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DevelopmentEdit


In a 2007 interview with GameTrailers, God of War creator and game director David Jaffeexplained his original intention for the series, which is different from the actual ending ofGod of War III, which was based on game director Stig Asmussen’s vision. Jaffe’s idea was that “God of War explains, or ultimately will explain, why there are no more Greek myths”. He said that it would have been “hell on earth” as the gods and Titans battled each other for domination. Other mythological pantheons would have become involved after Kratos killed Zeus and the other Greek gods, and the result would be that humankind no longer believed in the gods—according to Jaffe, the only way a god can truly die.[10] God of War III was first mentioned by God of War IIgame director Cory Barlog at a God of War IIlaunch event.[11] Barlog said that the game would have full 1080p HD resolution (changed to 720p in final release[12]) and support Sixaxis tilt and vibration functions.[13]Announced before the DualShock 3 controller was introduced, this caused confusion since the Sixaxis controller does not support rumble.[14] During the 2009 Game Developers Conference (GDC), the creative team said that the Sixaxis tilt capability had been removed because they “could not find a suitable situation to use Sixaxis in the game effectively”.[15]

After the first eight months of development, game director Cory Barlog left Santa Monica for unexplained reasons and Stig Asmussen (lead environment artist and art director onGod of War and God of War II, respectively) became director. In an interview with IGN, Asmussen said that Barlog “had a major impact on the game” and although he had left the team, they spoke several times afterwards and “bounced a few ideas off him,” but there was no formal collaboration. He also said that David Jaffe “[had] been around the studio a few times” and they “[had] gone over some high-level stuff with him to get his observations and feedback.”[16] Early in development when Barlog was still with the team, he expressed interest in a cooperativemode “if we can do something unique with it”.[14] In November 2009, Asmussen toldGamePro that although a multiplayer option had been discussed, it was unsuitable for God of War III: “There’s a story we want to tell and an experience we want to deliver, and multi-player doesn’t fit into that.”[1] By December 2009, the game was in its final developmental stages.[16]

 
 
 

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