God of War Concept Art

God of War Director Chimes in on Single-Player Debate

For the past couple of days, the world of video games have been in an uproar regarding the state of single-player games. Ever since the news dropped that EA was shutting down development studio Visceral Games and revamping their Star Wars game, thousands of people have come forward with an opinion of it.

Now, another more prominent has come up. Today, Cory Barlog, the director of the upcoming God of War game, took to Twitter to preach his love of single-player games.

His response should come as no surprise to anyone, as he’s currently working on what is likely to be a fairly linear single-player game. Still, his comments are certainly not wrong, as many in the gaming community tend to view the word “linear” as a bad thing; on the contrary, as we see with games like God of War, the concept of a linear single-player game can be extremely rewarding for the player if done correctly.

Barlog is just one of the few who have thrown their opinion into the discussion, but is definitely someone who we should listen to given his first hand experience on the matters. It’s clear that the desire for single-player games is still alive and well after this latest round of controversy, but how studios go about handling it will be something worth watching.

For more on the situation regarding Visceral Games, check out some of EA’s statement below, and make sure to read up on it by visiting our post yesterday:

“Our Visceral studio has been developing an action-adventure title set in the Star Wars universe,” said Electronic Arts’ Patrick Söderlund in a statement. “In its current form, it was shaping up to be a story-based, linear adventure game. Throughout the development process, we have been testing the game concept with players, listening to the feedback about what and how they want to play, and closely tracking fundamental shifts in the marketplace. It has become clear that to deliver an experience that players will want to come back to and enjoy for a long time to come, we needed to pivot the design.

[Source: Cory Barlog]

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