to make an extraction shooter that could attract a mass audience, but failed to achieve that goal.
Marathon Creative Director Julia Nardin also admitted that the project does not yet fully match what players are used to considering the “Bungie DNA.” She called Marathon a solid PvPvE project, but emphasized that one such component is not enough.
It’s a really solid PvPvE experience, but it’s not what a Bungie game is. A Bungie game needs to be something more. We need additional modes. We need a PvE mode. We need a PvP mode.
Nardin says that Marathon already features individual elements of Bungie’s signature approach, but many important components are still missing. Over the next year, the team intends to gradually bring them back to the game and create a more cohesive experience that players can recognize as a Bungie project.
Source: iXBT.games
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