Max Payne Was Originally Planned to Have Multiplayer

Spend some quality bullet time with IGN Unfiltered.

The popular Max Payne action games have almost always been revered for their blend of hardboiled crime drama and slow-motion, guns blazing shooting. When it came time for a fledgling Remedy Entertainment to pitch publisher and producer Scott Miller on their next game, a top-down version of Max Payne was only one of three possible ways the company might have gone. Miller and Remedy’s other two options included a 3D racing game to follow up on their debut Death Rally, and a conceptual real-time strategy game set in space a la Homeworld.

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Having learned a lesson about character-driven franchises with Duke Nukem Forever, Scott Miller was excited to turn Max Payne into something that he thought could last for a decade.

Miller joined this month’s episode of IGN Unfiltered to talk about behind-the-scenes details of Max Payne and more, including the changes Remedy made that had fans scratching their heads, but have become normalized in the modern era. “That really worried us when we realized it was only going to be six hours long, Miller said. “Here’s a game that was so rich with story and so story-driven. We had a 300-page script for this game.

It was a very dense game. It’s not all about action in that game. There’s so much story there and the people loved it for that.

I think people forgave the fact that it was a short game. Originally we were supposed to have multiplayer. We dropped that.”

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You can hear the rest of Scott Miller’s tales of creating Max Payne, Duke Nukem, and the original Prey in this month’s full episode of IGN Unfiltered.

Also make sure to check out the previous episodes of IGN Unfiltered, where editor Ryan McCaffrey interviews some of video game’s biggest names, like Insomniac’s Ted Price, EA Sports Cam Weber, and Firewatch’s Cissy Jones.

Joseph Knoop is a writer for IGN, and he’s ready to be John Woo’d off his feet.

Spend some quality bullet time with him on Twitter @JosephKnoop.

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