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Big Games Can Take A LONG Time To Get Made

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While we get little snippets here and there, for most outsiders, our knowledge of how a video game is actually made is fairly limited. Especially when it comes to how long it takes to make one.

I was flicking through the Killzone art book over the weekend, and came across a timeline of the series’ development history. Many people will be familiar with Killzone’s chequered past when it comes to official reveals (its PS3 debut especially), but what I found interesting was how long the game had been in production behind the scenes.

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The first Killzone was released in November 2004, on the PS2. You’d figure back then that the game would have been in development for a couple of years, but that’s if you assume that a studio, design, vision and money had all spring out of the ground instantaneously.

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They didn’t. Here’s an abridged version of what you’ll find in the book, showing that development on what would become Killzone began all the way back in 1999.

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1999, March - Representatives of three Dutch studios (who are planning to merge) visit Sony and pitch three demos. One of them is a first-person shooter/RPG hybrid called Core.

1999, Early Fall -Sony meets with the studios to “discuss a first-person shooter around a space war theme”.

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1999, December - One of the Dutch studios (Lost Boy Games) gets a “pre-production contract” to make a sci-fi FPS demo called Marines.

2000 - Marines is presented to Sony, and has its name changed to Kin.

2000 - Lost Boy begins work on another shooter, Shellshock: Nam 67, to pay the bills, since they’re reluctant to rely solely on Sony’s FPS deal.

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2002 - Kin has another name change, this time to Killzone.

2003 - The three Dutch studios finally merge, and are now called Guerilla Games.

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2004, May - Killzone is shown publicly for the first time at E3. There are now around 60 people working on the game.

2004, September - Shellshock: Nam 67 is released.

2004, November - Killzone is released on PS2.

2004, December - Guerilla signs an exclusivity deal with Sony, pledging to make a Killzone game for the PSP and another Killzone game for console.

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From there, the rest is history.

Now, of course, not every game is like this. Some don’t require as many people, some don’t require a big publishing deal, some just aren’t as big or time-consuming.

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But Killzone isn’t a special snowflake, either. When developers and publishers get all proud and misty-eyed about their “new IP” at a press conference, there’s a reason for that beyond appealing to the “ungh it’s another sequel” messageboard crowd. New games can take a lot of time and work to get up and running!