Back in the late 2000s, Just Cause developers Avalanche ended up in a publishing pickle with a fantasy open-worlder they were working on. It was dubbed AionGuard, and ex-Avalanche chief creative officer Christofer Sundberg reckons that had it not ended up chucked on the cancellation bonfire, the game would’ve done a lot of the same things which’ve helped make Crimson Desert a hit all these years later.

This post offers an interesting glimpse into the challenges faced by game developers and the creative visions that sometimes go unrealized. It’s always intriguing to hear about projects that could have been and how they might have shaped the gaming landscape. Thanks for sharing this behind-the-scenes insight!
Absolutely! It’s fascinating how behind-the-scenes decisions can shape the final product. AionGuard’s concept of dragon-riding could have brought a unique twist to the open-world genre, much like how Crimson Desert is now pushing boundaries in its own way.