Crafting a Single-Player Magic Shooter in a Multiplayer Dominated Market
When Bret Robbins departed from Sledgehammer to establish Ascendant Studios in 2018, it was clear that his new venture would focus on a specific type of game. Having spent years working on Call of Duty and directing its single-player campaigns, Robbins had a strong background in single-player game development. His experience also included working on titles like Blood Omen 2 and Dead Space, solidifying his expertise in the field. The result of this expertise is Immortals of Aveum, a multiplatform game set to launch through EA Originals, which combines Robbins' single-player focus with his experience in shooters and a magical twist. The idea for a magic shooter stemmed from Robbins' time on Call of Duty, where he learned how to create a great, big-budget shooter, and his observation that no one was doing this in the fantasy space. This seemed like a missed opportunity, and Robbins decided to create the game he wanted to play. Fortunately, he found an investor who shared his vision, and in 2018, Ascendant Studios was founded to develop Immortals of Aveum. The decision to create a single-player game in 2018 was interesting, given the industry's concerns about the viability of single-player games in the AAA space. However, Robbins was not concerned with the marketing angle or the industry landscape; he wanted to make a game that told a great story and had compelling gameplay, believing that such a game would find an audience. He notes that AAA games, including single-player titles like God of War and Marvel's Spider-Man, have been hugely successful, proving that single-player games are still viable. Robbins believes that making a massive multiplayer game is just as risky as making a great single-player game, and he decided to focus on what he knew best: narrative-driven games. The development of Immortals of Aveum was not without its challenges, particularly in balancing the familiarity of a standard shooter with the introduction of magic elements. The team had to refine the core gameplay, ensuring that the magic system was accessible and interesting. After some trial and error, they created a prototype that showcased the core gameplay and convinced EA to invest in the project. The game's magic system has a visceral feel, with powerful feedback mechanisms that make it intense and impactful. Robbins is confident that fans of his work on Call of Duty will appreciate the game's unique blend of magic and shooting, and he believes that there is a large audience for this type of game. Immortals of Aveum is not simply a fantasy version of Call of Duty; it is a distinct game that offers a new experience, one that Robbins hopes will resonate with gamers.