History WhatCouldHaveBeen / VideoGames

30th Jul '16 7:20:36 PM Pinokio
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* WhatCouldHaveBeen/DeusEx
* WhatCouldHaveBeen/FinalFantasy
* WhatCouldHaveBeen/TheLegendOfZelda
* WhatCouldHaveBeen/Left4Dead
* WhatCouldHaveBeen/MassEffect
* WhatCouldHaveBeen/MetalGear
* WhatCouldHaveBeen/{{Metroid}}
* WhatCouldHaveBeen/SonicTheHedgehog
* WhatCouldHaveBeen/SuperMarioBros

to:

* WhatCouldHaveBeen/DeusEx
''WhatCouldHaveBeen/DeusEx''
* WhatCouldHaveBeen/FinalFantasy
''WhatCouldHaveBeen/DisneyInfinity''
* WhatCouldHaveBeen/TheLegendOfZelda
''WhatCouldHaveBeen/FinalFantasy''
* WhatCouldHaveBeen/Left4Dead
''WhatCouldHaveBeen/TheLegendOfZelda''
* WhatCouldHaveBeen/MassEffect
''WhatCouldHaveBeen/Left4Dead''
* WhatCouldHaveBeen/MetalGear
''WhatCouldHaveBeen/MassEffect''
* WhatCouldHaveBeen/{{Metroid}}
''WhatCouldHaveBeen/MetalGear''
* WhatCouldHaveBeen/SonicTheHedgehog
''WhatCouldHaveBeen/{{Metroid}}''
* WhatCouldHaveBeen/SuperMarioBros''WhatCouldHaveBeen/SonicTheHedgehog''
* ''WhatCouldHaveBeen/SuperMarioBros''
5th Jun '16 1:32:00 PM WolfThunder
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5th Jun '16 1:31:49 PM WolfThunder
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See also the CanceledVideoGames index.
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See also the CanceledVideoGames index.
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Everything else:
[[/index]]



[[foldercontrol]]


[[folder: Video Game Systems and Peripherals]]
* During the era of the Super Nintendo, Nintendo and Sony were going to partner up and develop a console together. On the day of Nintendo's meeting with stockholders, Nintendo went through the propose contract that Sony wrote up and discovered something shocking; if Nintendo agreed to Sony's contract, Sony would then have full rights to all of Nintendo's intellectual properties, which meant that Sony could create games based on Nintendo's franchises and Nintendo couldn't do anything about it. The discovery convinced Nintendo to tear up the contract and make a surprise announcement that they would be partnering with Phillips to create a different CD-based console, which was also scrapped, but whose contract gave Phillips the right to make its own games featuring Nintendo's characters, which it put on its CD-i system (which, as we know, didn't turn out well). This would cause Sony to create the UsefulNotes/PlayStation later on. Who knows how things would have been if Nintendo stuck to partnering with Sony.
** Similarly, a few years later, Sega of America were in serious discussions with Sony to make a new Sega console using [=CD-ROMs=], but Sega of Japan nixed the deal, in part due to acrimony between [=SoA=] and [=SoJ=] over [=SoA=]'s greater success in marketing consoles and games.
* The SNES was also supposed to be backward-compatible with NES titles, but the feature was scrapped when they realized it would boost the price of the hardware.
* The N64 Disk Drive was planned to be used outside of Japan and its function was to add additional memory and space to allow the Nintendo 64 to have slightly more power and allow more content to be made due to the expanded storage. The add-on didn't do too well in Japan, so it was never released overseas, but the expanded memory that the device used would be seen as the Expansion Pak that would be needed for games like ''VideoGame/TheLegendOfZeldaMajorasMask'' and ''VideoGame/PerfectDark''.
* According to this [[http://1.bp.blogspot.com/_uPnwrJKtIx8/SjKmzZw_doI/AAAAAAAAAHs/4D86sr7iHC8/s1600-h/img027.jpg article]], the UsefulNotes/GameBoyAdvance was to be built for Internet connections.
* UsefulNotes/NintendoGameCube:
** The console in Japan had a peripheral that allowed the system to play [=DVDs=]. [[NoExportForYou It was never released overseas]] due to Nintendo of America and Europe showing little interest and not wanting to pay a licensing fee for each DVD device add-on sold.
** The [=GameCube=] also had the broadband and modem adaptors that would allow the system to play LAN and online games. Only 7 games were made with the features in mind and Nintendo quietly shelved the add-ons to focus on the Nintendo DS and Wii having online features.
** In addition to the stereoscopic capability mentioned under the ''Luigi's Mansion'' entry above, Nintendo had also considered a touchscreen peripheral and motion controllers for the [=GameCube=] at various points, according to interviews with R&D staffers.
* The UsefulNotes/{{Wii}} was going to have fully developed motion controls from the beginning, but Nintendo had to scale it back due to the cost being too high and it would have been passed on to the consumers. Nintendo eventually came up with the Wii Motion Plus to achieve what they wanted with motion controls since the start, but who knows how the Wii would have been received by critics and developers if the full controls were present from the get go.
* While developing the [[UsefulNotes/SegaDreamcast Dreamcast]], Sega actually trialled two designs for the console. One was called "Black Belt," which was designed by Sega of America and used a Motorola CPU and a 3dfx graphics chip. The other was "Katana," designed by Sega of Japan and featuring an Hitachi CPU and a [=PowerVR=] graphics chip. In truth Sega knew from very early on that they wouldn't use the "Black Belt" design, as 3dfx's chip absolutely sucked in comparison to the [=PowerVR=] one, but they strung the company on anyway in order to get information and software that would improve their own development tools (the Saturn's development tools were pretty poor, which had been a major problem for development on that console), which ultimately led to 3dfx suing Sega and getting an out-of-court settlement -- for all the good it did them, as they went bust a few months later anyway.
* Sega was actually in talks with Microsoft in allowing the Xbox to play Dreamcast games. However, talks broke down when Microsoft refused to allow Internet connectivity for Dreamcast games.
* A little before launching the Saturn, Sega was planning a system called the "Neptune" which would've played both Genesis and 32X games. This was scrapped, most likely out of fear that it would interfere with the Saturn's momentum. That system's surprise launch in May, 1995 (a mere ''six months'' after the 32X launched) probably didn't help.
[[/folder]]

to:

[[foldercontrol]]


[[folder: Video Game Systems and Peripherals]]
* During the era of the Super Nintendo, Nintendo and Sony were going to partner up and develop a console together. On the day of Nintendo's meeting with stockholders, Nintendo went through the propose contract that Sony wrote up and discovered something shocking; if Nintendo agreed to Sony's contract, Sony would then have full rights to all of Nintendo's intellectual properties, which meant that Sony could create games based on Nintendo's franchises and Nintendo couldn't do anything about it. The discovery convinced Nintendo to tear up the contract and make a surprise announcement that they would be partnering with Phillips to create a different CD-based console, which was
[[/index]]

See
also scrapped, but whose contract gave Phillips the right to make its own games featuring Nintendo's characters, which it put on its CD-i system (which, as we know, didn't turn out well). This would cause Sony to create the UsefulNotes/PlayStation later on. Who knows how things would have been if Nintendo stuck to partnering with Sony.
** Similarly, a few years later, Sega of America were in serious discussions with Sony to make a new Sega console using [=CD-ROMs=], but Sega of Japan nixed the deal, in part due to acrimony between [=SoA=] and [=SoJ=] over [=SoA=]'s greater success in marketing consoles and games.
* The SNES was also supposed to be backward-compatible with NES titles, but the feature was scrapped when they realized it would boost the price of the hardware.
* The N64 Disk Drive was planned to be used outside of Japan and its function was to add additional memory and space to allow the Nintendo 64 to have slightly more power and allow more content to be made due to the expanded storage. The add-on didn't do too well in Japan, so it was never released overseas, but the expanded memory that the device used would be seen as the Expansion Pak that would be needed for games like ''VideoGame/TheLegendOfZeldaMajorasMask'' and ''VideoGame/PerfectDark''.
* According to this [[http://1.bp.blogspot.com/_uPnwrJKtIx8/SjKmzZw_doI/AAAAAAAAAHs/4D86sr7iHC8/s1600-h/img027.jpg article]], the UsefulNotes/GameBoyAdvance was to be built for Internet connections.
* UsefulNotes/NintendoGameCube:
** The console in Japan had a peripheral that allowed the system to play [=DVDs=]. [[NoExportForYou It was never released overseas]] due to Nintendo of America and Europe showing little interest and not wanting to pay a licensing fee for each DVD device add-on sold.
** The [=GameCube=] also had the broadband and modem adaptors that would allow the system to play LAN and online games. Only 7 games were made with the features in mind and Nintendo quietly shelved the add-ons to focus on the Nintendo DS and Wii having online features.
** In addition to the stereoscopic capability mentioned under the ''Luigi's Mansion'' entry above, Nintendo had also considered a touchscreen peripheral and motion controllers for the [=GameCube=] at various points, according to interviews with R&D staffers.
* The UsefulNotes/{{Wii}} was going to have fully developed motion controls from the beginning, but Nintendo had to scale it back due to the cost being too high and it would have been passed on to the consumers. Nintendo eventually came up with the Wii Motion Plus to achieve what they wanted with motion controls since the start, but who knows how the Wii would have been received by critics and developers if the full controls were present from the get go.
* While developing the [[UsefulNotes/SegaDreamcast Dreamcast]], Sega actually trialled two designs for the console. One was called "Black Belt," which was designed by Sega of America and used a Motorola CPU and a 3dfx graphics chip. The other was "Katana," designed by Sega of Japan and featuring an Hitachi CPU and a [=PowerVR=] graphics chip. In truth Sega knew from very early on that they wouldn't use the "Black Belt" design, as 3dfx's chip absolutely sucked in comparison to the [=PowerVR=] one, but they strung the company on anyway in order to get information and software that would improve their own development tools (the Saturn's development tools were pretty poor, which had been a major problem for development on that console), which ultimately led to 3dfx suing Sega and getting an out-of-court settlement -- for all the good it did them, as they went bust a few months later anyway.
* Sega was actually in talks with Microsoft in allowing the Xbox to play Dreamcast games. However, talks broke down when Microsoft refused to allow Internet connectivity for Dreamcast games.
* A little before launching the Saturn, Sega was planning a system called the "Neptune" which would've played both Genesis and 32X games. This was scrapped, most likely out of fear that it would interfere with the Saturn's momentum. That system's surprise launch in May, 1995 (a mere ''six months'' after the 32X launched) probably didn't help.
[[/folder]]
CanceledVideoGames index.
5th Jun '16 1:30:12 PM WolfThunder
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*

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* WhatCouldHaveBeen/VideoGameSystemsAndPeripherals



[[folder:Games T-Z]]
* ''VideoGame/TheTaleOfALLTYNEX''[='=]s [[http://www.kickstarter.com/projects/nyumedia/the-tale-of-alltynex-japans-epic-shooting-game-tri Kickstarter page]], which raised about $14,000 out of its $5,000 goal, had some goodies that it would promise if certain conditions were met:
** Anyone who donated at least $1,000 would've been eligible to appear in the "War Record" section of the ending sequence in ''VideoGame/ALLTYNEXSecond'', alongside the name of the protagonist, not just in the credit roll. Unfortunately, no one donated that much.
** Two stretch goals would've allowed some extra rewards:
*** $22,000: A physical version of ''The Tale of ALLTYNEX Official Guidebook''.
*** $28,000: A special physical edition of the game, featuring the games and soundtracks on one DVD and two audio CD's, as well as some postcards.
*** Finally, the publisher, Nyu Media, stated that if that last stretch goal was reached, they would consider porting to other operating systems and platforms. Since it wasn't met, such ports may never see the light of day.
* ''VideoGame/{{Thief}}'':
** ''VideoGame/ThiefIITheMetalAge'': Like its predecessor, a gold version was in the works but was never finished, as Creator/LookingGlassStudios went bankrupt. ''Thief 2: Gold'' would have contained several new missions, taking Garret to the never visited city slums, a prestigious college for the noble, a mission portraying the final decline of the hammers, a museum, and finally, "Waking the Dead", ''Thief 2'''s Shalebridge Cradle/Return to the Cathedral in terms of horror atmosphere. A dedicated fan community attempted to finish the gold version, but as of 2007 the project is considered dead.
** Prior to ''VideoGame/ThiefDeadlyShadows'', Creator/LookingGlassStudios was to make ''Thief III''.
* ''VideoGame/TalesOfLegendia'' supposedly had intentions of having Walter survive his final encounter with the party and join them later on. And there are unrecorded lines in the Japanese version that suggest that Mystic Artes/Hi Ougis were going to be put in the game. [[http://www.unseen64.net/2011/08/13/tales-of-legendia-unreleased-for-the-gamecube/ Apparently]], it was also going to be on the Gamecube as well as [=PS2=].
* ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' originally had [[spoiler: Alice and Decus]] survive and join your party.
* ''VideoGame/TalesOfTheAbyss'' actually has quite a bit of DummiedOut content, some of which was actually ''restored'' in the [[RegionalBonus North American]] and Undub version. Among the content cut from the initial release included unused hi-ougi cut-ins (including ones for Guy and Natalia), unused artes, the potential of ''Van'' being in the party, etc. A bug in the Japanese version would cause Reid's cut-in to show up if he uses Burning Phoenix, suggesting this was likely dummied out to make their deadline. And even in the American version; there were a couple artes such as Natalia's "Chronos Raid" that are only accessible via cheat devices.
* ''VideoGame/TeamFortress2'':
** The game went through several incarnations: Its first was a realistic military FPS[=/=]RTS hybrid subtitled Brotherhood of Arms, then in 2003, it was re-worked into a game called ''Invasion'', which centered around a human/alien conflict, then its final incarnation became an over-the-top, cartoony game that emphasized RuleOfFunny and RuleOfCool over any sort of realism, its pre-release coverage spawning numerous class-based team objective games in the meantime. And even then the character designs have been retooled somewhat. (For example, the Scout looked much older and more thuggish looking, the Spy and Medic wore their symbols on arm bands, the Demoman was just Scottish, and the Pyro was a bald man whose face was visible through his visor…)
** The Mann vs. Machine mode was actually going to let players play as RED and BLU just like in the trailer. Playtesters reportedly found this too confusing, so the mode only allows you to play as RED, but canonly, RED and BLU are working together.
** The ''Meet the Medic'' short had several ideas or scenes cut. One of the ideas was that it was going to go reuse the interview format of the previous shorts, rather than the action/story-based format of ''Meet the Spy''.
** The song playing in Pyroland in ''Meet the Pyro'' was originally Tiny Tim's ''Livin' in the Sunlight, Lovin' in the Moonlight'', but Valve couldn't obtain the license to it, so they settled on ''Do You Believe in Magic?'' instead. Several fan videos have swapped out the latter for the former, however.
** [[http://wiki.teamfortress.com/wiki/Unused_content View a whole list of cut or unused content here.]]
* ''VideoGame/TengaiMakyou: Ziria'' was first pitched to Creator/{{Daiei}} as a live-action feature film, then to [[Creator/TMSEntertainment Tokyo Movie Shinsha]] as an anime series. Even after Creator/HudsonSoft began producing it as a video game, the game had a TroubledProduction with many false turns, including designing the game as an ActionRPG.
* ''Franchise/TombRaider'':
** Lara Croft was originally a male ''Franchise/IndianaJones'' clone, before being changed to a [[SpicyLatina South American adventurer]] named [[http://www.tombraiderwiki.com/images/d/d3/LauraCruz.jpg Laura Cruz]]. They eventually changed her name to "Croft" to be [[ExecutiveMeddling 'UK friendly']] and the "u" was taken out of her name due to pronunciation issues with Americans. Lara's old Southern American look is still apparent in her CG artwork due to her having darker skin tones and a face/hair style that made her look less like a British woman. By the 3rd game and later, Lara appeared more white.
** Lara was also supposed to have grenades, dual Uzis, and a rocket launcher in the first game, but most of the ideas were scrapped due to technical limitations. The developers gave Lara dual pistols instead and made the Uzis a late game pickup. Lara would eventually gain the use of a Rocket Launcher in ''VideoGame/TombRaiderIII'' and grenades in ''VideoGame/TombRaiderLegend''. ''Legend'' was also supposed to have Lara be able to use a Rocket Launcher as show in the concept art, but it was scrapped.
** The [[VideoGame/TombRaider very first game]] was also supposed to have Lara look more realistic in her model and have a ponytail. However, doing so caused the game to have incredibly low frame rates, so the developers had to make Lara with less polygons and omit the ponytail. Lara's model would improve by the [[VideoGame/TombRaiderII second game]] and have a ponytail to boot.
* ''[[http://www.unseen64.net/2013/03/27/tomb-raider-2013-beta-prototype/ Tomb Raider: Ascension]]'', the proposed game that eventually turned into the [[VideoGame/TombRaider2013 2013 reboot]]. To say it would have been different than the previous games is an understatement:
** The game was fully open-world, with Lara using a horse to travel to and from areas. Her design in the early prototypes used the same character model from ''VideoGame/TombRaiderUnderworld'', although it was apparently intended to be a remake/prequel.
** The game heavily focused on survival-horror and featured fantasy-inspired enemies and creatures, with some being the size of giants and others being undead. As shown in [[http://www.youtube.com/watch?v=AbJjcBC2rnc prototype demonstrations]], one gameplay encounter had Lara (on horseback) flee from a hulking monster that chases her through a forest by a coastline, which causes Lara to fall off her horse and eventually jump into an open ravine (pursued by other demonic creatures) in order to escape.
** Lara also had a female child as a companion, who she would be able to pick up and carry on her back. As shown in concept art, the child would also protect Lara at one point from an enemy.
** Lara also had several different weapons. Aside from her pickaxe (which appears in the final game), she could wield a machete (or dual-wield with a gun), and used a flamethrower to clear out enemies in a tomb.
** Lara herself went through several different design iterations, including variants where she wore her signature holsters and a ripped outfit and (as the game eventually became a reboot) a different face for her eventual player model that sported [[http://www.tombraiderforums.com/showthread.php?t=201891 a braid]]. In addition, there were originally plans to have her clothing get gradually [[http://www.tombraiderforums.com/showthread.php?p=6939775 more ripped and tattered]] throughout the game.
** Creator/RhiannaPratchett has stated in interviews that if she could have gotten away with it, Lara would have been revealed to have been in a lesbian relationship with Sam. As it stands, Lara's orientation is never explicitly stated in the game, although there is a lot of subtext in her interaction with Sam, depending on whether one chooses to interpret it as such.
* ''Toobin'' was originally planned to be a kayaking game, with a kayak paddle controller based on the flight stick from the ''Star Wars'' UsefulNotes/ArcadeGame. The development team eventually decided the controls weren't intuitive and the gameplay wasn't fun enough.
* ''VideoGame/TorinsPassage'' was to be a ''series'' of the level of Creator/{{Sierra}} adventure's "____ Quest" series. Knowing this, some of the stuff you see in the game makes a ''lot'' more sense.
* A ''Franchise/{{Tremors}}'' game was being developed in 2002 by Rock Solid Studios, for the GameCube, PC, [=PS2=], and Xbox, but the game was cancelled in 2003.
* A Creator/{{Sunsoft}} Famicom development disk included sprites for Yacopu, the hero of ''Trip World'', which suggests that ''Trip World'' might have been originally planned for the Famicom/NES rather than the Game Boy.
* ''VideoGame/{{Titanfall}}'' ended up as a Microsoft exclusive as the publisher, Creator/ElectronicArts, believed that the UsefulNotes/PlayStation4 would have been a failure.
* ''TORN'' was a cancelled PC RPG by Creator/BlackIsleStudios using the SPECIAL system.
* ''VideoGame/{{Touhou}}'':
** In ''Undefined Fantastic Object'', Myouren Hijiri was originally conceived as the Final Boss. However, ZUN thought an old man like him would be too strange, so he was replaced by Byakuren, his sister, and Myouren was de facto killed off in Byakuren's backstory. But at least we got Unzan.
** Both Byakuren and Kasen Ibaraki was considered for the role of EX Boss in ''Ten Desires'' before ZUN settled on Mamizou Futatsuiwa.
* ''Creator/TroikaGames'' was working on an untitled computer RPG in a post-apocalyptic setting before the studio closed in 2005.
* ''VideoGame/TrueCrimeNewYorkCity'' was intended to be part one of a two part story, but ''True Crime: New York City 2'' was cancelled.
* ''Franchise/{{Ultima}}'':
** ''Ultima IV: Part II'' would have been a sequel to ''VideoGame/UltimaIV'' (1986).
** ''Multi-player Ultima'' would have been an eight-to-sixteen-player multiplayer strategy game released in 1986-1987. The concept of a multiplayer Ultima game was later revisited in ''Multima'', a multiplayer game using the ''VideoGame/UltimaVI'' engine, but that was canceled too.
** ''Mythos'' was to be a precursor to ''Worlds of Ultima'' using the ''VideoGame/UltimaVI'' engine. It would have featured Caribbean pirates and a Greek-inspired setting and was set to be released around 1990.
** ''Arthurian Legends'' would have been either the third game in the ''Worlds of Ultima'' series, or a standalone game. It would have used the ''VideoGame/UltimaVII'' engine and, as the name implied, it would be set in a Camelot-type setting.
** ''Ultima Underworld III'' would have featured a new world and protagonist, and would have been released sometime around 1993-1995.
** ''VideoGame/UltimaVIIPartII'' was released with quests and scripts cut and DummiedOut content. The cat island, Claw, was supposed to have a [[VideoGame/WingCommander Kilrathi]] pilot crash land on the island and be worshipped as a cat god.
** ''Ultima VIII: The Lost Vale'' was a cancelled expansion for ''VideoGame/UltimaVIII'' that would address the Zealan sub-plot, and what was behind the double doors in the Plateau.
** ''Ultima IX'' was planned to be an isometric game based on a refined ''VideoGame/UltimaVIII''/''VideoGame/{{Crusader}}'' engine. It was later moved to a polygon-based 3D isometric view, with a party and skill system, and would have received a UsefulNotes/PlayStation port. This version was cancelled after the development team moved to ''Ultima Online''. Development was then restarted as a hardware accelerated fully 3D game with the Glide API. The party system was replaced with taking control of [=NPCs=], and a multiplayer feature was suggested. The released version was [[Main/ChristmasRushed Christmas rushed]] with no party system, and huge chunks of the game removed or [[Main/DummiedOut dummied out]].
** ''Ultima Online 2'' would have been a 3D "2nd generation MMORPG" to compete with ''VideoGame/{{EverQuest}}''. Its name was changed to ''Ultima Worlds Online: Origin''. It would have been released sometime around 2000-2001.
** ''Tabula Rasa''/''Ultima X'' was intended as a SpiritualSuccessor to Ultima. The first version was going to be a fantasy MMORPG, then was scrapped to make a second fantasy MMORPG, then it was scrapped entirely and made into a completely different MMOFPS.
** ''Ultima X: Odyssey'' would have been an MMORPG set on the world of Alucinor, continuing where ''Ultima IX'' left off. It would have had more cartoonish graphics and a virtue system.
** ''Ultima Resurrection'' would have been a hack n' slash game for the PSP released around 2005-2006.
** ''Ultima Forever: Quest for the Avatar'', a long-awaited sequel and series reboot following the events of ''Ultima IV'', was planned to be released for PC and Android, but only the iOS version was released and was shut down a year later.
* ''UniverseAtWar: Earth Assault'' was originally conceived as the first installment of the ''Universe At War'' series but no sequel materialized after SEGA decided the sales and reception wasn't good enough.
* ''VideoGame/{{Unreal}}'':
** The sniper rifle from the original game would have had a burst-firing SecondaryFire until it was replaced with the zoom function.
** Near the time of its final release, the latest version of ''VideoGame/UnrealIITheAwakening'' before the version that would hit the shelves, had the weight of 8GB due to all the content, including a fully functional multiplayer, which had 5 modes, the 4 classic ones and a brand-new one called XMP. It also would have included, at least, 3 new races and 6 new weapons. The multiplayer part was dumped in favor of ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003 / Unreal Championship]]''. And the rest of the cut-offs were in order to reduce the weight of the game. All these decisions derived in the DorkAge of the ''Unreal'' universe.
** ''VideoGame/UnrealTournamentIII'' would have had a mode called Conquest, which could be called “a RTS game inside of a FPS.” It was dumped out in favor of Warfare, a {{Retool}} of Onslaught.
** Unused animations for the Enforcer in ''VideoGame/UnrealTournament'' indicate it, like the Automag before it, would have to reload after a certain number of shots.
** ''Unreal Tournament'' itself was going to be an ExpansionPack for Unreal called the "Bot Pack", until ''Creator/EpicGames'' CEO Mark Rein decided that it'd be a standalone game.
** ''Unreal Tournament II'' was a real work, until lots of changes in gameplay (including the [[Main/AscendedFanfic addition of the Bombing Run gamemode]]) led Epic to decide that it'd be a sports-themed game with [[Main/AnnualTitle yearly releases]], and thus became [[VideoGame/UnrealTournament2004 UT2003, UT2004]] , [[VideoGame/UnrealChampionship2TheLiandriConflict UT2005]] and [[VideoGame/UnrealTournamentIII UT2007]]. There was no [=UT2006=], though, because Epic was working on ''VideoGame/GearsOfWar'' at the time.
* ''VideoGame/UntilDawn'' was designed as a first-person UsefulNotes/PlayStation3 game with Move controls. More notably, the game was much, ''much'' more {{camp}}y. [[https://www.youtube.com/watch?v=4yQsa3uwkR8 View this trailer]], and compare it to similar scenes in the finished game.
* ''VideoGame/ViewtifulJoe 2'' would have had a co-op mode where one player plays as Joe and the other as Sylvia. This was implied in the [[http://www.youtube.com/watch?v=2zVS1AimC1Q first teaser trailer]], but Creator/{{Capcom}} decided to remove this early during the development process.
* ''[[VideoGame/VirtuaCop Virtua Cop 2]]'': A 2004 port for the N-Gage was cancelled.
* ''Warcraft Adventures: Lord of the Clans,'' a cancelled 2D adventure game intended to set the stage for ''Warcraft III'' and ''World of Warcraft''. The plot was adapted into the novel ''Lord of the Clans''.
* ''Warcraft III'' was touted as a "Role-Playing Strategy" game focusing on the main heroes, with parties of heroes and troops in a dynamic world of living towns, wandering monsters, characters and quests, with early screenshots showing a close to third person view.
* ''VideoGame/{{Wizardry}}'': Before ''Wizardry 8'' was released in 2001, a game known as ''Wizardry 8: Stones of Arnhem'' was cancelled.
* ''VideoGame/WorldOfWarcraft'' falls prey to this a lot:
** One of the most clear examples is the ''Wrath Of The Lich King'' expansion's scrapped aspects. It was intended that there be a Gundrak raid and a third wing of Utgarde Keep, and Crystalsong forest was intended to be the home of the Argent Crusade tournament (as opposed to containing the floating city of Dalran and ''nothing else'') By far most painful, it was initially intended that the Azjol-Nerub kingdoms be an entire underground zone in which players would have significant interaction with Anub'arak, Arthas' third in command, and presumably deal with the sinister and desperate spider-like Nerubians who used to rule most of Northrend. Instead, there are two dungeons. Anu'barak is the boss of the ''lower level one''. He has no effect on the game apart from that, though he comes back as a boss under the tournament. And there are a grand total of ''four'' living Nerubians in the game, and only one of them even has a name (though more were added in ''Cataclysm''). This is particularly odd given that they introduced tons of new races in Northrend, but gave no presence to the race that people had known was there since ''VideoGame/{{Warcraft}} 3'' came out in 2002.
** ''The Burning Crusade'' was just as bad about this; several characters that were slated for return were left out completely, and so called “portal worlds” (completely different, presumably legion held planets that would have been accessed via [[ExactlyWhatItSaysOnTheTin portals]]) were excluded, though they were a bit selling point of the expansion.
** Hero classes were a feature mentioned before the game was released. Six years since the initial release, they have only created one (Death Knights). Paladins were at one point going to be one, but ultimately made a normal class.
** The original plan for Death Knights was that you would convert a high-leveled character into one rather than rolling a fresh toon. This was scrapped due to concerns players would turn their character into a Death Knight and then decide that they liked their original class more. They then toyed with the idea of having a quest chain in Northrend where your higher level toons would interact what would become the freed Death Knights. In the end, they compromised and let people roll a Death Knight once they hit the prerequisite level of 55, and gave them a starting zone all to themselves which explained their back story first-hand.
** Cataclysm was also supposed to implement a feature called Path of the Titans, that would've acted as an alternative to the normal talent system to give even more customization to your character, and would have combined the new archaeology profession with a redesigned glyph system. However, the system wasn't found to be effective at giving the customization they wanted, and instead it was scrapped.
** Warlords of Draenor went through several changes in the planning stages. The earliest idea has no TimeTravel at all, instead Garrosh was meant to discover a magic horn and use it to resurrect the titular Warlords in an unexplored part of Outland. There was also a concept of him rallying a "Mongrel Horde" of kobolds, gnolls, murlocs and all the other quest fodder to be his army. Then they decided that if they were going to bring back the Old Horde then they might as well bring back Old Draenor, so the Infinite Dragonflight got brought in to make that happen. Then they dialled down the amount of TimeTravel- originally the players were meant to travel to AU Draenor with the help of the Bronze Dragonflight, and try and prevent Garrosh from ever opening a connection to Azeroth. There were also plans for a Shattrath raid, the zone of Gorgrond was completely different in Alpha, and there are various hints to expanded storylines (most notably the Pale Orcs/Cho'Gall/Void storyline) that ended up on the cutting room floor. And if the "Grommash will be the final boss" statement wasn't a lie, it seems that the post-100 patches were meant to shake out a whole lot different than they did.
* THQ and AKI started work on a sequel to ''VideoGame/WWFNoMercy'' called WWF Backlash. They were around 20% complete when the game was cancelled due to Nintendo deciding to cut support for the N64.
* ''VideoGame/TheWarriors'' was to have a SpiritualSuccessor, ''We Are The Mods'', set in 1960's England. The game was developed for the [=PS2/Xbox=], moved to the Xbox 360, and was cancelled by Rockstar New York.
* ''Wolfenstein: Enemy Territory'' was going to be an expansion pack for ''VideoGame/ReturnToCastleWolfenstein'', with its own single player campaign, but ended up as a free, standalone multiplayer game with no single player mode included.
* ''VideoGame/{{Xenosaga}}'':
** The series was meant to be a six-game epic spanning several console generations, but due to ExecutiveMeddling (such as firing basically everyone on the project) and the [[FranchiseKiller crapfest of a game]] (''Episode II'') it produced, it was not to be--despite the positive reception of ''Episode III'', which came about after they fired almost all of the replacement staff from ''Episode II''. It's made even more complicated when you realize that the original plan for a series of six linked games comes from the time when the developers were all still part of Square (and the rough timeline of which was released in Japan as a book called ''Xenogears Perfect Works'', [[NoExportForYou which no one else ever got, naturally]]), and the game ''Xenogears'' (released on the [=PS1=]) was originally intended to be part FIVE of six. After the developers left Square and formed Monolith Soft, the original intent was to start over from scratch, releasing all six games in order and doing a completely new version of the fifth game (essentially replacing ''Xenogears''). And then things got REALLY complicated.
** Ultimately, the entire plot of the first "chapter" (as outlined in Perfect Works) was reduced to little more than a prologue cut-scene in ''Xenosaga Episode I'', while what was originally supposed to be "Chapter 2 of 6" (as per ''Perfect Works'') kept expanding until the entire plot of all three ''Xenosaga'' games are covering what was intended to be the plot of a SINGLE game. In other words, the original plan to produce a story in six chapters, as presented in Perfect Works, with each game telling a single chapter, wound up producing four games - with only "Chapter Five" and "Chapter Two" being told (with "Chapter One" turned into a footnote and "Chapter Two" being three times longer than it was supposed to be). And we all thought George Lucas was bad at episode numbering…
** A similar fate befell its spiritual predecessor, ''VideoGame/{{Xenogears}}''. They dev team (the one that was ultimately axed midway through ''Episode II'''s development cycle) ran out of time and money just as they were ''starting'' the second disc. A masterpiece of a game which climaxed with [[spoiler:fighting and killing ''God'']] was hobbled, a game meant to last ''over 80 hours'' got cut to 60 or so, and most of the story of the second disc was cut to characters narrating on a rocking chair while a pre-rendered tableau of what you would have been playing at that moment appeared behind them. What's more, two whole gears (what would have been Maria and Emerelda's Omnigears) were left on the cutting room floor because of the time and money constraints.
* The Darcsen ethnic group in ''VideoGame/ValkyriaChronicles'' were originally going to be Beastmen. One must wonder if people would have accused the game of historical revisionism (see page for details) if they had stuck with this plan.
* ''VideoGame/WingCommander'':
** ''Prophecy'' was supposed to have the glowy bits at the ends of the Tiamat's arms work like the shipkiller plasma cannon mounted on the Kraken, but time constraints resulted in the feature never being implemented.
** In the sequel, ''Secret Ops'', the ''Murphy'' class destroyers were supposed to have an anti-capship gun mounted in the nose, but again time constraints lead to it being cut. The barrel of the planned gun is still visible on the model, but it's not functional, leaving the destroyer with its pathetic laser turret armament as the only thing backing up the handful of fighters it could carry.
** Several games that never came to be: MMORPG space shooter ''Wing Commander Online''/''Privateer Online'', either one project with two titles or two concurrent projects. ''Wing Commander: Strike Team'', a multiplayer sequel to ''Secret Ops''. ''Wing Commander VII'' and ''Wing Commander: Privateer 3'', parts 2 and 3 of the ''Wing Commander: Prophecy'' trilogy.
* ''VideoGame/TheWonderful101'' could have [[http://nintendo3dsdaily.com/wiiu/the-wonderful-101-was-meant-to-have-nintendo-characters/ starred a team of Nintendo characters/famous video game characters]]. In fact, there were plans for 100 Nintendo stars fighting evil as a team, kind of like ''Super Smash Bros'' meets ''Pikmin''. It is also said that once the 100 superheroes idea was decided on, it was going to have a dark, "mature" artstyle, but Platinum felt that they've done that too many times, so they used the colorful, cute artstyle that made its way into the final version.
* ''Young Justice: Legacy'' was released for the 3DS, PC, [=PS3=], and Xbox 360, while the DS, Wii and Wii U versions were cancelled.
[[/folder]]

to:

[[folder:Games T-Z]]
* ''VideoGame/TheTaleOfALLTYNEX''[='=]s [[http://www.kickstarter.com/projects/nyumedia/the-tale-of-alltynex-japans-epic-shooting-game-tri Kickstarter page]], which raised about $14,000 out of its $5,000 goal, had some goodies that it would promise if certain conditions were met:
** Anyone who donated at least $1,000 would've been eligible to appear in the "War Record" section of the ending sequence in ''VideoGame/ALLTYNEXSecond'', alongside the name of the protagonist, not just in the credit roll. Unfortunately, no one donated that much.
** Two stretch goals would've allowed some extra rewards:
*** $22,000: A physical version of ''The Tale of ALLTYNEX Official Guidebook''.
*** $28,000: A special physical edition of the game, featuring the games and soundtracks on one DVD and two audio CD's, as well as some postcards.
*** Finally, the publisher, Nyu Media, stated that if that last stretch goal was reached, they would consider porting to other operating systems and platforms. Since it wasn't met, such ports may never see the light of day.
* ''VideoGame/{{Thief}}'':
** ''VideoGame/ThiefIITheMetalAge'': Like its predecessor, a gold version was in the works but was never finished, as Creator/LookingGlassStudios went bankrupt. ''Thief 2: Gold'' would have contained several new missions, taking Garret to the never visited city slums, a prestigious college for the noble, a mission portraying the final decline of the hammers, a museum, and finally, "Waking the Dead", ''Thief 2'''s Shalebridge Cradle/Return to the Cathedral in terms of horror atmosphere. A dedicated fan community attempted to finish the gold version, but as of 2007 the project is considered dead.
** Prior to ''VideoGame/ThiefDeadlyShadows'', Creator/LookingGlassStudios was to make ''Thief III''.
* ''VideoGame/TalesOfLegendia'' supposedly had intentions of having Walter survive his final encounter with the party and join them later on. And there are unrecorded lines in the Japanese version that suggest that Mystic Artes/Hi Ougis were going to be put in the game. [[http://www.unseen64.net/2011/08/13/tales-of-legendia-unreleased-for-the-gamecube/ Apparently]], it was also going to be on the Gamecube as well as [=PS2=].
* ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' originally had [[spoiler: Alice and Decus]] survive and join your party.
* ''VideoGame/TalesOfTheAbyss'' actually has quite a bit of DummiedOut content, some of which was actually ''restored'' in the [[RegionalBonus North American]] and Undub version. Among the content cut from the initial release included unused hi-ougi cut-ins (including ones for Guy and Natalia), unused artes, the potential of ''Van'' being in the party, etc. A bug in the Japanese version would cause Reid's cut-in to show up if he uses Burning Phoenix, suggesting this was likely dummied out to make their deadline. And even in the American version; there were a couple artes such as Natalia's "Chronos Raid" that are only accessible via cheat devices.
* ''VideoGame/TeamFortress2'':
** The game went through several incarnations: Its first was a realistic military FPS[=/=]RTS hybrid subtitled Brotherhood of Arms, then in 2003, it was re-worked into a game called ''Invasion'', which centered around a human/alien conflict, then its final incarnation became an over-the-top, cartoony game that emphasized RuleOfFunny and RuleOfCool over any sort of realism, its pre-release coverage spawning numerous class-based team objective games in the meantime. And even then the character designs have been retooled somewhat. (For example, the Scout looked much older and more thuggish looking, the Spy and Medic wore their symbols on arm bands, the Demoman was just Scottish, and the Pyro was a bald man whose face was visible through his visor…)
** The Mann vs. Machine mode was actually going to let players play as RED and BLU just like in the trailer. Playtesters reportedly found this too confusing, so the mode only allows you to play as RED, but canonly, RED and BLU are working together.
** The ''Meet the Medic'' short had several ideas or scenes cut. One of the ideas was that it was going to go reuse the interview format of the previous shorts, rather than the action/story-based format of ''Meet the Spy''.
** The song playing in Pyroland in ''Meet the Pyro'' was originally Tiny Tim's ''Livin' in the Sunlight, Lovin' in the Moonlight'', but Valve couldn't obtain the license to it, so they settled on ''Do You Believe in Magic?'' instead. Several fan videos have swapped out the latter for the former, however.
** [[http://wiki.teamfortress.com/wiki/Unused_content View a whole list of cut or unused content here.]]
* ''VideoGame/TengaiMakyou: Ziria'' was first pitched to Creator/{{Daiei}} as a live-action feature film, then to [[Creator/TMSEntertainment Tokyo Movie Shinsha]] as an anime series. Even after Creator/HudsonSoft began producing it as a video game, the game had a TroubledProduction with many false turns, including designing the game as an ActionRPG.
* ''Franchise/TombRaider'':
** Lara Croft was originally a male ''Franchise/IndianaJones'' clone, before being changed to a [[SpicyLatina South American adventurer]] named [[http://www.tombraiderwiki.com/images/d/d3/LauraCruz.jpg Laura Cruz]]. They eventually changed her name to "Croft" to be [[ExecutiveMeddling 'UK friendly']] and the "u" was taken out of her name due to pronunciation issues with Americans. Lara's old Southern American look is still apparent in her CG artwork due to her having darker skin tones and a face/hair style that made her look less like a British woman. By the 3rd game and later, Lara appeared more white.
** Lara was also supposed to have grenades, dual Uzis, and a rocket launcher in the first game, but most of the ideas were scrapped due to technical limitations. The developers gave Lara dual pistols instead and made the Uzis a late game pickup. Lara would eventually gain the use of a Rocket Launcher in ''VideoGame/TombRaiderIII'' and grenades in ''VideoGame/TombRaiderLegend''. ''Legend'' was also supposed to have Lara be able to use a Rocket Launcher as show in the concept art, but it was scrapped.
** The [[VideoGame/TombRaider very first game]] was also supposed to have Lara look more realistic in her model and have a ponytail. However, doing so caused the game to have incredibly low frame rates, so the developers had to make Lara with less polygons and omit the ponytail. Lara's model would improve by the [[VideoGame/TombRaiderII second game]] and have a ponytail to boot.
* ''[[http://www.unseen64.net/2013/03/27/tomb-raider-2013-beta-prototype/ Tomb Raider: Ascension]]'', the proposed game that eventually turned into the [[VideoGame/TombRaider2013 2013 reboot]]. To say it would have been different than the previous games is an understatement:
** The game was fully open-world, with Lara using a horse to travel to and from areas. Her design in the early prototypes used the same character model from ''VideoGame/TombRaiderUnderworld'', although it was apparently intended to be a remake/prequel.
** The game heavily focused on survival-horror and featured fantasy-inspired enemies and creatures, with some being the size of giants and others being undead. As shown in [[http://www.youtube.com/watch?v=AbJjcBC2rnc prototype demonstrations]], one gameplay encounter had Lara (on horseback) flee from a hulking monster that chases her through a forest by a coastline, which causes Lara to fall off her horse and eventually jump into an open ravine (pursued by other demonic creatures) in order to escape.
** Lara also had a female child as a companion, who she would be able to pick up and carry on her back. As shown in concept art, the child would also protect Lara at one point from an enemy.
** Lara also had several different weapons. Aside from her pickaxe (which appears in the final game), she could wield a machete (or dual-wield with a gun), and used a flamethrower to clear out enemies in a tomb.
** Lara herself went through several different design iterations, including variants where she wore her signature holsters and a ripped outfit and (as the game eventually became a reboot) a different face for her eventual player model that sported [[http://www.tombraiderforums.com/showthread.php?t=201891 a braid]]. In addition, there were originally plans to have her clothing get gradually [[http://www.tombraiderforums.com/showthread.php?p=6939775 more ripped and tattered]] throughout the game.
** Creator/RhiannaPratchett has stated in interviews that if she could have gotten away with it, Lara would have been revealed to have been in a lesbian relationship with Sam. As it stands, Lara's orientation is never explicitly stated in the game, although there is a lot of subtext in her interaction with Sam, depending on whether one chooses to interpret it as such.
* ''Toobin'' was originally planned to be a kayaking game, with a kayak paddle controller based on the flight stick from the ''Star Wars'' UsefulNotes/ArcadeGame. The development team eventually decided the controls weren't intuitive and the gameplay wasn't fun enough.
* ''VideoGame/TorinsPassage'' was to be a ''series'' of the level of Creator/{{Sierra}} adventure's "____ Quest" series. Knowing this, some of the stuff you see in the game makes a ''lot'' more sense.
* A ''Franchise/{{Tremors}}'' game was being developed in 2002 by Rock Solid Studios, for the GameCube, PC, [=PS2=], and Xbox, but the game was cancelled in 2003.
* A Creator/{{Sunsoft}} Famicom development disk included sprites for Yacopu, the hero of ''Trip World'', which suggests that ''Trip World'' might have been originally planned for the Famicom/NES rather than the Game Boy.
* ''VideoGame/{{Titanfall}}'' ended up as a Microsoft exclusive as the publisher, Creator/ElectronicArts, believed that the UsefulNotes/PlayStation4 would have been a failure.
* ''TORN'' was a cancelled PC RPG by Creator/BlackIsleStudios using the SPECIAL system.
* ''VideoGame/{{Touhou}}'':
** In ''Undefined Fantastic Object'', Myouren Hijiri was originally conceived as the Final Boss. However, ZUN thought an old man like him would be too strange, so he was replaced by Byakuren, his sister, and Myouren was de facto killed off in Byakuren's backstory. But at least we got Unzan.
** Both Byakuren and Kasen Ibaraki was considered for the role of EX Boss in ''Ten Desires'' before ZUN settled on Mamizou Futatsuiwa.
* ''Creator/TroikaGames'' was working on an untitled computer RPG in a post-apocalyptic setting before the studio closed in 2005.
* ''VideoGame/TrueCrimeNewYorkCity'' was intended to be part one of a two part story, but ''True Crime: New York City 2'' was cancelled.
* ''Franchise/{{Ultima}}'':
** ''Ultima IV: Part II'' would have been a sequel to ''VideoGame/UltimaIV'' (1986).
** ''Multi-player Ultima'' would have been an eight-to-sixteen-player multiplayer strategy game released in 1986-1987. The concept of a multiplayer Ultima game was later revisited in ''Multima'', a multiplayer game using the ''VideoGame/UltimaVI'' engine, but that was canceled too.
** ''Mythos'' was to be a precursor to ''Worlds of Ultima'' using the ''VideoGame/UltimaVI'' engine. It would have featured Caribbean pirates and a Greek-inspired setting and was set to be released around 1990.
** ''Arthurian Legends'' would have been either the third game in the ''Worlds of Ultima'' series, or a standalone game. It would have used the ''VideoGame/UltimaVII'' engine and, as the name implied, it would be set in a Camelot-type setting.
** ''Ultima Underworld III'' would have featured a new world and protagonist, and would have been released sometime around 1993-1995.
** ''VideoGame/UltimaVIIPartII'' was released with quests and scripts cut and DummiedOut content. The cat island, Claw, was supposed to have a [[VideoGame/WingCommander Kilrathi]] pilot crash land on the island and be worshipped as a cat god.
** ''Ultima VIII: The Lost Vale'' was a cancelled expansion for ''VideoGame/UltimaVIII'' that would address the Zealan sub-plot, and what was behind the double doors in the Plateau.
** ''Ultima IX'' was planned to be an isometric game based on a refined ''VideoGame/UltimaVIII''/''VideoGame/{{Crusader}}'' engine. It was later moved to a polygon-based 3D isometric view, with a party and skill system, and would have received a UsefulNotes/PlayStation port. This version was cancelled after the development team moved to ''Ultima Online''. Development was then restarted as a hardware accelerated fully 3D game with the Glide API. The party system was replaced with taking control of [=NPCs=], and a multiplayer feature was suggested. The released version was [[Main/ChristmasRushed Christmas rushed]] with no party system, and huge chunks of the game removed or [[Main/DummiedOut dummied out]].
** ''Ultima Online 2'' would have been a 3D "2nd generation MMORPG" to compete with ''VideoGame/{{EverQuest}}''. Its name was changed to ''Ultima Worlds Online: Origin''. It would have been released sometime around 2000-2001.
** ''Tabula Rasa''/''Ultima X'' was intended as a SpiritualSuccessor to Ultima. The first version was going to be a fantasy MMORPG, then was scrapped to make a second fantasy MMORPG, then it was scrapped entirely and made into a completely different MMOFPS.
** ''Ultima X: Odyssey'' would have been an MMORPG set on the world of Alucinor, continuing where ''Ultima IX'' left off. It would have had more cartoonish graphics and a virtue system.
** ''Ultima Resurrection'' would have been a hack n' slash game for the PSP released around 2005-2006.
** ''Ultima Forever: Quest for the Avatar'', a long-awaited sequel and series reboot following the events of ''Ultima IV'', was planned to be released for PC and Android, but only the iOS version was released and was shut down a year later.
* ''UniverseAtWar: Earth Assault'' was originally conceived as the first installment of the ''Universe At War'' series but no sequel materialized after SEGA decided the sales and reception wasn't good enough.
* ''VideoGame/{{Unreal}}'':
** The sniper rifle from the original game would have had a burst-firing SecondaryFire until it was replaced with the zoom function.
** Near the time of its final release, the latest version of ''VideoGame/UnrealIITheAwakening'' before the version that would hit the shelves, had the weight of 8GB due to all the content, including a fully functional multiplayer, which had 5 modes, the 4 classic ones and a brand-new one called XMP. It also would have included, at least, 3 new races and 6 new weapons. The multiplayer part was dumped in favor of ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003 / Unreal Championship]]''. And the rest of the cut-offs were in order to reduce the weight of the game. All these decisions derived in the DorkAge of the ''Unreal'' universe.
** ''VideoGame/UnrealTournamentIII'' would have had a mode called Conquest, which could be called “a RTS game inside of a FPS.” It was dumped out in favor of Warfare, a {{Retool}} of Onslaught.
** Unused animations for the Enforcer in ''VideoGame/UnrealTournament'' indicate it, like the Automag before it, would have to reload after a certain number of shots.
** ''Unreal Tournament'' itself was going to be an ExpansionPack for Unreal called the "Bot Pack", until ''Creator/EpicGames'' CEO Mark Rein decided that it'd be a standalone game.
** ''Unreal Tournament II'' was a real work, until lots of changes in gameplay (including the [[Main/AscendedFanfic addition of the Bombing Run gamemode]]) led Epic to decide that it'd be a sports-themed game with [[Main/AnnualTitle yearly releases]], and thus became [[VideoGame/UnrealTournament2004 UT2003, UT2004]] , [[VideoGame/UnrealChampionship2TheLiandriConflict UT2005]] and [[VideoGame/UnrealTournamentIII UT2007]]. There was no [=UT2006=], though, because Epic was working on ''VideoGame/GearsOfWar'' at the time.
* ''VideoGame/UntilDawn'' was designed as a first-person UsefulNotes/PlayStation3 game with Move controls. More notably, the game was much, ''much'' more {{camp}}y. [[https://www.youtube.com/watch?v=4yQsa3uwkR8 View this trailer]], and compare it to similar scenes in the finished game.
* ''VideoGame/ViewtifulJoe 2'' would have had a co-op mode where one player plays as Joe and the other as Sylvia. This was implied in the [[http://www.youtube.com/watch?v=2zVS1AimC1Q first teaser trailer]], but Creator/{{Capcom}} decided to remove this early during the development process.
* ''[[VideoGame/VirtuaCop Virtua Cop 2]]'': A 2004 port for the N-Gage was cancelled.
* ''Warcraft Adventures: Lord of the Clans,'' a cancelled 2D adventure game intended to set the stage for ''Warcraft III'' and ''World of Warcraft''. The plot was adapted into the novel ''Lord of the Clans''.
* ''Warcraft III'' was touted as a "Role-Playing Strategy" game focusing on the main heroes, with parties of heroes and troops in a dynamic world of living towns, wandering monsters, characters and quests, with early screenshots showing a close to third person view.
* ''VideoGame/{{Wizardry}}'': Before ''Wizardry 8'' was released in 2001, a game known as ''Wizardry 8: Stones of Arnhem'' was cancelled.
* ''VideoGame/WorldOfWarcraft'' falls prey to this a lot:
** One of the most clear examples is the ''Wrath Of The Lich King'' expansion's scrapped aspects. It was intended that there be a Gundrak raid and a third wing of Utgarde Keep, and Crystalsong forest was intended to be the home of the Argent Crusade tournament (as opposed to containing the floating city of Dalran and ''nothing else'') By far most painful, it was initially intended that the Azjol-Nerub kingdoms be an entire underground zone in which players would have significant interaction with Anub'arak, Arthas' third in command, and presumably deal with the sinister and desperate spider-like Nerubians who used to rule most of Northrend. Instead, there are two dungeons. Anu'barak is the boss of the ''lower level one''. He has no effect on the game apart from that, though he comes back as a boss under the tournament. And there are a grand total of ''four'' living Nerubians in the game, and only one of them even has a name (though more were added in ''Cataclysm''). This is particularly odd given that they introduced tons of new races in Northrend, but gave no presence to the race that people had known was there since ''VideoGame/{{Warcraft}} 3'' came out in 2002.
** ''The Burning Crusade'' was just as bad about this; several characters that were slated for return were left out completely, and so called “portal worlds” (completely different, presumably legion held planets that would have been accessed via [[ExactlyWhatItSaysOnTheTin portals]]) were excluded, though they were a bit selling point of the expansion.
** Hero classes were a feature mentioned before the game was released. Six years since the initial release, they have only created one (Death Knights). Paladins were at one point going to be one, but ultimately made a normal class.
** The original plan for Death Knights was that you would convert a high-leveled character into one rather than rolling a fresh toon. This was scrapped due to concerns players would turn their character into a Death Knight and then decide that they liked their original class more. They then toyed with the idea of having a quest chain in Northrend where your higher level toons would interact what would become the freed Death Knights. In the end, they compromised and let people roll a Death Knight once they hit the prerequisite level of 55, and gave them a starting zone all to themselves which explained their back story first-hand.
** Cataclysm was also supposed to implement a feature called Path of the Titans, that would've acted as an alternative to the normal talent system to give even more customization to your character, and would have combined the new archaeology profession with a redesigned glyph system. However, the system wasn't found to be effective at giving the customization they wanted, and instead it was scrapped.
** Warlords of Draenor went through several changes in the planning stages. The earliest idea has no TimeTravel at all, instead Garrosh was meant to discover a magic horn and use it to resurrect the titular Warlords in an unexplored part of Outland. There was also a concept of him rallying a "Mongrel Horde" of kobolds, gnolls, murlocs and all the other quest fodder to be his army. Then they decided that if they were going to bring back the Old Horde then they might as well bring back Old Draenor, so the Infinite Dragonflight got brought in to make that happen. Then they dialled down the amount of TimeTravel- originally the players were meant to travel to AU Draenor with the help of the Bronze Dragonflight, and try and prevent Garrosh from ever opening a connection to Azeroth. There were also plans for a Shattrath raid, the zone of Gorgrond was completely different in Alpha, and there are various hints to expanded storylines (most notably the Pale Orcs/Cho'Gall/Void storyline) that ended up on the cutting room floor. And if the "Grommash will be the final boss" statement wasn't a lie, it seems that the post-100 patches were meant to shake out a whole lot different than they did.
* THQ and AKI started work on a sequel to ''VideoGame/WWFNoMercy'' called WWF Backlash. They were around 20% complete when the game was cancelled due to Nintendo deciding to cut support for the N64.
* ''VideoGame/TheWarriors'' was to have a SpiritualSuccessor, ''We Are The Mods'', set in 1960's England. The game was developed for the [=PS2/Xbox=], moved to the Xbox 360, and was cancelled by Rockstar New York.
* ''Wolfenstein: Enemy Territory'' was going to be an expansion pack for ''VideoGame/ReturnToCastleWolfenstein'', with its own single player campaign, but ended up as a free, standalone multiplayer game with no single player mode included.
* ''VideoGame/{{Xenosaga}}'':
** The series was meant to be a six-game epic spanning several console generations, but due to ExecutiveMeddling (such as firing basically everyone on the project) and the [[FranchiseKiller crapfest of a game]] (''Episode II'') it produced, it was not to be--despite the positive reception of ''Episode III'', which came about after they fired almost all of the replacement staff from ''Episode II''. It's made even more complicated when you realize that the original plan for a series of six linked games comes from the time when the developers were all still part of Square (and the rough timeline of which was released in Japan as a book called ''Xenogears Perfect Works'', [[NoExportForYou which no one else ever got, naturally]]), and the game ''Xenogears'' (released on the [=PS1=]) was originally intended to be part FIVE of six. After the developers left Square and formed Monolith Soft, the original intent was to start over from scratch, releasing all six games in order and doing a completely new version of the fifth game (essentially replacing ''Xenogears''). And then things got REALLY complicated.
** Ultimately, the entire plot of the first "chapter" (as outlined in Perfect Works) was reduced to little more than a prologue cut-scene in ''Xenosaga Episode I'', while what was originally supposed to be "Chapter 2 of 6" (as per ''Perfect Works'') kept expanding until the entire plot of all three ''Xenosaga'' games are covering what was intended to be the plot of a SINGLE game. In other words, the original plan to produce a story in six chapters, as presented in Perfect Works, with each game telling a single chapter, wound up producing four games - with only "Chapter Five" and "Chapter Two" being told (with "Chapter One" turned into a footnote and "Chapter Two" being three times longer than it was supposed to be). And we all thought George Lucas was bad at episode numbering…
** A similar fate befell its spiritual predecessor, ''VideoGame/{{Xenogears}}''. They dev team (the one that was ultimately axed midway through ''Episode II'''s development cycle) ran out of time and money just as they were ''starting'' the second disc. A masterpiece of a game which climaxed with [[spoiler:fighting and killing ''God'']] was hobbled, a game meant to last ''over 80 hours'' got cut to 60 or so, and most of the story of the second disc was cut to characters narrating on a rocking chair while a pre-rendered tableau of what you would have been playing at that moment appeared behind them. What's more, two whole gears (what would have been Maria and Emerelda's Omnigears) were left on the cutting room floor because of the time and money constraints.
* The Darcsen ethnic group in ''VideoGame/ValkyriaChronicles'' were originally going to be Beastmen. One must wonder if people would have accused the game of historical revisionism (see page for details) if they had stuck with this plan.
* ''VideoGame/WingCommander'':
** ''Prophecy'' was supposed to have the glowy bits at the ends of the Tiamat's arms work like the shipkiller plasma cannon mounted on the Kraken, but time constraints resulted in the feature never being implemented.
** In the sequel, ''Secret Ops'', the ''Murphy'' class destroyers were supposed to have an anti-capship gun mounted in the nose, but again time constraints lead to it being cut. The barrel of the planned gun is still visible on the model, but it's not functional, leaving the destroyer with its pathetic laser turret armament as the only thing backing up the handful of fighters it could carry.
** Several games that never came to be: MMORPG space shooter ''Wing Commander Online''/''Privateer Online'', either one project with two titles or two concurrent projects. ''Wing Commander: Strike Team'', a multiplayer sequel to ''Secret Ops''. ''Wing Commander VII'' and ''Wing Commander: Privateer 3'', parts 2 and 3 of the ''Wing Commander: Prophecy'' trilogy.
* ''VideoGame/TheWonderful101'' could have [[http://nintendo3dsdaily.com/wiiu/the-wonderful-101-was-meant-to-have-nintendo-characters/ starred a team of Nintendo characters/famous video game characters]]. In fact, there were plans for 100 Nintendo stars fighting evil as a team, kind of like ''Super Smash Bros'' meets ''Pikmin''. It is also said that once the 100 superheroes idea was decided on, it was going to have a dark, "mature" artstyle, but Platinum felt that they've done that too many times, so they used the colorful, cute artstyle that made its way into the final version.
* ''Young Justice: Legacy'' was released for the 3DS, PC, [=PS3=], and Xbox 360, while the DS, Wii and Wii U versions were cancelled.
[[/folder]]
5th Jun '16 1:28:52 PM WolfThunder
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* WhatCouldHaveBeen/VideoGamesTToZ
*



[[folder:Games N-S]]
* Developer n-Space was developing ''Austin Powers: Oh, Behave!'', ''Dexter's Laboratory'', ''Duke Nukem D-Day'' and ''Mary-Kate and Ashley in ACTION!'' for the UsefulNotes/PlayStation2, and ''Winter'' for UsefulNotes/NintendoWii.
* ''NBA Live 13'', a planned reboot of the series, was cancelled by [[Creator/ElectronicArts EA]].
* ''VideoGame/NeverwinterNights'': [[DownloadableContent The Premium Modules]] ''Witch's Wake'' and ''Shadowguard'' were planned as mini-series, but both ended with a cliffhanger and [[LeftHanging never got a proper conclusion]]. Other modules [[ScrewedByTheNetwork cancelled by Atari]] were ''Tyrants of the Moonsea'' and ''Darkness over Daggerford''. Both were however released for [[GameMod free by the developers]].
* ''VideoGame/NeverwinterNights2'' had a few examples.
** In the first campaign, at Crossroad Keep there's a sidequest from Elanee to plant a garden that was cut. The PC could've also set up a gambling den, and been given control of their faction's operations on the docks in a section similar to managing Crossroad Keep. The structure that would have been your base is still in the game next to the Sunken Flagon. Quite a bit of dialog in Act 1 and early in Act 2 still references your character as being in charge of a faction there, even though you never have any authority in the final version.
** Back in 2009, there was talk of a possible third expansion and another patch for the game, but everything went down the drain when Hasbro (owner of the D&D license) sued Atari (the game's publisher). By the time the dispute was settled everybody had moved on to other games.
** Neeshka and Bishop were originally meant to be fully fledged romances. They're still there to an extent but trail off without true resolution.
* ''[[VideoGame/NightsIntoDreams NiGHTS: Journey of Dreams]]'' was originally going to be called ''Air [=NiGHTS=]'', and was going to use a motion controller for the Saturn. Then the project was moved to the Dreamcast, but never got past the prototype stage. Then it was going to be for the UsefulNotes/PlayStation3 and UsefulNotes/XBox360, until [[ExecutiveMeddling it was switched to]] the Wii, ''without'' any extension on development time or budget.
* ''VideoGame/{{Nintendogs}}'' originally began as a pet simulator named ''Cabbage'' for the 64DD which was slated for a 1998 release. After the add-on was discontinued they deiced to move the game to the Gamecube, and ultimately to the Nintendo DS to make use of its touch screen, microphone and wi-fi. Miyamoto added dogs to the game after his family adopted a dog. They also wanted to incorporate realistic fur animations in the game but they could not due to technical limitations. Iwata also presented the idea of 15 different versions of the game, one for each available dog breed. The game's original US title was going to be ''Puppy Life''.
* In ''VideoGame/NoMoreHeroes2DesperateStruggle'', Henry was going to be playable in at least two more stages, but he's in only one due to time constraints.
* ''VideoGame/NoOneLivesForever'' and its sequel could have been re-released on online services like ''UsefulNotes/{{Steam}}'' and ''Website/GOGDotCom'', but Night Dive Studios was denied the license to re-release the games.
* The ''VideoGame/ObsCure'' series:
** The data files for the first game reveal that Dan was intended to play a much larger role than he actually did. Instead of serving as a RedShirt who gets killed off in the prologue, he was supposed to have been one of the main characters, taking the place of Kenny, who was originally the one who got killed. Indeed, the end of [[http://www.youtube.com/watch?v=eHC84igPwW0 the game's trailer]] shows Kenny getting killed and dragged off by a monster, which obviously wasn't in the final game.
** As seen [[http://www.unseen64.net/2012/11/27/obscure-d-cancelled-xbox-360-ps3-pc/ here]], ''Final Exam'', a DivorcedInstallment of the series, went through multiple incarnations and quite a bit of DevelopmentHell before it was released.
*** The first incarnation, ''[=ObsCure=]: Dark Aura'', was to have been a budget title released for the UsefulNotes/PlayStationPortable and UsefulNotes/NintendoDS, taking place right after the end of the second game with Shannon as the main character. It was scrapped, with elements from it being used for...
*** ''[=ObsCure=] D'', which was to have been an {{interquel}} to the two ''[=ObsCure=]'' games. It would have been about a group of people, led by a teenage girl named Liddyah (the younger sister of Ashley, one of the first game's protagonists), [[AnotherSideAnotherStory searching for Josh and Ashley]] a few days before the events of the second game. It was here that the more exaggerated, LighterAndSofter art style of what became ''Final Exam'' is first known to have showed up, as well as the TwoAndAHalfD gameplay and four-player co-op. That version was canceled after Hydravision, the developer of the series, went out of business.
*** After the project was resurrected by Mighty Rocket (a studio formed by ex-Hydravision devs), it was intended as a {{reboot}} of the series, but [[TheyChangedItNowItSucks fan backlash]] over the game's radically different [[GenreShift gameplay]], [[ArtShift art style]], and story forced the developers to {{retool}} it into a non-canon spinoff.
* ''VideoGame/{{Oddworld}}'':
** A reward for [[OneHundredPercentCompletion saving all 99 Mudokans]] in ''[[VideoGame/{{Oddworld}} Oddworld: Abe's Oddysee]]'' is a bizarre cutscene called "Guardian Angel," where a robotic monstrosity with a chilling voice, a luminescent halo, and an overabundance of cutting implements taunts and corners Abe, claiming he has to "look inside if he wants to be free." Apparently, this "Guardian Angel" was supposed to be a boss until the game's producers realized [[WhatDoYouMeanItsNotForKids children were interested in buying the game]]. Although the rest of the blood and nightmare fuel remains, they cut this boss for being exceptionally creepy. It still appears as a cameo; the television screen that serves as its face can faintly be seen in the background of Zulag 3.
** Several projects have been announced and delayed: ''The Brutal Ballad of Fangus Klot'', ''Oddworld: Squeek's Oddysee'', ''Oddworld: Munch's Exoddus'', online RTS ''Oddworld: The Hand of Odd'', ''Oddworld: Slave Circus'', ''Oddworld: Stranger's Wrath 2'', ''[=SligStorm=]'', and ''Stranger Arena'', though the developers have stated several will be completed.
* ''VideoGame/{{Okami}}'' was originally going to use a standard realistic 3D style before the designers realized sumi-e would be a lot more fitting. Ammy's original realistic design can be seen in the [[CosmeticAward video gallery unlocked by beating the game, as well as an alternate skin]]. In addition, the video and art gallery showcases an absolutely insane amount of content (locations, characters, monsters) that didn't make it into the final game. If it had, the game probably would have been twice as long. Also, the creators revealed in the artbook that they originally wanted to make the game about dinosaurs.
* ''VideoGame/{{Oni}}'' had to abandon a lot of features and set pieces that were originally planned due to developer Bungie's acquisition by Microsoft causing development to be rushed. Such features included a PuzzleBoss fight with a HumungousMecha (to be called the "Iron Demon") and online multiplayer, as well as expansion of the story that would fill some of the more glaring plotholes. The modding community did eventually create a rudimentary multiplayer mod for the PC version of the game.
* While ''VideoGame/StarWarsTheOldRepublic'' was still in the planning stages, EA had contingencies in case they couldn't secure the ''Franchise/StarWars'' license. If they couldn't get ''Star Wars'', EA would have then went on to make a ''Literature/TheLordOfTheRings'' MMO along with a ''[[Literature/TheSilmarillion Silmarillion]]'' MMO. There were even plans for ''Literature/AGameOfThrones'' MMO.
* ''VideoGame/TheOregonTrail'': All of the programmers at MECC wanted the food supply to increase slightly if the wagon train had reached the starvation stage and a settler died. Management vetoed this NoPartyLikeADonnerParty reference.
* An [[http://www.donhodges.com/how_high_can_you_get2.htm analysis]] of ''VideoGame/PacMan''[='=]s famous KillScreen determined that if the programmers had included a simple check to prevent the split screen bug the game would not have been limited to 255 levels and 3,333,360 points. In fact, due to the existence of special "parking spaces" where Pac Man can avoid being tagged by ghosts, a high score would not even be limited by conditions of employment, family or even human endurance. A player could keep a ''Pac Man'' session going for years or even decades, racking up ever higher scored as long as the hardware continued to operate.
* ''VideoGame/OriAndTheBlindForest'' began development as a fast-paced action platformer in the style of ''VideoGame/SonicTheHedgehog'', titled ''Sein'' after its protagonist, whose name was eventually used for Ori's FairyCompanion. The ''Definitive Edition'''s bonus videos show many more gameplay concepts that didn't make the cut, including a [[TractorBeam Pull ability]] and ''VideoGame/OcarinaOfTime''-style [[SongsInTheKeyOfLock musical locks]].
* ''Parasol Stars'', a spin-off to ''VideoGame/BubbleBobble'' was going to have a port to the Commodore 64 developed by Ocean Gaming, but unfortunately someone stole the developer's computer just before the game was due... well, officially. The publisher had contracted an external programmer to develop the game since they didn't want to work on it in-house and it was going to be one of the last games published to the system. The problem was that his wife was TheAlcoholic and he confronted her on this [[YourCheatingHeart and sleeping with her ex-husband]]. In a drunken rage, she destroyed his computer, his notes [[NoPlansNoPrototypeNoBackup and even the back-ups he made of his work]]. Upon learning what happened, Ocean chose simply to cancel the game and, in a show of solidarity to the programmer due to his marriage problems, came up with the official story about a thief stealing the computer the game was on.
* ''VideoGame/PAYDAYTheHeist'':
** The game was originally going to be called "Stonecold". The name changed due to not fitting with the theme of the game plus possible lawsuits for being too similar to the wrestler Wrestling/StoneColdSteveAustin. The developers also came up with "Crime Wave" as the game's title before scrapping it and then using it as the music's title for the Slaughterhouse heist.
** The music heard in the Green Bridge heist was originally used for the First World Bank heist. The music composer managed to come up with something more suited for the bank level and he pushed the old music onto Green Bridge.
** The sequel, ''VideoGame/{{PAYDAY 2}}'', had [[EveryCarIsAPinto cars that would explode when shot at]] and the game also rewarded players for bagging a corpse and throwing it in a dumpster. The exploding cars were removed for possibly being a GameBreaker where players could lure groups of cops to cars and kill them easily. Being given money for hiding a dead body was also removed for possibly getting money too easily and avoiding penalties players would get for killing civilians. The sequel also had several heists that were DummiedOut, one of them being a heist contracted by The Elephant where you had to sabotage votes for him and the finale would involve you wrecking stuff like you would do in Mallcrashers. All the cut heists were cut for simply not working the way the developers had envisioned them to be, but Election Day was remade and released in the game in a later update.
** ''PAYDAY 2'' was also supposed to have the entire crew (except for Wolf and Bain) be replaced with new characters with similar backgrounds to the old crew. Dallas was supposed to have a Texan accent and he gained a new look, but fan reception to the new Dallas was extremely negative, which got the developers to bring back the old voice actor from the first game.
** The Infamy system started out as a parallel meta-skill tree to the basic one and could grant various bonuses to reduce the cost of climbing a skill tree, which gave players a lot more customization as they can now afford much more high-end skills than before. It also originally had a playing cards theme with 14 levels. Originally only 5 levels were released, with the remaining 9 intended to have other bonuses as the developers got to them, with each tier of 4 levels having different effects. The Infamy 2.0 update changed all of this, doing away with a semi-linear progression in favour of a circuit board-type chart and, aside from the original 5 released, granting only exp bonuses and mask unlocks for the remaining 20 levels (making the levels only good for grinding for more levels). They also removed the playing cards theme, as the theme could no longer support 25 levels (there are only 13 cards to a suit and they still had to use the Joker).
* ''VideoGame/PennyArcadeAdventures'': [[http://www.esrb.org/ratings/synopsis.jsp?Certificate=25348 The ESRB's listing for Episode 2]] mentions something about "robots humping legs, testicles, and taxidermy". We assume this is from a beta version, because in the final product, the only thing we see the Fruit Fuckers humping is a giant structure designed to look like an orange.
* ''VideoGame/PerfectDark'' was originally going to include a feature that let users take self portraits with the Game Boy Camera and use them in the game's multiplayer mode. This was scrapped; the original official explanation was that the N64 couldn't handle such a processor-intensive feature, but it was later admitted that it was because, due to the UsefulNotes/{{Columbine}} massacre, the idea of putting the heads of fellow students and teachers on in-game characters and then shooting them to death [[TooSoon wasn't exactly respectful at the time]].
* ''VideoGame/{{Persona 4}}'' had a lot of unused concepts:
** Kanji Tatsumi originally had a much more adult-looking design.
** Rise Kujikawa was to be a juvenile delinquent with Saki Konishi's design and chains for weapons.
** Naoto and Teddie switched genders in development; Naoto was originally going a boy, and Teddie a girl. According to the artbook, when it was decided Naoto would be female, Teddie was made male in response just to keep the party's gender ratio even. An early sketch of his female form resembles his Alice Costume from the final game, except looking somewhat older.
** Also, weird little things like Chie and Yukiko having long and short hair, respectively.
** Some character portraits from ''VideoGame/{{Persona 3}}'' were found in the game data, albeit it's been said that those are actually leftovers from the fact that Persona 4 was made with Persona 3 FES' engine.
** Some DummiedOut dub dialogue seems to have implied a romantic route for ''[[GayOption Yosuke]]'', despite no such option being available in the original. However, Yosuke's Social Link actually ''does'' contain a "Girlfriend Flag" usually only used for Romance Routes - except that in his case, said flag only determines whether or not you get to hug him at a certain point in the final game. This all has become a huge subject of fan art and fanfiction.
** There's also evidence that at one point in the story the killer was going to turn out to be [[spoiler:your uncle Dojima]] but this was apparently so disturbing to testers that it was changed during production. Some elements of this early version stayed around with the eventual killer [[spoiler:Tohru Adachi]], such as [[spoiler:him being someone you trust implicitly and who's welcome in the house at any time]] but dialed down somewhat.
* ''VideoGame/{{Pikmin 3}}'':
** The game began as a Wii game, but development was moved to the UsefulNotes/WiiU once that console was nearing release.
** A few elements were cut from the game. The game was originally going to feature four playable captains. Along with Alph, Brittany and Charlie, it was going to have a 4th "D" character.
** The game features two Shaggy Long Legs bosses, but the second was originally going to be a Beady Long Legs with a fifth leg instead of a head.
* ''Pirates of the Caribbean: Armada of the Damned'', by Propaganda Games / Disney Interactive Studios, was a cancelled action-adventure role-playing game in an open world with land and sea combat, set before ''[[Film/PiratesOfTheCaribbeanTheCurseOfTheBlackPearl The Curse of the Black Pearl]]''.
* ''Franchise/{{Pokemon}}'':
** A major miss is something that not many know about: A ''Pokémon'' RPG for the [[VaporWare N64DD]]. [[http://web.archive.org/web/19970605212537/http://www.n64.com/previews/90.html From IGN64]]. [[http://bmgf.bulbagarden.net/showpost.php?p=2693362&postcount=124 This mod on Bulbagarden]] believes there is evidence it eventually became ''Pokémon Colosseum''.
** ''Pocket Monsters RPG'', as it was called, was a story-driven game on a home console with a darker tone, featuring a protagonist named Leo who stole Pokémon from other trainers. It isn't difficult to believe that the game was recycled as ''Colosseum''.
** ''Battle Revolution'' was once very different from its released version. For example, Red and Leaf were originally supposed to be in the game but were later changed to Lucas and Dawn. The game was originally more realistic and action-packed in terms of effects, as shown by [[http://www.youtube.com/watch?v=djMyzIiYENo the original trailer]].
** Early promotional art for ''Pokémon Red and Blue'' suggests that a female player character was supposed to be available in the games. Her character design was similar to Green's (Blue in Japan) from the ''Pokémon Adventures'' manga. In addition to this, coding from the beta of the game indicates that badges were at one point supposed to be items in your bag that could be used outside of battle similarly to the Hidden Machine moves, perhaps as a replacement for them. Also present in the beta was an unnamed item, referred to as the [[FanNickname Surfboard]] by fans because it acted similarly to the Surf HM (whether it was meant as a usable item or simply a debugging tool is up for debate).
** [[http://youtu.be/NgeOPyntJ-k?t=5m3s Professor Oak]] was originally going to be an opponent in Red and Blue, using the last Pokémon neither the player nor rival choose and overall having a team stronger than the champion. [[note]]Of course, there is a rumor that he was actually meant to ''be'' the Champion.[[/note]]
** In Red and Blue/Green, you were originally going to be able to pull out your Pokédex in the middle of battle (like Ash Ketchum does in the anime) to refresh your memory on a Pokémon's type or see if you've caught it yet. But due to glitches, this was removed and left out of later games. They eventually settled on adding an icon to a wild Pokémon's health bar if you've already caught one of that species in later generations.
** The "glitch Pokémon" Missingno actually exists 39 times in the code for the original games, and hints from both the game's code (the 39 Missingnos are scattered among the actual playable Pokémon) and the developers indicate that the Missingnos might have actually been intended to be real Pokémon that were scrapped. There are sketches that show some Pokémon that apparently were proposed for Gen 1, then shelved and released in later gens. An interview with the designer of Ho-oh reveals that there were originally meant to be 190 Pokémon in the original games, all of the cut ones later introduced in ''Gold and Silver''. The same people who discovered this information also discovered that the series was meant to end after ''Gold and Silver''.
** ''VideoGame/PokemonSnap'' originally began as a simulation game on the 64 DD simply called ''Jack & The Beanstalk'' but it was unknown what kind of simulation it would have been. The developers later reduced it to only a photography game, made it on-rails so photography was the only interactive focus, and finally, re-tooled an otherwise generic photography game by adding Pokémon before finally moving it to the Nintendo 64 after the DD failed. The game also featured a desert stage, and a dummied out tune that had a haunted feel to it. Ekans was also featured as a 64th Pokémon.
** ''[[VideoGame/PokemonBlackandWhite Black and White]]'' have a few - apparently Professor Juniper was originally going to be an old man like previous ones instead of a HotScientist (although we do get an "old man" Juniper, who is the father of Professor Juniper). Jellicent and Stunfisk were going to be, respectively, pure Water type and another Electric/Water combination, before becoming respectively Water/Ghost and Ground/Electric to increase type diversity in Unova.
** Hydreigon and its evolution line were originally intended to be cybernetic dragons incorporating aspects of {{tank|Goodness}}s within their bodies. The track-like markings on their bellies seem to be a remnant of this.
** Some Pokémon have gone through similar re-designings, and there are also characters that were never fully implemented. These include a top-like creature (which probably developed into Hitmontop), a green turtle (which resembles Tirtouga) and most interestingly, a Pokémon that resembles a fusion of Blaziken and Latias.
** [[http://capsulemonsters.wikia.com/wiki/ This Wiki]] goes into the details about changes between games.
** ''VideoGame/PokemonGoldAndSilver'' had their [[http://youtu.be/wqVtRrMnTy0?t=48s Safari Zone]] moved - players have hacked a 'beta Safari Zone' in another area of the games that has grass but no wild Pokémon present.
** There were plans for ''Pokémon'' games to have multiple save files, but due to game space constraints, the developers were forced to choose either having multiple save files or being able to nickname your Pokémon. The developers chose being able to nickname your mons and haven't looked back since.
* ''VideoGame/PopfulMail'' nearly avoided being [[DolledUpInstallment dolled-up]] for international release as ''Sister Franchise/{{Sonic|TheHedgehog}}''.
* ''VideoGame/{{Portal 2}}'':
** The game, as originally conceived by Valve, would have been a prequel set in Aperture Science's labs during the 1950s. This version of the game, known internally as ''F-STOP'', introduced a new gameplay mechanic (the details of which remain secret) and removed both portals and [=GLaDOS=] entirely. [=GLaDOS=]'s role as antagonist would be filled by Aperture founder Cave Johnson, who had been turned into an AI and now led a robot army against humanity. Though Valve loved the new gameplay mechanic behind ''F-STOP'', they found that players wanted [=GLaDOS=] and the Portal Gun to return, forcing a complete rewrite the game to make it a direct sequel to the original ''Portal''.
** The game was initially supposed to have six individual personality spheres instead of Wheatley following you around and helping the player in the early game. Valve declared that this would be too confusing, and they scrapped these characters and replaced them with Wheatley. [[spoiler:Some of the scrapped spheres still appear in the final battle, however, like the Space Sphere, Adventure Sphere and Fact Sphere, and are a vital part of defeating Wheatley]].
** The game's ending would have included Chell [[SuddenlyVoiced revealing she can indeed talk]], and Want You Gone was to be a duet between her and [=GLaDOS=].
** Multiplayer was originally envisioned to have human characters (Chell + another female) but Valve felt that it was a bit too gruesome to constantly watch a human falling into acid, crushed, etc. over and over again, so they changed the characters to robots, which would make deaths more hilarious since robots don't feel pain and are reassembled to justify respawning.
* ''[[VideoGame/{{Prey}} Prey 2]]'' by Human Head/Bethesda, announced in 2011, was cancelled in 2014.
* ''Franchise/PrinceOfPersia'':
** ''VideoGame/PrinceOfPersia1'', in Jordan Mechner's first concept, was to have been an entirely puzzle-oriented game like ''VideoGame/LodeRunner'', with a LevelEditor, but Brøderbund demanded that the game have combat. It seemed at one point that there would not be enough memory on the UsefulNotes/AppleII for more than one set of large, fully animated character sprites; the shadow Prince was therefore planned to be the main antagonist rather than a secondary character, and his strength in the FinalBoss battle would be determined by the player's performance against him in previous levels.
** ''VideoGame/PrinceOfPersia2'' ends with an image of [[spoiler:a mysterious witch watching the hero in a crystal ball]]. WordOfGod has that she was the one responsible for [[spoiler:[[http://jordanmechner.com/blog/2013/04/pop-shadow-and-flame giving Jafar his powers, killing the Prince's family, and sacking the Prince's kingdom]].]] However, the sequel it foreshadowed never came to pass. ''VideoGame/PrinceOfPersia3D'' had a standalone story, and ever since then the series has stuck to new continuities.
** Early promo cutscenes released for ''VideoGame/PrinceOfPersiaTheTwoThrones'' had the Dark Prince as an entirely different person, instead of just a voice in his head and a model and gameplay change.
* ''VideoGame/PrincessMaker 2'' was set to be released in the United States, but a series of mishaps including the bankruptcy of the localized version's publisher caused the translated game to be shelved indefinetly. A mostly-translated prototype of the game has emerged on the internet years later.
* Project H.A.M.M.E.R. (or its apparent working title "Machinex") was a game teased by Nintendo Software Technology in Redmond Washington for several years. The game was being developed for the Wii, about a hammer wielding android named "M-09" who smashes his way through an army of robots led by a terrorist organization, the same that originally created him. Notably dark for a Nintendo game, it met a plethora of problems, from arguments between Western and Eastern developers, to the gameplay not being fun, to the poor decision of spending most of its budget on CGI cutscenes. Many who worked on the game have little nice things to say, criticizing the plot, dialogue and the main character, who one developer described "part man, part machine, all mediocre". There was a redesign to make it a cuter, more casual game called "Wii Crush", but the gameplay still didn't improve enough. The game ultimately ended production and is the reason NST no longer makes large scale games.
* ''Propeller Arena: Aviation Battle Championship''/''Propeller Head Online'' by [=Sega AM2=], for the [[UsefulNotes/SegaDreamcast Dreamcast]]. It was a World War II airplane combat game with multiplayer deathmatch, and a SpiritualSuccessor to Wing Arms.
* ''Project Offset'', a fantasy FPS by Offset Software, was cancelled after the creators were bought out by Intel.
* In ''VideoGame/PsychicForce Puzzle Taisen'', there is a hidden character named [[SpellMyNameWithAnS Masato/Masahito]] Suzuki who was supposed to have been a playable character from within the first ''Psychic Force'' game, but was eventually cut out during the later development of the game. Background information reveals that Suzuki would've been a neutral fighter (like Genma and Gates) and that he was a bounty hunter who had sought out the Psychiccers through one of his bounty hunting jobs (this fact, along with the other one that he's a swordsman as well would eventually be passed over to Might from within 2012). Aside from Suzuki, there are two other unknown characters from within the bonus pictures of ''Psychic Force Puzzle Taisen'' and that they appear alongside with him, indicating the possibility that they were intended to be playable characters as well and that they would've shared a storyline with Suzuki, but like him, they and the storyline was dropped as well.
* ''VideoGame/{{Psychonauts}}'':
** The player character was originally a completely different character named D'artagan (or Dart) who sported a signature floppy hat that proved "[[NoFlowInCGI too awesome for Doublefine to animate]]". He gets referenced a few times in-game (such as Coach Oleander declaring that Raz's name "starts with a D") and manages a short cameo in the game's final cutscene. Also, the main character was created as a mentally instable ostrich. That admittedly makes sense - considering the mind of Tim Schafer - but the master himself admitted that games usually act as kind of a wish-fulfillment fantasy, and that there are likely very few people who wished to be an insane ratite.
** The game was also initially going to be a horror-like platformer that would be Xbox-exclusive, as the 2002 trailer (which was included on the discs for ''VideoGame/{{Blinx}} the Time Sweeper'', ''VideoGame/VoodooVince'', and some printings of ''VideoGame/HaloCombatEvolved'') shows. The logo was also going to look like a logo for a spy movie, the camp was going to have a darker atmosphere and was going to be called "Whispering Pines" instead of "Whispering Rock", in Lungfishopolis you were going to fight Linda instead of Kochamara, and WordOfGod has it that the final level was going to take place inside Lili's mind (which Dr. Loboto was taking over), and was apparently going to be extremely terrifying. Halfway through development, Double Fine made the game less scary and more funny, which caused Microsoft to refuse to publish the game.
** [[GiantSpaceFleaFromNowhere The two Nightmare bosses]] you face in the Milkman Conspiracy were originally part of Milla's level (thus explaining why them and the stage you fight them on are so similar to [[PlanetHeck what you find]] in [[BlackBugRoom Milla's Room]], instead of the level's usual StepfordSuburbia), but the developers moved them because it didn't make sense with respect to why you were in Milla's mind in the first place. Raz and a bunch of other campers were invited there for a party, so she'd have no reason to put him against the Nightmares intentionally, and losing control of them would reflect rather negatively on her abilities and mental state.
* ''VideoGame/PsiOpsTheMindgateConspiracy'' ended in the middle of a ''cutscene''. A planned sequel was never announced due to a lawsuit suggesting the concept was stolen. Midway won but, by then, it was in great financial trouble, ultimately going into bankruptcy and the current liquidation. It looks like ''Psi-Ops 2'' is never going to see the light of day.
* ''[[VideoGame/PsiOpsTheMindgateConspiracy Psi-Ops]]'' was going to have a [[UsefulNotes/NintendoGameCube GameCube]] port, titled ''[=ESPionage=]'', that was cancelled.
* ''VideoGame/PunchOut'':
** In the Wii installment, Disco Kid's files are typed as “kidquick.” Kid Quick was a character in the original arcade version of ''Punch-Out!!''. Whether Disco Kid is the same character as Kid Quick or replaced him is unknown. However, they share the same stats and both have somewhat similar names.
** Early gameplay footage of ''Super Punch-Out!!'' suggests that Little Mac would have made a return appearance as playable character, instead of the unnamed blond boxer in the final game.
* The ''Anime/QueensBlade'' Spiral Chaos game was planned originally as a multi-series crossover game Super Robot Wars-style, but using non-mecha series (besides Queen's Blade, other anime series were planned to appear) but it wasn't possible those series to be included, due to the authors and companies being reticent to allow their characters being crossed-over with other characters from other series. The sequel, ''Queen's Gate Spiral Chaos'' is the closest thing to the original idea Banpresto was able to get and still they weren't allowed to use Kasumi from the ''VideoGame/DeadOrAlive'' series and she's replaced with Franchise/WonderMomo instead.
* ''VideoGame/RainbowSix'': ''Tom Clancy's Rainbow 6 Patriots'' was an FPS by Ubisoft Montreal that was cancelled in 2014.
* ''VideoGame/RagnarokOnline'':
** The game will likely never have a great many of features that were originally planned for it, such as player-owned apartments, and is only now, late its life, beginning to see some of the things were a little more easily brought back such as the 3rd jobs. This was not due to internal reasons, but rather due to an attack on Gravity by hackers after the Korean version entered pay-to-play. The attack destroyed basically everything, including a large portion of the development materials. The infant international ''Ragnarok Online'' was wholly cannibalized in a vain effort to keep the company afloat, and Gravity was only 'saved' on being bought out by Samsung. The game was then almost lost a ''second'' time when the director Samsung forced on the developer's tried to impose his wholly different vision on the recovery, leading to several members of the original development team quitting - mercifully, an act that lead Samsung to pull their director and leave Gravity alone to restore what they could of the project into what we have today. Further information [[http://www.adultimum.net/rw/soappserv.htm here]].
** The developers tried for a long time to implement a Karma system, that would have operated based on a player's actions within a global PVP system. Things like 'a wholly bad' player would be free game for others to attack without penalty. There are still glimpses of the system, though a lot have been removed. The unresponsive 'Temper.' tab (that for a while lead to an inactive chart window) under character status is the only one presently springs to mind. One reason for its failure was supposedly the local ratings board not much liking depictions of humans killing one another.
** The PVP system was originally supposed to have been much, much more complex, with league tables and the like, and was supposed to have operated wholly within a specialized arena in Izlude. Instead, for a long time, a somewhat clumsy system running on empty versions of the various town maps was the nearest thing. More recently, an actual Izlude arena has been implemented, however it still lacks a great deal of the functionality it was originally intended to have.
** There was, at one point, also talk of the game originally having had a rather-more involved combat system than the version anyone saw, dropped very early on for 'detracting from the game's social aspects', though ''that'' story's veracity is somewhat more questionable.
* ''VideoGame/RatchetAndClank'' has the Insomniac Museum bonus that shows all the various things that had been cut, such as original designs for gadgets, unused weapons, missing enemies and level ideas, and even variant physics engines.
* For ''[[CompilationRerelease Rare Replay]]'', Creator/{{Rare}} wanted to include ''VideoGame/KinectSports'' and ''Kinect Sports: Season 2'', but technical differences between the UsefulNotes/{{Xbox 360}} and UsefulNotes/XboxOne versions of Kinect resulted in their exclusion. Also, every game Rare ever made was considered at some point - even ''Videogame/GoldenEye1997'', a game infamous for licensing issues preventing a rerelease for 18 years as of ''Rare Replay''[='=]s release - but cut it down to the final 30 based on various factors such as whether the characters and environments were their own creation, ruling out licensed games like the ''VideoGame/DonkeyKongCountry'' series.
* ''Franchise/{{Rayman}}'':
** ''Rayman 4'' was to be another platformer like its predecessors, on the Wii. There was even a trailer advertising it as such. In it, Rayman dons various costumes as he fights his way through hoardes of vicious rabbit-like monsters. The rumour is that Nintendo gave the development team a pack for mini-game programming, and the game was changed entirely. As you may have sussed, the vicious rabbit-like monsters were Rabbids, and ''Rayman 4'' became ''Rayman Raving Rabbids'', a launch title for the Wii, consisting of humourous mini-games, and one of the most popular Wii games still.
** The original ''Rayman'' was going to be an SNES title, and Rayman was originally going to have a neck, arms, and legs, but apparently they were too hard to render, [[FloatingLimbs so they removed them]]. The game was also going to be about a boy who is sucked into a virtual world he made, and he becomes his own creation: Rayman.
** ''VideoGame/{{Rayman 2}}'' was going to be a 2D platformer for the [=PS1=] and Saturn, but when Ubisoft saw that 3D platformers like ''VideoGame/SuperMario64'' and ''Franchise/CrashBandicoot'' were wowing everyone at E3, they reworked it into a 3D platformer, and it remains to this very day one of the greatest 3D platformers ever created. However, certain versions of the game have the first level of the original 2D game as an EasterEgg after completing the main game. The kicker? [[DevelopmentGag It only exists on the [=PS1=] and Saturn versions]].
** ''VideoGame/RaymanOrigins'' was going to be an episodic title for Xbox Live Arcade, UsefulNotes/PlayStationNetwork, and PC, about the origins of Rayman, and each episode was going to be about him growing up and maturing. The episodic idea was canned because Michael Ancel thought episodic format would ruin the exploration nature of the franchise, and it was reworked into a retail title. Then, according to information discovered by fans, it was going to be about Rayman and his friends realizing that this is a sequel to ''VideoGame/{{Rayman 3|HoodlumHavoc}}'', instead of the prequel it was marketed as. The game was also going to have lots of dialogue too (some of the dialogue from the beta version is present in the ESRB's parental guide for the game). But the final product ended up having very little dialogue, and is unclear as to whether it takes place before ''Rayman 1'', or after ''Rayman 3''. Still a great game though.
* ''Franchise/ResidentEvil'':
** [[VideoGame/ResidentEvil2 The second]] and [[VideoGame/ResidentEvil4 fourth games]] went through a number of iterations (respectively known as ''Resident Evil 1.5'' and ''3.5'' to fans and Capcom) before the developers finally settled on the final versions of each game.
** ''[=RE1.5=]'' was similar to the game that would eventually be released, with the main differences being with the characters. The female main character was Elza Walker, a college student and motorcycle enthusiast who is returning home to Raccoon City on vacation. She would be {{Retool}}ed into Claire Redfield in order to have a greater connection with the first game. Robert Kendo (known here as John) and Marvin Branagh were to play much larger roles in the game, acting as supporting characters for Elza and Leon respectively. Annette Birkin was to get infected with the G-virus and turn into a monster like her husband William, [[LadyInRed Ada]] was to be known as Linda, [[DirtyCop Chief Irons]] was to be a hero rather than a villain, the zombies were to be more varied and gruesome, and the Chimera and Eliminator [=B.O.W.s=] (which would appear in future games) were to serve as enemies. The police station itself was also going to more closely resemble a real-life office building as opposed to the repurposed art museum in the finished product, complete with a firing range. A fanmade project to restore this incomplete version into a full-fledged game is currently under way, and a playable ISO of their work so far can be found online with a little snooping around.
** ''[=RE3.5=]'', meanwhile, is the name collectively given to several prototypes, all of which were scrapped for various reasons:
*** The first iteration of ''[=RE3.5=]'' is the game that would later become ''VideoGame/DevilMayCry'', and its development included several trips to Spain to study architecture as inspiration for the game's environments. This version was deemed too much of a departure from the SurvivalHorror genre, but those trips to Spain would be put to use for the final version of the game.
*** There was also the [[http://www.youtube.com/watch?v=mOzr9hvaerE "Fog Version,"]] whose premise involved Leon infiltrating Umbrella's European headquarters, getting infected with the Progenitor Virus and fighting fog-like creatures. One of the levels was to take place on [[CoolAirship an airship]].
*** After that version was scrapped, Capcom made the [[http://www.youtube.com/watch?v=9NLUzU8Z_NI&feature=related "Hooked Man Version,"]] which was set in a seemingly haunted mansion and had Leon fighting what appeared to be paranormal enemies, such as medieval suits of armor (which would make it into the final version), [[CreepyDoll living dolls]], and the eponymous, ghost-like "Hooked Man," a possessed-looking man who wielded a giant hook on a chain and would stalk Leon throughout the mansion. The game was reportedly so scary that, when the trailer debuted at E3, Shinji Mikami told the audience, "Don't pee your pants." However, the game would be scrapped for being too outright supernatural for an ''RE'' game.
*** The final version proposed reportedly featured regular old zombies again, and was discarded for being too formulaic. ''[[VideoGame/ResidentEvilGunSurvivor Resident Evil: Dead Aim]]'' may have been based on this version of the game.
** The UK's official Nintendo magazine actually ran a review for the Game Boy Color port of the original ''VideoGame/ResidentEvil'', as it was canned so close to release that it was by all accounts actually finished. ''VideoGame/ResidentEvilGaiden'' was launched as a replacement, and the [=RE1=] port languished in oblivion until [[http://www.pocketgamer.co.uk/r/GameBoy/Resident+Evil+GBC/news.asp?c=37656 a prototype was finally discovered and ROM-dumped in 2012.]] ''Gaiden'''s ending showed that Leon was the parasite B.O.W., which implied that the real Leon was either missing or dead. Naturally, the game is considered non canon for various reasons and one of them being Leon appearing to be alive and well in future games.
** ''VideoGame/ResidentEvil5'' had several omissions evidenced by the concept art, which include Wesker [[spoiler:becoming human for the final boss battle and getting a better send off]], an Uroboros battle on top of a train, Jill [[spoiler: being your partner for half of the game]] a boss battle with a horde of Ndesus and a Tyrant. ''A Tyrant''. Which kills Excella.
** ''VideoGame/ResidentEvil'' was going to have every item box be its own storage instead of being linked with each other, which meant players that placed specific items in one box would have to go back to that particular box to get the item back. The game had no auto aim and it was going to be in the final version, but it was reverted to manual aim, most likely due to lack of time to implement it (it was restored in the Director's Cut version). The [=GameCube=] remake of ''Resident Evil'' brings back the manual only aim and unlinked item boxes as a part of Real Survival mode.
** During the development of ''VideoGame/ResidentEvil4'', the gameplay was going to be much more action packed and have mechanics be a far cry from what ''Resident Evil'' was used to being. The developers decided eventually that the game wasn't cut out to be a ''Resident Evil'' title, but the concept was reimagined for a new franchise, ''VideoGame/DevilMayCry''.
* In a podcast, Insomniac Games revealed that ''VideoGame/{{Resistance}}: Fall of Man'' was originally envisioned a futuristic, time-travelling UsefulNotes/WorldWarI game with loads of inspiration taken from the film version of ''Film/StarshipTroopers''. Also, the actual game was supposed to start with Hale touring an American aircraft carrier before leaving for Britain, but the level was cut due to time constraints. There were also plans to include a grappling gun, but that weapon was cut since the team felt it was too much of a GameBreaker.
* ''VideoGame/{{Rez}}'', or Project K as it was known during pre-production, featured a more humanoid character running across an infinite bridge and a much different control scheme. At one point the music was planned to be composed by Music/AphexTwin.
* ''Literature/{{Ringworld}}'': The adventure games ''Ringworld: Revenge of the Patriarch'' and ''Return to Ringworld'' were to be followed by a third game, ''Ringworld: Within ARM's Reach''.
* ''VideoGame/RiseOfNations: VideoGame/RiseOfLegends'' was supposed to have four nations instead of three, and four campaigns, to fit. The mysterious “fourth nation” that was eventually scrapped went through several iterations too: first they were the Skald, based on Finnish, Slavic, and some northern Europeans mythology. And then they were the Kragar(?), apparently a race of bestial giants who tamed great beasts. And then they were the Khan, based on ancient Mongolian mythology and history.
* ''Robotech: Crystal Dreams'' for the ''UsefulNotes/Nintendo64'', a space fighter simulator with a tie-in comic by [[Creator/AntarcticPress Antarctic Press]], which would have been localized in Japan as ''The Super Dimension Fortress Macross: Another Dimension''.
* ''VideoGame/RogueWarrior''. Initially developed by Zombie Inc. (subtitled ''Black Razor''), it was supposed to be a tactical FirstPersonShooter that featured four player co-op and randomized level layout (somewhat in the vein of ''VideoGame/Left4Dead2''). Then Bethesda in 2009 stated they weren't completely satisfied with the current status and handed the development to Rebellion Developments (who were also making a new ''Franchise/AliensVsPredator'' game).
* When planning bachelorettes for ''VideoGame/RuneFactory4'' there was serious consideration to make Minerva, the [[EnsembleDarkhorse fan-favorite]] little sister of a previous game's marriage candidate, one of the male MCs potential brides. Unfortunately, two ''other'' fan-favorites had already been decided on as returning characters, and the developers worried that adding more returning characters might isolate newcomers to the series.
* ''Runemaster'', a cancelled game by Creator/ParadoxInteractive, was going to be an RPG based on Myth/NorseMythology.
* According to the second-to-last paragraph in [[http://www.g4tv.com/thefeed/blog/post/721593/saints-row-the-third-how-a-giant-purple-dildo-bat-set-the-tone-for-saints-row-3/ this article]], a feature called "Freegunning" was scrapped from the final cut of ''VideoGame/SaintsRowTheThird''. This combat style would have incorporated the series' firearm emphasis with Franchise/AssassinsCreed-style freerunning. With the announcement that that game's ''Enter the Dominatrix'' expansion pack was to be both delayed, and incorporated into ''VideoGame/SaintsRowIV'', the in-game billboards teasing the arrival of Zynyak became less of a 'future content tease' and more of a SequelHook. In addition, the Prima guide for ''The Third'' hints that more of Stilwater would have been seen in the game, primarily dealing with a "Saints Con" that the Syndicate would have attacked, ending in the deaths of Tobias and Laura from the first two games.
* ''Saints Row IV'' was supposed to have more dead characters from previous games appearing in the simulation and be reprogrammed into homies, which include Lin, William Sharp, Viola, and Philippe Loren. The cut characters have audio logs that are in the game's data, but are DummiedOut. Philippe and Sharp can be recruited since they have a working character model, but only through modding.
* ''Saints Row Undercover'' was going to be a PSP port of ''VideoGame/SaintsRow2''. The game became its own game on the PSP until it was cancelled, and the developers released the ISO for free.
* ''Samurai Shodown RPG''/''Shinsetsu Samurai Spirits Bushidō Retsuden'': The Neo Geo CD, [=PlayStation=] and Saturn versions were to each have one different chapter, making three chapters total, but instead the games focus on the first two chapters, with the Neo Geo CD having an extra mini-chapter.
* Back in 2004, there was supposed to be a sequel to the popular PC game ''VideoGame/SamAndMaxHitTheRoad'', titled simply ''Sam & Max: Freelance Police!!''. However, LucasArts cancelled the game, stating that there wasn't a market for its kind of game. This would lead to the creation of Creator/TelltaleGames, who made the episodic ''VideoGame/SamAndMaxFreelancePolice'' games, and the would-be game would be referenced as probably one of the ultimate {{Noodle Incident}}s.
* ''VideoGame/SabreMan'': ''Mire Mare'' was going to be the next game. It was alluded to in the last three games.
* ''VideoGame/SandsOfDestruction'' originally had an allegedly much more darker story, drafted by Masato Kato, who's responsible for [[VideoGame/ChronoTrigger the]] ''[[VisualNovel/RadicalDreamers Chrono]]'' [[VideoGame/ChronoCross series]], ''VideoGame/{{Xenogears}}'' and ''VideoGame/BatenKaitos'', before ExecutiveMeddling came in and had the game marketed towards a younger audience. It results in the game's strange case of MoodWhiplash. In the original version, all Ferals actually ''ate'' humans, rather than just Porcus Rex. However, this, among other things, was toned down in order to get a much more accessible rating in Japan (since Japan doesn't exactly have a AvoidTheDreadedGRating[=/=]RatedMForMoney mentality). Despite the fact that the writers actually ''did'' approve of the change, they were cited as saying they thought it would have been interesting.
* ''VideoGame/SecretOfMana'' was originally intended to be for the UsefulNotes/{{Super Nintendo|EntertainmentSystem}} CD add-on, which would've allowed the game to be much larger and to feature CD-quality music tracks. Notice how many of the plot threads concerning the Empire seem incomplete and rushed, and how the game's sound and music glitches at times when there's a lot going on (the result of the SuperNintendo's eight music channels being too few for the game's complex music).
* ''VideoGame/SeriousSam'':
** Croteam began designing what became this game in 1996, where it was first titled "In the Flesh", running on a proprietary engine then called "S-Cape 1" because the team didn't have the money to license the ''Doom'' engine. As per its inspiration, it would have taken place in hellish areas, and props designed to decorate the levels included sofas and tables. Around 1998, the game was re-tooled into ''Serious Sam: The First Encounter''.
** At one point, Sam's initial design was thought to be too silly for the game. However, there was near-universal backlash against the "realistic" redesign, so Sam went back to the original look. The would-be realistic version became the multiplayer model named "Hilarious Harry".
** Before the announcement of ''Serious Sam 3: BFE'', Croteam had been working on an "[[http://www.serioussam.wikia.com/wiki/Unnamed_Military_Shooter Unnamed Military Shooter]]" for a now-defunct publishing company. It would have been a more realistic shooter, possibly in the vein of ''VideoGame/CallOfDuty'', set somewhere in the modern Middle East. All that remains of the original game are unused idle animations for three weapons that would have appeared in the game, and a fourth being referred to in the animations for the assault rifle in ''BFE''.
* ''VideoGame/{{Shantae}}'':
** The game would have originally been released for the SuperNES (the final version was a Game Boy Color game). Towards the end of the game, Shantae would have received a blue version of her ordinary clothes (these were later made available to certain ''Half-Genie Hero'' donors as a DevelopmentGag).
** At some point, Risky Boots was going to be a pirate ghost, which would explain her unearthly appearance. In the final games, she's just [[AmazingTechnicolorPopulation some lady who happens to have gray skin]].
** ''Shantae: Risky's Revennge'' was supposed to be an episodic game, but was scrapped in favor of a single game.
* In several gaming magazines, it was mentioned that the story for ''VideoGame/{{Shenmue}}'' would be spanning a total of 25 -- that's ''twenty-five'' -- games, one for each year Ryo would have spent on his [[YouKilledMyFather quest for revenge]]. ''Yowza''. This was condensed down into 25 chapters, with each game having multiple chapters (for instance, the first game was chapter 1, the second game had 3-5 or so, the 2nd chapter being in an unshown part of the games). This was still a lot more than what was fit into two games. It was also going to be a UsefulNotes/SegaSaturn game at first. Ryo has a Saturn in his house as a ShoutOut to this. And originally, it was going to be a game set in the ''VideoGame/VirtuaFighter'' universe, with Akira as the main character.
* A ''Shenmue Online'' MMORPG was planned, but the game appears to have been cancelled.
* ''VideoGame/ShovelKnight'':
** The original idea for the checkpoints would be to have them only work if the player had a certain amount of gold on them when they first touched them. It was canned because the developers decided that it would punish less skilled players unfairly.
** Plague Knight's campaign was to have a crafting system through which most if not all items and upgrades would have been obtained. This was ditched in favor of the simpler cipher coin and relic trading systems.
** Any of the Order of No Quarter Knights could have had their own campaign and individual game mechanics, but the fan votes decided on three: Plague Knight, King Knight, and Specter Knight. The developers teased that Propeller Knight, had he won a spot, would have probably been a GlassCannon with short-range flight.
* Creator/{{Sierra}}:
** Plans to continue with VGA remakes of previous titles, including ''King's Quest'' II & III, were cancelled when sales of their released remakes did not meet expectations.
** ''VideoGame/KingsQuest'' fans feel ''VideoGame/KingsQuestMaskOfEternity'' turned out to be radically different from original designs. The main character would have been a statue that had come to life rather than a village tanner, some characters (such as the swamp witch) had much larger or entirely different roles, and the game world was a lot lighter and cheerier, matching the rest of the series more than the darker final product. And one can only imagine what could have happened if the game had stayed as a lighthearted point and click adventure like the rest of the series rather than the DarkerAndEdgier hack and slash RPG it ended up as.
** ''VideoGame/KingsQuestMaskOfEternity'' by Davidson and Associates was going to be a more non-violent version of the game.
** When ''VideoGame/KingsQuestMaskOfEternity'' was being developed, Roberta Williams discussed concepts for ''King's Quest IX'', including being a multiplayer or MMO adventure; the project was not further developed. Ideas included Connor starring in the series; King Graham would be older and unable to go on further adventures, and Alexander would be busy as king of the Green Isles. Connor would meet Rosella, forming an eventual love triangle between Connor, Rosella and Edgar. In-game, Connor and Rosella could swap items, helping each other in solving puzzles and fighting monsters together.
** Along with ''VideoGame/LeisureSuitLarryMagnaCumLaude'', Vivendi Games planned to release more InNameOnly console action titles. ''King's Quest'' would be a console action game with King Graham wielding a huge sword, wearing armor, and doing flips. ''Space Quest'' by Escape Factory was to be an UsefulNotes/XBox/[[UsefulNotes/PlayStation2 PS2]] action platformer.
** Another ''King's Quest'' was being developed by Silicon Knights on the Unreal Engine.
** Creator/TelltaleGames was going to release an episodic ''King's Quest'' series.
** ''Space Quest 7'' was planned to be 3D with a multiplayer mode. The project was put on hold, restarted, then cancelled.
** ''VideoGame/LeisureSuitLarry'': Cancelled games include the 3D ''Leisure Suit Larry 8: Lust in Space'', ''Leisure Suit Larry: Pocket Party'' for the UsefulNotes/NGage by TKO-Software, and ''VideoGame/LeisureSuitLarryMagnaCumLaude'' sequel ''Leisure Suit Larry: Cocoa Butter'' for PC, [[UsefulNotes/PlayStation2 PS2]] and UsefulNotes/XBox.
** ''VideoGame/QuestForGloryV'': Multiplayer was planned for the game, then planned as a downloadable add-on. A PlayableEpilogue expansion would have focused on the Hero's choice of marriage as King of Silmaria and the character Punny Bones, with additional quests and a new storyline.
* ''Franchise/SilentHill'':
** ''VideoGame/SilentHill4'' was originally just going to be a GaidenGame and not a full sequel; the only parts of that idea to survive are the first person bits in Henry's apartment. Hacking into the game has revealed placeholder items (the same gems from ''SilentHill1'') for unlocking the absent UFO ending.
** ''Origins'' changed development teams entirely not long before it was released. The original version was a ''VideoGame/ResidentEvil4'' clone that drew on a great deal more material from the movie. The first previews indicated the game was going to use the OverTheShoulder camera to deal with the smaller PSP screen.
** ''VideoGame/SilentHills'', a hotly anticipated sequel run by a dream team of Creator/HideoKojima and Creator/GuillermoDelToro, has been cancelled following Kojima's departure from Creator/{{Konami}}. This is one of the biggest What Ifs in video games to date, thanks to the massive amount of hype surrounding the project.
* Maxis Software (creator of ''VideoGame/SimCity'') has had a few. First, prior to 1998, ''[=SimCity 3000=]'' was to be in [[http://www.gamespot.com/features/maxis/sc3k3d2.html full 3D]]. Then, when Creatir/ElectronicArts acquired them, they put an end to developing non-Sim products (this included employee personal projects, a sports brand, and much more.) Finally, even after the acquisition, two other games, ''[=SimMars=]'' and ''[=SimsVille=]'' were scrapped.
* ''VideoGame/SimCity'' was going to be released on the NES.
* ''Franchise/TheSims'':
** Console spin-off ''VideoGame/TheUrbz'' was planned to be a mini-series of around three games, as well as a PC port. Some assets were used in ''Videogame/TheSims2''.
** ''Videogame/TheSims2'': The original version was lost in a server room fire, and many features had to be redone from scratch.
** ''[=MySims Social=]'' was to be another social game similar to ''The Sims Social'' and ''[=SimCity Social=]''.
* ''VideoGame/ShadowRealms'' was originally going to be a 4 versus 1 multiplayer action RPG by BioWare Austin.
* The Japanese {{Xbox}} exclusive ''Shin Megami Tensei NINE'' was planned to lead into a ''Franchise/ShinMegamiTensei'' MMORPG which was never released.
* ''VideoGame/{{Skullgirls}}'': Squiggly was part of the original roster, but was replaced by Valentine, due to Lab Zero wanting to have a playable villainous character. Squiggly was eventually included as a DLC character in the updated version, ''Skullgirls Encore''.
* ''VideoGame/SleepingDogs'' started as a game called ''Black Lotus'', became part of the ''True Crime'' franchise as ''True Crime: Hong Kong'', then became a separate game as the rights were bought from Activision by Square Enix.
* An early draft of ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' featured Sly with a more Cockney accent (the comment track mocks this slightly) and Bentley with a more studied one. Sly also had a different name. Also, a slight change between the demo and the production game: in the first, the save points weren't remote beacons, but apparently a girl in a trunk who would pop out and photograph Sly (and remain inside giggling no matter how much you smacked her trunk with your cane).
* In late 2009, ''VideoGame/NBAJam'' co-creator Mark Turmell revealed that he was working on a ''VideoGame/SmashTV'' remake at the time his former employers at Creator/MidwayGames went bankrupt. The project died, and Turmell was hired by [[Creator/ElectronicArts EA Tiburon]] shortly thereafter.
* For ''Franchise/TheSmurfs'' franchise, there was a Smurfs educational game called ''Smurf Play & Learn'' advertised by Coleco that would have been released for the UsefulNotes/ColecoVision, as well as ''Smurfette's Birthday'' and ''Papa Smurf's Treasure Hunt'', none of which were ever worked on.
* ''[[VideoGame/SoulSeries Soulcalibur V]]'' would have originally had a story mode for each character in the roster, and would have been 4 times as long and featuring confrontations with the entire cast, but ultimately ended up focusing on the story of Patroklos and his sister Pyrrha due to a limited team of developers and time constraints to release the game.
* There was going to be a ''WesternAnimation/SouthPark'' platformer for the Game Boy Color. A "Coming Soon" section in a Nintendo Power magazine depicted a screenshot from it. The game even got an ESRB rating, but the project was canned because Nintendo knew that there were more kids with Game Boys than teens or adults, and they feared that children would be getting their hands on it. It has been said that Matt Stone and Trey Parker keep a cartridge of this game though.
* ''VideoGame/{{Splatoon}}'' was originally going to be a ''Mario'' game. Later on instead of ''Mario'' characters the developers decided to go with rabbits, since they had ears which could point which way they were going. After including the ability to swim through ink, they ultimately decided that squids were the way to go. Shigeru Miyamoto wanted ''Splatoon'' to have Mario characters, but later decided against it because it would mean that Nintendo couldn't make a new IP if Mario was going to be in the game.
* ''VideoGame/SplinterCellConviction'' changed drastically from the time it was announced (in 2007) to when it was released in 2010. In 2008, Ubisoft Montreal put the game on hold and completely overhauled it, changing almost every element as a result. Reportedly, Ubisoft did this because of fears that the gameplay was too similar to ''Franchise/AssassinsCreed'' (also a Ubisoft title). The original character design for Sam Fisher had him looking like [[http://www.platformnation.com/wp-content/uploads/2009/04/img_6764_conviction_5.jpg a homeless man]], who sported a hoodie and a large amount of facial hair, and carried a small satchel on his back (in the final version, he simply wears a more casual variant of his normal attire). The “social stealth” gameplay (wherein Fisher could use items, furniture and people in the environment as tools to distract the authorities, as well as being able to hide under tables) was also removed, and replaced with a cover system that measured how long an enemy saw you for, and a ghost of your “last known position” that would distract enemies. Also, according to beta gameplay seen at the [=UBIDays=] game convention, Sam would have to outwit ordinary policemen and bystanders who wanted to take a shot at him. In the final version, he just goes up against conventional terrorist forces and [[spoiler:Third Echelon troops]]. The story changed as well, as the bulk of the game was supposed to be playing Sam as a fugitive on the run as he helped Grim uncover a plot within Third Echelon. Some of this was retained in the final version, however he is no longer a fugitive [[spoiler:and his daughter is retconned to still be alive]]. The beta also had “memento sequences” you would activate at certain points to get flashbacks. In the final version, these sequences are automatically played on walls as you progress through a level.
* ''[[http://www.unseen64.net/2011/08/02/spongebob-gravjet-blast-cancelled-xbox-360-live-arcade/ SpongeBob Gravjet Blast]]'' was a Nicktoons racing game that was going to be released on the Xbox Live Arcade. The game was an ''VideoGame/FZero'' / ''VideoGame/{{Wipeout}}'' clone that featured Nicktoons characters like WesternAnimation/{{SpongeBob|SquarePants}}, [[WesternAnimation/TheRenAndStimpyShow Ren and Stimpy]], [[WesternAnimation/MyLifeAsATeenageRobot Jenny Wakeman]], and WesternAnimation/FanboyAndChumChum. The game was cancelled due to budget constraints.
* ''VideoGame/{{Spore}}'' originally had a much different interface, procedurally generated content for many more things, an underwater part, more complexity, more animal behaviors. Look at what everyone expected [[http://www.youtube.com/watch?v=IQvswZ39vq0 here]]. \\
Maxis had two groups of people that wanted to shape ''Spore'': those who wanted it to be scientific, and those who wanted it to be "accessible". According to [[WordOfGod Will Wright himself]], the game had to be retooled, because the first group was winning, and ''it wasn't fun at all''. An early version had a sub atomic stage preceding the cell stage before it was cut.
* The classic arcade game ''VideoGame/SpyHunter'' was originally intended to have the James Bond theme as its theme music, but when the rights for it couldn't be obtained, the Peter Gunn theme was used instead.
* ''VideoGame/SpyroEnterTheDragonfly'' was originally going to have 120 dragonflies to collect across 25 levels, and feature Gnasty Gnorc and Ripto in a VillainTeamUp. The game was ChristmasRushed, however, resulting in what many fans and critics feel is the worst game in the classic ''Franchise/SpyroTheDragon'' series.
* [[http://www.youtube.com/watch?v=nYqEoT7TuYI Ladies and gentlemen]], ''VideoGame/{{STALKER}}: Oblivion Lost'', circa 2001. It didn't have the Chernobyl setting until a year later. There was other stuff that endured, and got implemented in development as far as 2006, but got cut in the released game, like vehicles, likely cut due to the overpresence of anomalies, and the ability for allied [=NPCs=] to ''[[ArtificialBrilliance beat the game by themselves]]''. For curious fans, GSC Game World [[http://clanbase.ggl.com/news.php?nid=311993 has released the 2004 beta build for free download]].
* ''Seed'', by Runestone Game Development, was a cel-shaded, "role play-centric" sci-fi MMO, set in a terraforming colony, focusing on cooperative projects, politics and crafting. It was cancelled in 2006 shortly after beta.
* ''Spyborgs'' is perhaps one of the most drastic case of a game being overhauled during development. First announced at Capcom's 2008 Captivate event, it was [[http://kotaku.com/5012553/capcom-announces-spyborgs-for-wii meant]] to be a humourous action-adventure game whose action would be framed by silly ''VideoGame/WarioWare''-esque commercial running through the levels. However, a tepid reception led to the developers scrapping their original idea and [[http://www.youtube.com/watch?v=7xZq3rxtuGM overhauling]] the game in a gritty, generic hack & slash which only shared the design of the main characters.
* The flagship in ''VideoGame/StarControlII'' was going to acquire a cloaking device eventually, but by that point the developers were running out of time and couldn't think of a way to make it “more interesting than the Ilwrath's.” Also, allying with the Orz was originally intended to be more ambiguous than favorable; bringing Orz ships into Quasispace would have had unpleasant consequences. Most interestingly of all, Groombridge was programmed as a DevelopersRoom and would have enabled the Captain to talk to godlike graphical representations of Fred Ford and Paul Reiche III. Hence, the significance of the Rainbow Worlds.
* ''VideoGame/StarCraftII'' would have been considerably different if Blizzard hadn't backtracked and made a game far closer to the original than what their initial concepts had been. Going by early fan suggestions, the game could have included just about 'anything'.
* Ahhhh, where to begin with Rare's ''VideoGame/StarFoxAdventures'': Originally, this was going to be a game called "Dinosaur Planet" for the Nintendo 64. It would've featured a wholly original universe and played very similarly to ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. It also would've likely been the most technologically advanced game on the N64, spanning a massive 512 megabit cartridge[[note]]which would've tied it with ''VideoGame/ResidentEvil2'' and ''VideoGame/ConkersBadFurDay'' for having the largest cartridge sizes of any Nintendo 64 game[[/note]] and containing a giant open world to explore. At some point during development, Creator/ShigeruMiyamoto noticed that the game's main character Sabre looked strikingly similar to ''VideoGame/StarFox'' hero Fox [=McCloud=]. It was also decided that the game would've ultimately been too ambitious for the N64's vastly outdated hardware. So, in early 2001, it was moved to the UsefulNotes/NintendoGameCube and reworked into a ''Star Fox'' title. The game was released in late 2002[[note]]Rare's last official game on a Nintendo system[[/note]], and while it garnered pretty good reviews and solid sales overall, most people agreed that it probably would've been much better if Rare and Nintendo had left it as a new IP rather than shoehorning the ''Star Fox'' license into it.
* Capcom's ''VideoGame/StarGladiator'' was, according to an interview with [[WordOfGod Capcom's]] [[PromotedFanboy Seth Killian]], at one point supposed to have been a ''Franchise/StarWars'' FightingGame. Presumably, Lucasarts thought it would be easier and cheaper to [[StartMyOwn make their own game]] rather than license a foreign company to make it. A year after ''Star Gladiator'' released, the result was ''[[TheProblemWithLicensedGames Masters of Teras Kasi]]''.
* Erin Roberts' space combat game ''VideoGame/{{Starlancer}}'' was supposed to be the first title in an epic trilogy depicting a vast war lasting over a century between two factions of humans for control of the entire solar system which would end with one of the sides victorious and the other fleeing to other star systems on colonization ships, shortly before aliens would show up and vaporize the solar system. There were also going to be side-games, of which one, a tactical squad shooter, was being planned. Naturally, the first game did not sell as well as expected and the whole project was shelved. This had an effect on his brother Chris Roberts' game ''VideoGame/{{Freelancer}},'' which was in simultaneous development, and is a continuation of ''Starlancer''. It was supposed to resolve the mystery of the aliens who destroyed Earth, as well as simultaneously being the definitive trading space simulator featuring unparalleled AI and freedom. However, studio pressure saw the project's ambitions being greatly reduced (probably for the best, as ''Freelancer'' was nearly VaporWare to begin with). The cancellation of the remaining ''Starlancer'' games also saw all references to the destruction of Sol being removed, although some CGI sequences depicting this did survive.
* A ''Franchise/StarTrek'' point & click adventure game entitled ''Secret Of Vulcan Fury'' was in development by Interplay during the late 1990's, and would have featured the [[LiveActionTV/StarTrekTheOriginalSeries Original Series]] crew portrayed by the original cast in an episodic story. Each episode would focus on a different character, with the overall story revolving around an ancient Vulcan superweapon known as "Fury". While slated for a 1998 release and several [[https://www.youtube.com/watch?v=Fno_rZAt-KQ trailers]] were released, the game would sadly end up being quietly cancelled. Several [[https://www.youtube.com/watch?v=5ey31YCsJ5E animation tests]] and environmental renders were later released, showing, among other things, plans to include a ''[[http://en.memory-alpha.wikia.com/wiki/File:Secrets_vulcan_fury_-_bowling_alley.jpg bowling alley]]'' on the USS Enterprise as an EasterEgg. Even later, lead designer Ken Allen released a never before seen [[https://www.youtube.com/watch?v=Ds_XKnhjRfA WIP gameplay demo]] that showed part of Scotty's chapter of the game. [[note]]Scotty's lines in this segment were recycled from [[VideoGame/JudgmentRites a previous game]], and no new dialogue ended up being recorded by the cast before the game's cancellation.[[/note]]
* ''VideoGame/StarTrekOnline'':
** During the game's initial development, most aspects of gameplay were dramatically different. The plan was that you would control your character in the first-person perspective, and you would play the role of a bridge officer aboard a ship along with other players filling the other officer roles, each player would have their role (tactical controls weapons and shields, conn navigates the ship, engineering manages resources, etc) with a player also taking the role of captain. Among other things, your ship could be boarded, requiring you to engage in personal combat with the boarding parties. This concept eventually proved too difficult to implement effectively, and the game was retooled into the more approachable "WoW In Space" format we now know.
** There were plans for a three-parter mission series for the Federation involving an Undine infiltrator in the Romulan group. The first part was made, which infuriated players with how ButThouMust it ended up being and Cryptic was angry that they couldn't finish it. However, a fan continuation spearheaded by Cryptic and using the game's Foundry system allowed for a continuation of sorts before the mission was dropped during the 5th Anniversary.
** The mission "A Step Between Stars" was meant to have Harry Kim in it instead of Tuvok due to Harry's involvement with Species 8472.
** When they brought back Seven of Nine for the second expansion ''Delta Rising'', Cryptic and Jeri Ryan both tried to get Seven to wear something that wasn't a catsuit. They failed.
** There was meant to be a map for the planet Ferenginar which would have been home to a Featured Episode series starring Chase Masterson reprising her role as Leeta.
* ''Franchise/StarWars'':
** ''Star Wars: Ewok Adventure'', also known as ''Revenge of the Jedi: Game I'', was an unreleased {{UsefulNotes/Atari2600}} game by Parker Brothers. Luckily, prototypes have been found.
** ''Star Wars: The New Emperor'' was going to be a game about C-3PO investigating a new Galactic Emperor. The game was being developed in 1998. As the game would have had live actors, it may have been planned as an FMV game.
** ''Proteus'' was the code name for a cancelled ''Star Wars'' console MMORPG being developed in 2003. ''Proteus'' was merged with ''Pangea'', a project planned for the [=PS3=] and Xbox 360. Both projects were eventually cancelled.
** A ''Star Wars'' fighting game by Robomodo, developed for the Xbox, ended up being cancelled in 2005.
** ''Star Wars: Attack Squadrons'' was a browser game that was canceled before leaving beta.
** ''[[VideoGame/StarWarsBattlefront Star Wars: Battlefront III]]'': After Free Radical went bankrupt, concept art leaked showing [[http://kotaku.com/5132905/heres-star-wars-battlefront-iiis-sith-kenobi Sith Lord Obi-Wan Kenobi]]. Prototype footage of what would have been Free Radical's game has since surfaced. There were plans for between twenty to one hundred player multiplayer, and art assets were being worked on for ''Star Wars: Battlefront IV''. Another ''Star Wars: Battlefront III'' project was to be developed by Slant Six as a download-only title.
** ''Star Wars: Darth Maul'' was going to have Darth Maul as the PlayerCharacter, and then became a ''WesternAnimation/StarWarsTheCloneWars'' tie-in known as ''Damage''. The game was later changed to be about a ''ComicBook/{{Legacy}}''-era clone or descendant of Darth Maul, teaming up with Darth Talon, and fighting Darth Krayt and the Sith army, in ''Battle of the Sith Lords'' for PC, [=PS3=], Xbox 360, and Wii U. The game was planned for a release in 2010, and cancelled in 2011.
** ''Star Wars: Death Star'' was a planned [=iOS=] game that was cancelled.
** ''Star Wars: First Assault'' was an FPS, focusing on multiplayer, developed on the Unreal Engine. The game was put on indefinite hold, and eventually cancelled, along with ''[[VideoGame/ThirteenThirteen Star Wars: 1313]]''.
** ''[[VideoGame/TheForceUnleashed Star Wars: The Force Unleashed]]'': Darth Vader's apprentice was to use Starkiller only as a call sign, and was supposed to have an actual Darth title, but this was dropped when the official suggestions were [[UnfortunateNames Darth Icky or Darth Insanius]].
** ''Star Wars: Imperial Commando'' would have been a sequel to ''VideoGame/StarWarsRepublicCommando'' focusing on an Imperial assault team.
** ''[[VideoGame/DarkForcesSaga Star Wars: Jedi Knight]]'' would have continued with ''Star Wars: Jedi Knight III: Brink of Darkness'' and ''Jedi Master''.
** ''Star Wars: Jedi Outlaw'' was going to be a game set 500 years after the original trilogy, with the Jedi and Sith reaching peace and establishing "The Council", and a descendant of Luke Skywalker, acting as a sort of sheriff, being framed for murder.
** The ''VideoGame/KnightsOfTheOldRepublic'' games in general are rife with WhatCouldHaveBeen. The second game in particular is infamous for it, but both have some cut content:
*** The first ''KOTOR'' game had some cut material - most notably the star map on the volcanic planet of Sleheyron. The planet was cut early on in the production schedule, so most of the content relating to it was removed from the game files. The character of Yuthura Ban was given a backstory with the planet in reference to the cut material. There was also an alternate Dark Side ending for the PlayerCharacter if they were female that got cut.
*** Originally, ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' had an intricate and complex finale which resolved all the outstanding storylines and gave all the {{N|onPlayerCharacter}}PCs and their subplots decent closure. Thanks to [=LucasArts=] rushing the game out before Christmas, most of this stuff was cut and the game's ending doesn't entirely make much sense any more.
*** In addition to the material left out of the ending (such as the fact that "Darth Traya" could have been one of two different characters depending on certain choices), [=KotOR=] II was also supposed to include a planet of droids, where you would have found and talked with one of the Jedi Masters, and the HK-50 factory as a late-game solo mission for HK-47.
*** ''[=KotOR=] II'' also includes a LampshadeHanging regarding another what-could-have-been; with the right conditions met, Atton Rand breaks the fourth wall to comment that he was originally intended to be the protagonist of ''VideoGame/JediKnightJediAcademy'' before that character was named Jaden Korr instead.
*** ''Star Wars: Knights of the Old Republic III'' had a developed concept and story, including the female character Naresha, before it ended up being cancelled.
** ''Star Wars: Outpost'' would have been both a browser game and [=iOS/Android=] game, inspired by ''EVE Online'' and ''Settlers of Catan'', by a studio that was also working on an HD re-release of ''VideoGame/DayOfTheTentacle''.
** ''Star Wars: Rebel Warrior'' was going to be an action game featuring a Wookiee fighting the Empire.
** ''Star Wars: Rogue Leaders: Rogue Squadron Wii'' was going to be a Wii compilation by Factor 5, containing the first three ''Rogue Squadron'' games, and would have also included Mii lightsaber duels.
** ''Star Wars: Rogue Squadron: X-Wing vs. Tie Fighter'' was going to be an Xbox launch title. The game was planned to be an MMO about warring factions.
** ''Star Wars: Smuggler'', known as ''Star Wars: Scum And Villainy'', would have focused on a Han Solo style smuggler. The game was cancelled in 2005, and some of the concept art was used in ''VideoGame/TheForceUnleashed''.
** ''Star Wars: Super Bombad Racing'' was going to have a sequel, known as Project Hermes, that was cancelled in 2002.
** ''Star Wars Trilogy'' was a game planned for the Xbox that was moved to the Wii, and cancelled in 2008. The game would have featured speeder bike races, lightsaber battles, and ship battles.
** ''Star Wars: Underworld'' would have been an open world RPG and tie-in to the planned live-action TV series. It became ''[[VideoGame/ThirteenThirteen Star Wars: 1313]]'' when Lucas suggested the bounty hunter protagonist be Boba Fett. It was shown at E3 2012, then canceled.
** ''Star Wars: Vernost'' was a game being developed by Hughes Training. It would have been about Rebel and Imperial ships fighting over the volcanic planet Vernost.
** ''VideoGame/XWingAlliance'': Planned ships that didn't made the final cut were the Starviper from ''Literature/ShadowsOfTheEmpire'' and a modified Strike Cruiser. Also, a multiplayer function would have allowed one player to fly the ship and a second one control the turret (for freighter ships). The odd bit is that the turret function is programmed into the game and works without any problems when re-enabled. The only issue is [[DummiedOut none of the ships are flagged for being flyable with a gunner]]. It is unknown why this is the case.
** The book ''[=Rogue Leaders: The Story Of LucasArts=]'' shows developed concept logos for several more projects, with little more known about them than the title, including ''Star Wars: Rise Of The Rebellion'', ''Star Wars: Rogue Jedi'', ''Star Wars: Rebel Jedi'', ''Star Wars: Jedi Rebel'', ''Star Wars: Episode VII: Shadows of the Sith'', ''Star Wars: Han Solo'', ''Star Wars: Rebel Agent'', ''Star Wars: Vader'', ''Star Wars: Rebel Fury'', ''Star Wars: Jedi Hunter'', and ''Star Wars: Dark Jedi''. It is unclear how many were titles of projects that were cancelled or were working titles for other projects.
* ''VideoGame/{{Stonekeep}}'' was going to be called ''Brian's Dungeon'', with system requirements including a floppy disk drive, 640K ram, a 286 processor, and no required mouse or hard drive. ''Stonekeep 2: Godmaker'', cancelled in 2001, was being developed by Creator/BlackIsleStudios.
* ''Franchise/StreetFighter'':
** ''VideoGame/StreetFighterAlpha 3'' was originally going to have Joe (from the original ''VideoGame/StreetFighter''). However, he was dropped and replaced with Cody. In addition, Dee Jay and T. Hawk were meant to be in ''VideoGame/StreetFighterIV'', evidenced by audio clips of the announcer calling their names [[DummiedOut being found in the game data]]. Hugo was meant to appear in the original ''VideoGame/StreetFighterIII'', and Shin Akuma in ''3rd Strike'' (only regular Akuma is playable). Dee Jay wasn't meant to be a character at all; original sketches showed Fei Long, Cammy, T. Hawk, and another character who was a headswap of Fei Long. One of the designers at Capcom USA objected to this, and designed his own character, Dee Jay, and was approved. Probably explains why [[DemotedToExtra he always gets screwed over]].
** The ''Super Street Fighter IV'' artbook proves that Strider Hiryu was originally going to be an alternate outfit for Guy.
** Karin, Sakura's rival, was originally supposed to debut in ''VideoGame/MarvelSuperHeroesVsStreetFighter'' similarly to how Shadaloo Cammy first appeared in ''VideoGame/XMenVsStreetFighter''. An early version of her sprite can be found in the game's data, which reveals that she was originally planned to be a simple head swap of Sakura.
** In the case of Abel and Rufus, their original designs were ''very'' different, especially the latter:
*** Abel was originally a judo practitioner with a [[WeakButSkilled "the weak can beat the strong"]] gimmick. He was also a teenager and [[DudeLooksLikeALady could be mistaken for a]] [[http://images.wikia.com/streetfighter/images/3/37/Abel_girl.jpg girl]].
*** As for Rufus, instead of being a middle-aged, obese white American male who taught himself kung-fu, he was originally a ''young, thin (yet muscular) [[RaceLift black]]'' American male who combined his kung-fu skills with breakdancing, calling it [[DanceBattler "breakung-fu"]]. [[http://fightingstreet.com/folders/artworkfolder/artworkpics/sf_art/sfiv_art/SF_IV_Concept_Art/SFIV_PC_Concept_Art_Various_12.jpg He was]] [[http://fast1.onesite.com/capcom-unity.com/user/trueststrike/66e0b707c8289b768867ec9bad21c9fd.jpg?v=154007 originally named]] [[http://upload.wikimedia.org/wikipedia/en/b/ba/Rufus-design1.jpg "King Cobra"]] and had a rivalry with Ken, although it most likely wouldn't have been PlayedForLaughs, unlike his "current" self. All in all, he was redesigned, because the developers wanted an absurd, over-the-top design that would "freak people out". What's left of Cobra in the final release of ''Street Fighter IV'' is his gi, which is Ken's 1st [[DownloadableContent DLC]] costume.
** For the initial brainstorming session for ''Street Fighter IV'', there was an idea for a character that never made it past the idea board: ''[[ExactlyWhatItSaysOnTheTin Karate Klown]].''
* ''VideoGame/StreetsOfRage 3'' had more features planned for the game before the final version had dummied them out. In the 2nd scene of stage 1, there was going to be a mini-boss by the name of Ash, who was a tall, CampGay, man that would mostly body slam you and giggle and if you beat him, he would emit a ''female'' cry instead of a male one and sits on the ground crying. This is actually present in the Japanese version, but ExecutiveMeddling forced him to be cut outside of Japan for obvious reasons. A side scrolling motorbike level was going to be in the game as well as shown by the previews in video game magazines, but this concept was cut out.
** ''Streets Of Rage 4'' was one of the games announced for the Dreamcast but was eventually cancelled because the president of Sega of America [[WhatAnIdiot had never heard of the franchise before and therefore, the fans wouldn't know what it was either]].
* Creator/{{Sunsoft}} had made a game called ''Sunman'' for the original NES that, sadly, never got released. Its gameplay mechanics seem to hint, though, that they had planned to make this as a ''Franchise/{{Superman}}'' game, but Sunsoft couldn't keep the rights to the Man of Steel and had planned to make a game using the engine they had made with original characters.
* ''VideoGame/SuperHeroineChronicle'' could have had a vastly different cast of characters. If [[http://sag.tank.jp/res/20130128/1359359927/645 this post]] is true, then the series could have had ''Anime/StrikeWitches'', ''Anime/{{Slayers}}'', ''Anime/BubblegumCrisis'', ''Anime/TenchiMuyo'', ''Anime/PuellaMagiMadokaMagica'', ''Anime/MagicalGirlLyricalNanoha The Movie 1st'' and more.
* ''Franchise/{{Superman}}'': Factor 5 was working on a WideOpenSandbox game,''Superman: Blue Steel'', on [=PlayStation 3=]. Wii and Xbox 360, as a tie-in to the cancelled ''Film/SupermanReturns'' sequel, then as its own game, before being cancelled.
* ''VideoGame/SuperMonkeyBall'' originally had nothing to do with monkeys. At first the game used a plain single-colored ball but the developers couldn't achieve the perspective of movement they wanted. They then tried to use balls wrapped with images. When that still didn't work, they decided on 3D models inside the balls, and one of the developers suggested the use of monkeys.
* The makers of ''VideoGame/SuperRobotWarsAlpha 3'' originally intended to avert one of the greatest {{What Could Have Been}}s in Anime history: ''Manga/GiantRobo''. The proposed storyline would have had Big Fire attempting to usurp the godhead of Irui, claiming the power of Nashim Ganeden for himself. Unfortunately, Mitsuteru Yokoyama died while the game was in development, and his estate raised the licensing cost for all his works, meaning ''Giant Robo'' had to sit out of the GrandFinale of the Alpha timeline. Furthermore, sprites for ''Manga/GundamSentinel'' were found within the game data when hacked; fans suspect that the story was originally planned to be the conclusion of Universal Century Gundam in ''Alpha'', but was cut when ExecutiveMeddling forced Banpresto to include the up-and-coming fan favorite ''Anime/MobileSuitGundamSEED'' in ''Alpha 3'' instead. But digging inside ''Alpha 2'' revealed that sprites of the Strike Gundam and Aegis Gundam were hidden inside the game. It's unknown, though, if this meant that ''SEED'' would have just made cameos of some sort, like how Star Anime/GaoGaiGar was a cameo of sorts, or if they were going to outright use ''Gundam SEED'' to a degree, ''a la'' ''Gao Gai Gar''. On a lesser note, that digging also revealed that there was a second ''Manga/GetterRobo'' theme placed in, "Gattai! Getter Robo", which wasn't used in favor of ''again'' "Getter Robo!". A later-revealed [[https://www.youtube.com/watch?v=c-Acb7nRGEA a video from]] Nico Nico was discovered that reveals the extent of ''Gundam Sentinel'''s influence in the game, as sprites for both Task Force Alpha heroes and the New Decides units were shown. One notable addition was Amuro's Zeta Plus A1. Also found on there was leftover data from Alpha 2 with the Nightingale, the Wing Gundam Ver. Ka., and units from ''Crossbone Gundam'' and ''Brain Powerd''.
* Continuing with ''VideoGame/SuperRobotWars'', a lack of money forced Banpresto to leave out a video game recreation of ''Anime/MobileSuitGundam00'''s final fight between Gundam Exia and 0 Gundam in ''VideoGame/{{Super Robot Wars Z}}2.2'', though it's also hinted that it was removed because they didn't want to dump a MidSeasonUpgrade 00 Gundam in favor for a majorly weaker unit.
* ''Super Robot Wars Z'' almost had two other Gundam series -- ''Anime/MobileSuitGundamZZ'' and ''Anime/MobileSuitVictoryGundam''. There were audio files with Amuro supporting Judau and Usso, but were DummiedOut. While it's possible for Victory Gundam to show up, the fact that the game uses the movie trilogy for Zeta Gundam pretty much leaves Judau out in the cold.
* In ''VideoGame/SuperRobotWars2'', when attempting to get all the characters they wanted for the game, Banpresto attempted to obtain characters from ''Anime/AuraBattlerDunbine''. However, for whatever reason, they were declined. To fill in the gap, they created a new hero and a new villain - [[OriginalGeneration Masaki Ando and Shu Shirakawa.]]
* Though ''VideoGame/ShinSuperRobotWars'' left a wide opening for a sequel, none was ever made. The game writing makes it easy to see why: vast amounts of tedious {{filler}} in the early stages and [[DemotedtoExtra numerous examples of insufficient motivation for many of the member series]].
* ''VideoGame/SuperSmashBros'':
** Some [[http://www.ssbwiki.com/Beta_elements lost data]] found in ''Brawl'' suggests that it was originally going to have Roy, Toon Zelda, Tetra, Dr. Mario, Mewtwo, Dixie Kong, and "Pra_Mai" (presumably Plusle and Minun) as playable characters. They are often called the [[FanNickname/{{VideoGamesN-S}} Forbidden 7]]. Aside from Mewtwo, it's not a major loss since most of them probably would've ended up as (semi)-clones anyway. There are also 14-18 tracks that they didn't end up using there as well, known as the Lost Tracks. Interestingly, it was said that Sonic and Solid Snake weren't going to be the only characters from their franchises - Shadow and Grey Fox were supposed to join them. However, Sega and Konami vetoed this and they were [[DemotedToExtra Demoted to Assist Trophy]]
** The first [=SSB=] wasn't supposed to feature Nintendo characters at all, instead having original characters. After it was changed to the characters from Nintendo, [[Franchise/SuperMarioBros Peach, Bowser]], [[Franchise/{{Pokemon}} Mewtwo, Meowth]], [[Franchise/{{Kirby}} King Dedede]]. Also, [[LimitBreak Final Smashes]] were meant to be in from the very first game.
** In ''Melee'', [[VideoGame/FireEmblem Roy and Marth]] weren't supposed to be in the international versions, [[VideoGame/{{EarthBound}} Ness]] was supposed to be replaced with [[VideoGame/{{Mother3}} Lucas]] (which didn't happen because the latter's game, ''Mother 3'', hadn't been released and was later canceled until 2006 when it was released for UsefulNotes/GameBoyAdvance), and Pit and Balloon Fighter were considered for a spot as retro characters, but lost to the VideoGame/{{Ice Climber}}s.
** Hideo Kojima wanted Solid Snake to show up in ''Melee'', but it was too far into production to implement him into the game.
** In ''Brawl'', Subspace Emissary story was supposed to have more details in it and show that King Dedede knew of [[spoiler:Tabuu's plan to turn everyone into trophies]], but because that part of the story was cut due to time constraints and/or disc space limits, Dedede's actions in the story remained ambiguous to most people.
** Certain file names in the game files of ''Brawl'' suggest that Peach was going to use [[VideoGame/SuperPrincessPeach Perry]] to fight and drift with, instead of the unnamed parasol used in the final game.
** The trophy of Starfy's sister Starly is interestingly sorted under the "Fighter Related" category, possibly implying Starfy was considered for the roster at some point in development.
** Masahiro Sakurai, the creator of the series, is a big fan of ''VideoGame/PanelDePon'' and would have ''liked'' to put its main character Lip in as early as the first game in the series, but ultimately decided against it as he though no one would recognize her.
** Masahiro Sakurai was ready to pull ''VideoGame/PacMan'' from the lineup had they rejected him using the classic character design over his modern variation.
** [[http://www.sourcegaming.info/2015/06/26/800/ Heihachi Mishima from Tekken]] and [[http://www.sourcegaming.info/2016/02/21/nintendodream3/ Geno from Super Mario RPG]] were both planned, or at least considered, for ''Smash Bros.'' at some point. However, they were included as Mii costumes instead.
[[/folder]]
5th Jun '16 1:26:10 PM WolfThunder
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WhatCouldHaveBeen/VideoGamesAToF
WhatCouldHaveBeen/VideoGamesGToM

to:

* WhatCouldHaveBeen/VideoGamesAToF
WhatCouldHaveBeen/VideoGamesGToM* WhatCouldHaveBeen/VideoGamesGToM
* WhatCouldHaveBeen/VideoGamesNToS





[[folder:Games G-M]]
* ''[[VideoGame/TheGetaway The Getaway 3]]'' for UsefulNotes/PlayStation3, by SCE London Studio, and a planned film adaptation, were indefinitely put on hold.
* ''VideoGame/GodOfWar'':
** The game was to have a second disk featuring rejected designs for a few monsters and Kratos, as well as a level cut because they couldn't get it to work right. It also has several sequel hook cinematics which (so far) seem to have been tossed out, including one where the plot of the second game was apparently going to focus on Kratos' brother who grew up in Hades due to having been left for dead as a baby (the standard Spartan procedure for babies deemed "weak" by the elders) and his quest for revenge.
** A possible modern-day version was planned, in which the US Military discovers a Titan's corpse. However, the ''God of War Collection'' for [=PS3=] has a trophy for watching the cinematic that talks about Kratos' brother, so perhaps they haven't forgotten about it.
** ''God of War: Ghost of Sparta'' for the PSP has Kratos' StartOfDarkness and his brother Deimos as a major part of the story. The game had a boss fight against his brother, but it was the other one he hadn't killed by that point.
** An interview with [=GamePro=] had the director of God of War III reveal how the directors of GOW I and II (David Jaffe and Cory Balrog respectively) would have ended the franchise. The latter would have Kratos become [[TheGrimReaper Death]] while the former would have Kratos set his sights on the Norse pantheon after slaughtering the Greek one.
** Another plot element cut from the first game was a puppy for Kratos to act as a literal MoralityPet, eventually turning into a massive Cerberus-like beast and forcing Kratos to ShootTheDog. They decided it was just too cruel to put it in.
** Two more elements cut from the third game: an [[http://gamevideos.1up.com/video/id/32050 expanded final battle]] where [[spoiler:Gaia attacks in the background as you fight Zeus,]] and [[http://gamevideos.1up.com/video/id/32049 a puzzle involving Ixion,]] who was tied to a wheel in Hades for trying to kidnap Hera. According to Stig Asmusen, these elements were removed so the team could focus on making the rest of the game fuller and more epic.
* ''[[VideoGame/GoldenEye1997 GoldenEye 64]]'':
** The game went through several different ideas that were scrapped prior to its release. Chief among these were its transfer from the SNES (where it was first announced for) to the Nintendo 64. Aside from a host of DummiedOut mission objectives and modes, the game was originally intended to be an on-rails shooter (in the style of ''VirtuaCop''), and several levels (like Frigate and Silo) were designed with this style in mind - which also explains why they are so linear. Remnants of a planned "Casino" level also exist in the game code (with items like sticky cameras, playing cards and chips), suggesting that there were plans to have a casino-themed stealth level in the game. There was also a planned HD port of the game for the Xbox 360. The only problem was that Microsoft, Activision and Nintendo couldn't work out the licensing rights for the game. The worst part, though? ''[[http://www.youtube.com/watch?v=yXWls4S_qu8&feature=player_embedded#! The port was already finished]]''. There was also a plan for a Xbox remake that was canned.
** The game originally was never intended to have its famous multiplayer mode. The developers literally added in the feature at the last minute without informing the executives at either Rare or Nintendo.
** Rare originally planned to add an "[[http://goldeneye.wikia.com/wiki/All_Bonds_Cheat All Bonds]]" cheat allowing for James Bond to appear as previous Bond actors Sean Connery, Roger Moore, and Timothy Dalton, but Rare was forced to remove it for a variety of reasons.
** Co-designer Martin Hollis revealed that Nintendo, unhappy with the game's violent content, had a lot of the blood and gore content removed from the final product (save for the infamous death sequence once the player lost all health). He also pointed out that Creator/ShigeruMiyamoto once contacted the team and suggested that the game end with Bond shaking hands with the enemies he killed ''at a hospital''.
* The first two ''VideoGame/GoldenSun'' games on the GBA were supposed to be one complete game instead of two parts, but due to cartridge space limits, the story of the game had to be told over two games. ''The Lost Age'' has DummiedOut animations for two terrain-affecting Psynergy powers, several monsters (some that show up in the Tamer class's SummonMagic Psynergy, another that appears to be a unique boss monster), and a [[Franchise/TheLegendOfZelda Link]] cameo.
* ''VideoGame/GoldenSunDarkDawn'' has the Mercury Lighthouse visible on the world map but it cannot be reached. What makes this stranger is the Venus Lighthouse is also on the world map but the player can never see it unless they use a walk through walls code to reach it. It could have been possible that there would be more areas for the player to explore near the Venus Lighthouse but was quietly scrapped with little explanation.
* ''Gotham By Gaslight'' by Fracture 1 was going to be a game about Batman fighting Jack the Ripper. The game was cancelled in 2010.
* One of the designers of ''VideoGame/{{Gradius}} V'' had the idea borrowed from the MSX ''Nemesis'' games, having your ship have multiple missile, double, and laser types, which you would cycle through by selecting the respective slot multiple times. The game was also originally planned to have an arcade release, just like its mainline predecessors.
* At one point, the original ''VideoGame/GrandTheftAutoClassic'' was conceived as a [[http://www.gamepro.com/article/features/215761/creating-his-living-world-in-a-box/ Sim-esque open sandbox world]] that had the player interacting with '''dinosaurs''' that walk around the streets of a city. Later on in development, the game was called "Race N' Chase", and allowed players to take the role of a good guy catching criminals.
* ''VideoGame/GrandTheftAutoViceCity'' had a very strange case of this. Tear gas was available as a weapon in the first copies of the game, just to be removed completely in later editions.
* The ''VideoGame/GrandTheftAutoSanAndreas'' mission "Saint Mark's Bistro" was originally going to have the player chase the target through the streets of Portland Island. Due to the large amount of work that implementing an entire district of a city for one mission, the mission was instead placed inside the Bistro.
* ''VideoGame/GrandTheftAutoIV'' was originally supposed to have areas based on [[UsefulNotes/NewYorkState upstate New York and Long Island]]. This was scrapped early in development, though references to an area called "[[ShoutOut the]] [[TheGreatGatsby Carraways]]" (presumably based on the Hamptons) still exist in the final product and in the [[VideoGame/GrandTheftAutoIVTheLostAndDamned expansion]] [[VideoGame/GrandTheftAutoIVTheBalladOfGayTony packs]].
* ''Green Lantern: Rise of the Manhunters'' was going to have a PSP port.
* A video game based off ''Film/{{Gremlins}}'' (and not the NES game) was pitched at one point. It recreates the town havoc scene in the first movie, and you play Gizmo as you set up traps to stop the other Gremlins. It was turned down, but the guy who pitched it [[http://neogaf.com/forum/showpost.php?p=36011147&postcount=91 put some previews of what it could've been like.]]
* ''VideoGame/GuildWars'' had a whole bunch of them. A look through the artbooks reveals all sorts of crazy and/or awesome stuff (a personal favorite is a monster that's 3 monkeys riding a giant lizard).
** More specifically there was the fourth stand-alone campaign ''Guild Wars: Utopia'', which was scrapped in favor of making ''Guild Wars 2''. Some of the ''Utopia'' assets did get incorporated into the ''Eye Of The North'' expansion, particularly in the Tarnished Coast area. However major ideas like the Chronomancer and Summoner classes, as well as a Sidhe race, were ultimately scrapped.
** ''Guild Wars Beyond'' was a series of updates meant to bridge the narrative gap to the sequel. Development on this content was cut short when the team working on it was moved to the sequel. Three additional storylines, including the founding of Ebonhawke which features in the sequel, were never implemented as a result.
* ''VideoGame/HalfLife2'':
** The book ''VideoGame/HalfLife2: Raising the Bar'' reveals a lot of ideas that were removed from either ''VideoGame/HalfLife1'' or its sequel. Gordon Freeman went through a number of designs (despite never being seen anywhere but on the boxart), including one with a large beard and bulky olive-green HEV suit that was nicknamed "Ivan the Space Biker" by the production staff. Several major gameplay elements such as AI allies and the gunships targeting the player's rockets were created by accident. Along with the usual array of scrapped monsters and level designs, various characters were taken out or combined into one. Alyx Vance was originally the daughter of a military leader, Captain Vance. When the area he appeared in, the Air Exchange, was cut, so too was the character and Alyx became Eli's daughter. Just a few weeks before the announcement of the game, Alyx was a generic videogame heroine, with "a two-toned bodysuit with knee-high boots" and Dr. Breen spent much of the development cycle half-transformed into a Combine alien. Compare the [[http://www.youtube.com/watch?v=gCEQaMD8yj4 final attack on White Forest in the original]] to the retail battle.
** The leaked beta contains much of the concepts unfinished or not, everything from the unfinished version of Eli talking about portal storms as being sentient beings to Captain Vance and the remnants of Earth's forces fighting the Combine with weapons that aren't in the final game, quite a bit of the storyline for better or worse was streamlined, merged, or cut out entirely. Originally there was supposed to be another day's worth of levels between Nova Prospekt and the rebel attack on City 17 (for references the entire finished game took place over less than three), hence why those two points were bridged by the "very slow teleport" that could simultaneously send you back to City 17 and fill some time for the rebels to get their act together.
** Here's a bizarre-sounding one: Creator/RobinWilliams wanted to play the Vortigaunts in ''Half-Life 2''. Apparently Williams was quite the PC gamer. The role went to Lou Gossett, Jr. instead.
** [[http://half-life.wikia.com/wiki/Mr._Friendly Mr. Friendly]], an enemy that was set to be in the first ''Half-Life''. It would be able to knock off Freeman's glasses and cause his vision to go blurred, which was considered an impressive effect for back then, but cut for being annoying. Also, it would kill Freeman by '''raping him'''.
** From the second game was [[http://half-life.wikia.com/wiki/Hydra the Hydra]], essentially an {{expy}} of the original's Tentacles, having entire sections of the game designed around fighting these. Like the Friendly, it was cut because, as exciting as it was to watch it brutally murder bothersome enemy [=NPCs=], actually fighting it was a pain; most of the areas meant for fighting it were scrapped, though some of them were salvaged for the beginning of the uprising in the retail game.
* ''Franchise/{{Halo}}'':
** In the original plot for ''VideoGame/HaloCombatEvolved'', Cortana was to go mad with power and try to use Halo to take over the galaxy.
** The original game started development internally as a real time strategy game (essentially ''VideoGame/{{Myth}}'' [[RecycledInSpace Recycled]] [[AC:[[RecycledInSpace IN SPACE]]]],) but by the time it was publicly announced, it had become a third-person shooter with vast and seamless open environments, a WideOpenSandbox campaign set in a persistent world, and a far stronger emphasis on vehicle combat and CoOpMultiplayer with dozens of players; also, it was to be a simultaneous Mac and Windows release. The RTS concept eventually became ''VideoGame/HaloWars''. It was also stated, by Bungie, that the game was originally going to contain twenty-five missions rather than the ten that were shipped. One has to wonder why the ''Halo'' series as a whole was cut down so much.
** There would have been dinosaur-like wildlife wandering the surface of Halo - you can see a few in the preview screenshots.
** The flashlight was originally meant to be an [[GunAccessories accessory]], only useable if the player had the Assault Rifle or Shotgun equipped. This was changed to be a helmet-mounted flashlight, though late enough in development that the light still changes direction with your weapon when reloading or [[PistolWhipping smacking Covenant in the face with it]].
** ''VideoGame/{{Halo 2}}''. was going to feature the Covenant Ship (there wasn't supposed to be a bomb aboard the Cairo, Master Chief was originally going to jump off the Cairo, obliterate all the Covenant inside the their capital ship and a new Covenant species which would have served as a boss battle, then take control of a Wraith and destroy the core of the ship), Sentinal Wall (mentioned in the ''Making of Halo 2''), and the final few levels at the end of the game that would have gotten the Master Chief through Truth's ship and back on Earth. The player was also supposed to be able to control the drop pods in the beginning of Delta Halo, and there was supposed to be a large battle between the Master Chief and the hundreds of recently reanimated Arbiters in High Charity (including several new Flood forms that were ultimately cut). Oh, and to top it all off, Bungie confessed that ''Halo 2'' and ''3'' were [[TwoPartTrilogy supposed to be one game]], which makes plausible explanation as to why ''VideoGame/{{Halo 3}}'' was so short. Imagine what ''Halo 2'' could have been if Bungie hadn't messed up during development (they basically wasted half of their allotted time creating a graphics and game engine that could never have been implemented on the Xbox hardware). And the first level of the game was to have been a massive Zero G area with warthogs and several different areas which would have functioned as a way to get Master Chief off the Cairo.
** ''Halo 3''. Guardian Level. Ripping out its eye and killing it with it. Yes, The Guardians, [[CutscenePowerToTheMax Really Killed By Us]]. ''The Art of Halo 3'' also showed a weapon that later became ''VideoGame/HaloReach'''s DMR, meant to replace the Battle Rifle.
** ''Halo: Chronicles'' by [=WingNut Interactive=] would have been an episodic series of games with interactive storytelling. Peter Jackson was going to be involved, but according to him, the project collapsed when the ''Halo'' movie was cancelled.
* Origin Systems Inc. had secured the rights to make a ''Franchise/HarryPotter Online'' in the late 90s, but the project was scrapped. Note that this predated both the movies and the last three books, meaning that it would have been very different from Pottermore.
* When the licencing for ''Franchise/HarryPotter'' became available, Nintendo actually tried to get it. In an attempt to get the licence, they ended up suspending (and ultimately cancelling) production on ''VideoGame/RidgeRacer 64'', ''VideoGame/BionicCommando 64'' and ''VideoGame/{{Crystalis}}'' to do so. There were arguments on if they should either go with the British cover-style artwork or a more Japanese anime-styling. Ultimately, it proved for naught as Warner Brothers got the licence since they also included film and TV.
* ''VideoGame/HarvestMoon'':
** ''Harvest Moon: Back To Nature'' was originally supposed to be a port of ''VideoGame/HarvestMoon64'' but the porters ended up changing the dialogue, several names, and a lot of the scenes. The end result are two completely different games that share the same plot and art style.
** ''VideoGame/HarvestMoonAWonderfulLife: Special Edition'' was supposed to have the option to have your daughter take after your wife but the developers didn't have the time so they just made one model based on Mark. Likewise, the game was [[http://www.ranchstory.co.uk/?games/A_Wonderful_Life/Beta supposed]] to have a traveling circus but it wasn't implemented until ''DS''.
* ''Franchise/{{Highlander}}'':
** ''Highlander: The Gathering'', known as ''Highlander Online'', was an MMORPG in development by Kalisto Entertainment around 2001-2002.
** ''Highlander: The Game'', developed by Widescreen Games, would have starred a new character, [=Owen MacLeod=], but the game was cancelled in 2010 by the publisher Creator/SquareEnix.
* While the [[http://www.youtube.com/watch?v=CKnkUzA1NHE&feature=related trailer]] for ''VideoGame/HitmanBloodMoney'' shows many of the missions that do appear in the final game, it does portray Mark Parchezzi III as if he was meant to be your nemesis for the entire game. Instead he hardly appears and isn't much of a threat even in the final mission, and his group "The Franchise" isn't mentioned until the game is nearly over as well. It's unknown if this is simply a case of TrailersAlwaysLie or if the game was rushed out the door, but the clumsy way the storyline between the mostly disconnected missions is told lends some credence to the later.
* ''VideoGame/{{Homeworld}} 2'' was originally going to be an epic plot spanning several generations, involving massive ambiguity over which side was "correct". The Vaygr were originally supposed to have sympathetic motivations involving oppression by the Hiigaran empire, and its exploiting its control over the hyperlanes.
* ''VideoGame/IAmAlive'': The original build by Darkworks that began development in 2003 was totally re-engineered by Ubisoft Shanghai.
* ''VideoGame/{{Iji}}'' was initially planned to be more stealth-based. Currently, the only stealth elements are the spotting and patrol mechanic, and cracking enemies. Also, Iji would have found the bodies of Mia and Ron. [[spoiler:While the creator never stated why, it was likely dropped due to proximity to Dan's potential death.]]
* The Game Boy Advance game ''It's Mr. Pants'' was originally a Donkey Kong puzzle game called ''Donkey Kong Coconut Crackers'' which featured an isometric perspective. When Rare was bought out by Microsoft the game was re-tooled as the aforementioned title.
* ''VideoGame/IndianaJonesAndTheStaffOfKings'' started as an untitled ''Franchise/IndianaJones'' project to be released at the same time as ''VideoGame/TheForceUnleashed''. The UsefulNotes/PlayStation3 and UsefulNotes/{{Xbox 360}} versions were cancelled and would have contained more features than the watered down Wii version.
* ''[=inSane=]'' was going to be a game by Guillermo del Toro and Guy Davis. The game was cancelled in 2012 when publisher THQ went under, then rights were transferred to a new publisher that went bankrupt.
* ''Jane's Combat Simulations'' was going to have ''Jane's A-10'' by Origin Systems.
* ''[[Film/JurassicWorld Jurassic World]]'' by Cryptic Studios North was going to be a third person action game running on Unreal Engine 4, for Steam, Xbox Live and PSN, with the Velociraptor trainer Owen Grady as a playable character.
* ''VideoGame/InheritTheEarth: Quest For The Orb''. WordOfGod confirms: ''“Our biggest conflict was simple: the developers wanted something that was rather adult in nature. The publishers [[AnimationAgeGhetto saw animals and equated it with children]], and so forced us at every turn to cater to the 8-12 range, up to and including removing any death scenes to keep a Children's Rating.”'' And so, some of the deepest and most interesting foreshadowing never got anywhere.
* ''VideoGame/JetSetRadio'':
** When the original game (renamed "Jet Grind Radio") was preparing for an American release back in the day, select stores gave out Sampler [=CDs=] that included songs planned for inclusion in the American version, but never were.
** According to footage in [[http://gameads.gamepressure.com/tv_game_commercial.asp?ID=602 this commercial for the old Xbox,]] in an early build of ''Jet Set Radio Future'', Yoyo had a smaller health capacity and was able to hold more than 30 spray cans (notice how the spray can icon does not turn green).
** [[WordOfGod Rumor has it]] that there are three characters in ''Future'' who were DummiedOut in the Japanese version, and had their files removed in the American and European releases. Their names were reportedly Wave, Numa, and Check. However, due to copies of the Japanese version being ''[[CrackIsCheaper even more expensive]]'' [[CrackIsCheaper than copies of the American version]] (by itself, not with ''Sega GT''), no one has been able to confirm this. [[http://jetsetradio.wikia.com/wiki/Jet_Set_Radio_Future Information on this can be found here]].
** In ''Future'', Hayashi was originally going to use a katana. [[http://jsrf-inside.blogspot.co.uk/2011/02/yeah-this-is-dj-professor-k-baby.html second picture]]
* Interestingly not for ''VideoGame/JoJosBizarreAdventureAllStarBattle'' itself, but a case from the manga being adapted in the game. If Fugo is pitted against the other main characters of Part 5 the special conversations play out as if the dropped plot point of Fugo being a spy for the Boss had actually happened.
* A cancelled ''Justice League'' fighting game by Double Helix was planned as an UsefulNotes/{{Xbox 360}} tie-in to George Miller's cancelled ''Justice League'' movie.
* ''VideoGame/KameoElementsOfPower'' was originally planned for the UsefulNotes/{{Nintendo 64}}, [[UsefulNotes/NintendoGameCube Game Cube]] and [[UsefulNotes/{{Xbox}} Xbox]] before making it to the UsefulNotes/{{Xbox 360}}.
* There were plans for a ''VideoGame/KidIcarus'' game for the Wii made by Factor 5, the creators of the ''VideoGame/RogueSquadron'' game series. The game would have followed an older Pit who could fly without aid. The game would have been more mature, with Pit's design reflecting that.
* ''VideoGame/{{Killer7}}'':
** The game was originally supposed to have an entire other section in which you played an FBI agent named Jacob while he attempted to track down the cause of Heaven Smiles, and ultimately discovered that [[spoiler:Kun Lan was really an old man living in an insane asylum]].
** The original plot was supposed to have all been set up by [[spoiler:the aforementioned FBI agent]], manipulating the appearances of the Heaven Smiles and the Killer7's reactions to them in an attempt to force something called the "Last Shot Smile" into existence so he could kill it and eradicate the Heaven Smiles entirely. The supplementary ''Hand in killer7'' material is still based on this version of the story, which is part of what makes the final game [[MindScrew so confusing]].
* ''Killing Day'' was a game announced by Ubisoft for the [=PS3=] and Xbox 360, and ended up being cancelled in 2005.
* [[http://www.50yearsofkimba.com/videogamestory.html There were plans for making video games of]] ''Manga/KimbaTheWhiteLion'', one for the UsefulNotes/NintendoEntertainmentSystem and another for the UsefulNotes/{{Nintendo 64}}, but both attempts ended up as VaporWare.
* ''VideoGame/TheKingOfFighters'' has a few of these:
** The protagonist was going to be a character called Syo Kirishima until the design settled on Kyo Kusanagi. Still, Syo was added as a special striker in ''[=KoF2000=]'', and as an alternate outfit for Kyo in ''Maximum Impact 2''.
** Another Iori, a concept for a new Iori costume featuring him wearing a black leather trenchcoat and red bell bottom pants, was cut early from KoF 2000. He was eventually made into his own MUGEN character. He's badass because he can access his Orochi mode at will.
** Rugal's original concept was to copy special moves during a fight, but due to memory limitations SNK opted to give him moves from two established ''VideoGame/FatalFury'' bosses, Geese's Reppuken and Krauser's Kaiser Wave.
** Artbooks for some of the series sometimes display possible alternate looks for characters, but there's also a spite sheet of possible looks for the characters that debuted in ''[=KoF99=]'' - notable because one shows Bao could have been a girl.
** Adel was supposed to be a girl originally, which is why his full name is Adelheid (“Heidi.”)
** The original game was pitched as a beat'em up called ''Survivor''.
** One could write a whole page about the original plans for ''[=KOF2001=]''. WordOfGod says that the game was originally meant to be an epic installment similar to ''97'', to wrap up the NESTS storyline. The game was said to return to the 3 vs 3 format, with a hero team consisting of K', Kula and Krizalid, who inexplicably returned. A sub boss team similar to ''97''[='s=] Orochi team was apparently planned, consisting of Ron, a cloned version of Krizalid, and Zero before fighting Father NESTS, the final boss. But then Eolith happened, and we got K' on his old team, Kula lumped in with Foxy and two of Eolith's creations, and Krizaild totally removed, though his voice clips remain in the game's files. Ron and the clone Krizalid became strikers for Zero, and NESTS was killed off in the cutscenes to make room for Eolith's new boss, Igniz. The validity of all this information is debated, but ''2001'' went on to become possibly the least popular game in the entire series, or at least the canon games. What could have been indeed…
** ''The King of Fighters XIII'' has a few of these. [[http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2010/08/post_28.html Chang, Malin, Momoko, and Oswald]] intended to be in the game. Chang became part of the background in the India stage. The other three are still MIA.
* ''Franchise/KingdomHearts'':
** According to Tetsuya Nomura in a [[NoExportForYou Japan-only book]], Axel was originally supposed to die in the Prologue of ''VideoGame/KingdomHeartsII''. However, his popularity [[SavedByTheFans with both fans]] and the staff caused him to stick around for most of the game [[BreakoutCharacter and beyond.]] Additionally, he stated that his original idea for a weapon that became the Keyblade didn't start as a key, but something more like ''[[ChainsawGood a chainsaw]]'', but that got an ExecutiveVeto. Also, at the same time that weapon design was there, Sora was originally designed as a [[http://images2.wikia.nocookie.net/kingdomhearts/images/d/de/Lion-Sora-Chainsaw.jpg lion-type character,]] reminiscent of [[Characters/FinalFantasyIX Zidane]].
** Some other ideas were that worlds like [[Disney/TheLionKing the Pride Lands]] were originally supposed to appear in the first game but they didn't have the tech to make it, some unused sprites for ''358/2 Days'' show that a Disney/{{Pinocchio}} world had been planned, but removed for unknown reasons, and ''Birth By Sleep'' has remnants of a world based on ''Disney/TheJungleBook'' DummiedOut.
** Also, the ''VideoGame/KingdomHeartsII Final Mix Ultimania'' (Japanese guidebook), shows that Nomura originally planned for the final boss fights to be a lot different than how they turned out: Xemnas, after absorbing power from Kingdom Hearts, was to meld into a [[http://kingdomhearts.wikia.com/wiki/File:King.png giant Transformer-esque creature]] and, upon defeat, transform into a more distorted [[http://kingdomhearts.wikia.com/wiki/File:Kentauros.png version.]] This idea was nixed and instead we got the dragon-fortress/armored Xemnas and black-and-white coat Xemnas battles.
** ''Franchise/FinalFantasy'' characters like [[Characters/FinalFantasyX Rikku]] and [[Characters/FinalFantasyVII Vincent]] were also supposed to be in the first game (the former taking Yuffie's role, and the latter taking Cloud's, explaining the alterations to Yuffie and Cloud's costumes in the first game), along with ''Franchise/FinalFantasy'' summons like Bahamut. Also, [[Characters/FinalFantasyVIII Irvine]] was also set to appear, but was replaced by [[Characters/FinalFantasyX Wakka]].
** Older trailers of the first game showed many things that didn't get into the final release. For example, Riku having a scene at the top of Big Ben in Neverland, Kairi having a larger role at the end of Hollow Bastion, and Donald and Goofy using their classic cartoon outfits in battle, though those outfits eventually did show up in the game's epilogue.
** Before Sora, either WesternAnimation/DonaldDuck or Mickey was going to be the main protagonist; but since there was a lot of disagreement between who it would be, they created Sora.
** [[TheStarscream Marluxia]] of Organization XIII was going to be female, but the writers decided to make the character male when they developed the treachery plotline along with Larxene, and realized that the idea of [[DoesThisRemindYouOfAnything two women trying to take over an organization that's dominated by men only to fall flat on their faces]] [[UnfortunateImplications wouldn't go over too well.]] The gender change definition [[ViewerGenderConfusion explains his appearance.]]
** Laguna Loire from ''VideoGame/FinalFantasyVIII'' was set to appear in ''VideoGame/KingdomHeartsBirthBySleep'' as the manager of the Mirage Arena. However, Nomura decided that if he was going to appear in ''Birth by Sleep'', he wouldn't be included in ''[[VideoGame/DissidiaFinalFantasy Dissidia 012: Final Fantasy]]''. So, it was one or the other and as we all know by now, Nomura chose the latter.
** The "Birth by Sleep: Volume Two" secret ending of ''Birth by Sleep Final Mix'' hinted at a sequel for the PS Vita...[[WordOfGod that Nomura has now confirmed will not happen]], as [[ExecutiveMeddling executive producers]], for better or worse, thought there had been more than enough portable KH games, so the project was scrapped and focus was put solely on developing ''Dream Drop Distance'' and ''Kingdom Hearts III''.
** As seen [[http://kh13.com/news/46755-disney-nearly-made-an-animated-kingdom-hearts-tv-series here]] there was going to be a ''Kingdom Hearts'' cartoon.
** ''VideoGame/KingdomHearts358DaysOver2'':
*** A beta version of the game from 2006 had a MP gauge, suggesting that ''VideoGame/KingdomHeartsII'''s magic system was considered instead of the panel-based one in the final product. There is also a bar labeled "LM", likely a Limit meter that charged up before letting the player use a LimitBreak instead of having it be dependent on how much HP the character has left.
*** Luxord's Mystery Gear weapon was originally meant to be [[http://snowpirateroy.deviantart.com/art/Mystery-Gear-References-152647191 dollar bills]].
*** A world based on the circus scenes from ''Disney/{{Pinocchio}}'' with a WhatMeasureIsANonHuman-centered plot was planned but scrapped due to space limitations, though elements of this plot point found new life in ''VideoGame/KingdomHearts3DDreamDropDistance''. There are still some ''Pinocchio'' assets [[DummiedOut hiding in the game data]].
*** Megara and Hades were going to show up in Olympus Coliseum.
*** A full remake was considered to be made as part of ''[[CompilationRerelease Kingdom Hearts HD I.5 Remix]]'', gameplay and everything, but was scrapped due to time concerns.
* ''VideoGame/KingpinLifeOfCrime'' was originally meant to be an innovative game about managing a criminal gang and fighting turf wars against enemy gangs, all set in 3D. Interplay, however, wanted a simple shooter, so what the gaming scene got was a fairly normal FPS with innovative visuals but boring story (at least in the later levels). Some of the chapters were obviously rushed, too, especially the train yard and the last boss fight.
* The game "Kirby's Dream Course" for the SNES was originally going to be a unique golf game called "Special Tee Shot". Halfway through development it was re-tooled into a Kirby game, but the original was completed and released in Japan on the Sattelaview addon for the Super Famicom.
* ''VideoGame/KirbysEpicYarn'' was originally going to star Prince Fluff and be called "Prince Fluff's Adventure" until the development team added Kirby in the starring role midway through development because they thought the game would not sell as is.
* Creator/{{Ubisoft}}'s ''VideoGame/IAmAlive'' game [[http://www.youtube.com/watch?v=HZ6Aely9YrQ was originally]] supposed to be a survival game that [[EarthquakesCauseFissures takes place six days after an earthquake]] [[HollywoodScience in Chicago]]. The [[http://www.youtube.com/watch?v=Jl_aTqwMnbc second premise trailer]] then changes the backstory to a DarkerAndEdgier mood and more believable survival environment where it strongly resembles Literature/TheRoad.
* ''VideoGame/LaMulana'' originally had more types of enemies, but were scrapped because they would've made the game even harder than it [[NintendoHard already was]]. One of the developers, duplex, jokes in his DevelopersRoom that he'll put them in another ''Franchise/{{Castlevania}}''-type game.
* ''VideoGame/{{Landstalker}}'' would have had a PSP remake, but it was canceled in 2005.
* ''VideoGame/TheLastGuardian'' was intended to be a UsefulNotes/PlayStation3 game, delayed until 2016 on the UsefulNotes/PlayStation4.
* Early promotional material for ''VideoGame/TheLastRemnant'' indicated that both Rush and The Conqueror would be fully playable characters, with each having their [[AnotherSideAnotherStory own story scenario]]. Rush was designed to appeal to eastern RPG fans, while the Conqueror was designed with western RPG fans in mind.
* ''VideoGame/LegacyOfKain'':
** There was going to be a sixth game, ''Legacy of Kain: Dead Sun'', that finally tied up all the loose ends. Unfortunately: 1. Amy Hennig, the lead writer of the series, left Crystal Dynamics. 2. The person Hennig left in charge died before someone else could be chosen. 3. Crystal Dynamics was given the ''Franchise/TombRaider'' series. And the first ''[=LoK=]'' sequel, ''Soul Reaver'', was originally intended to have a different conclusion, rather than a cliffhanger. This is evident in a number of sound files on the disc of the UsefulNotes/PlayStation version of the game relating to an actual death of Kain followed by the apparent use of a giant cathedral organ to destroy all of the remaining vampires in Nosgoth. Afterward, though, he would've learnt that the Elder God was evil all along and this ending would lead into a different version of Soul Reaver 2. Also the concept of Wraith Blade being Raziel's soul was there from the start, but not to be realized in any version of Soul Reaver.
** Aside from the ending, many gameplay elements in ''Soul Reaver'' had to be cut very late in development: The Human Citadel would have housed a cult of vampire-worshippers, with their priestess serving as an optional boss encounter, and many glyphs and alternate Reaver forms were DummiedOut, thought they can be accessed by cheat codes.
* ''VideoGame/TheLegendaryStarfy'' series was supposed to start on the Game Boy Color. However, the Game Boy Advance was to be released the following year so they changed it to that console.
* ''VideoGame/LEGOIsland'' was, at first, intended to be a 6-game series, with other games exploring other islands in the Phanta Sea. Before long, all of them were scrapped. This was because Franchise/{{LEGO}} fired the development team a day before the game was released. This resulted in several other things being pointed out in the game but not actually possible, most famously remodeling buildings. And ''LEGO Island 2'' was extremely rushed and became an ObviousBeta. It was intended to be twice as long as what we actually got.
* ''[[VideoGame/LegoAdaptationGame LEGO Star Wars]]'' was originally supposed to have a Wheelbike chase in Episode 3, a level for Zam Wessel, but they were cut due to not being to able properly program them. Zam finally made her ''LEGO Star Wars'' debut in ''The Complete Saga'', but the Wheelbike chase never resurfaced, probably not to throw off the "one-vehicle level" balance.
* ''VideoGame/LetItDie'' was originally titled ''Lily Bergamo'', and would have centered on the female protagonist Tae Ioroi.
* ''VideoGame/LollipopChainsaw'' has a lot:
** During ''very'' early development, [[http://static4.wikia.nocookie.net/__cb20131004174550/lollipopchainsaw/images/2/24/Juliet_Comparison.png Juliet had freakishly big eyes and lips.]] Thankfully, they revised the model to give her realistically proportioned eyes and lips, and they stuck with this revised model for the final product.
** At PAX 2011, one of the executives at Warner Bros. Interactive said that there was to be a feature implemented in the final product that would have different areas in each level be randomized each time the game was played. This never came to be.
** The survivors' talk balloons floating above them originally read "HELP!" instead of "SOS".
** According to their data files, Nick was once named "Romeo", Mariska was once named "Nicola", and Rosalind's name was once spelled with a "Z" rather than an "S".
* When they went out of business, Looking Glass Studios -- makers of ''VideoGame/{{Thief}}'', ''VideoGame/UltimaUnderworld'', the original ''VideoGame/SystemShock'', and many other such games -- was working on a game called [[http://www.ttlg.com/forums/showthread.php?t=46265 Deep Cover,]] a spy-themed stealth thriller game spanning the length of the cold war.
* Another sandbox PC game called ''Loose Cannon'', developed by Sinister Games, was supposed to come out in 2002. The main character in the game would have had the freedom to explore a detailed city, take missions and drive vehicles. [[VideoGame/GrandTheftAuto Sounds familiar]]? This game was canned too.
* ''The Lost'' by Irrational Games and [=FXLabs=] was going to be a third person shooter survival horror game to be released on UsefulNotes/PlayStation2 and UsefulNotes/{{Xbox}}, and was instead released on PC in India as ''Agni: Queen of Darkness'' with redone art.
* [=LucasArts=] Team Three studio came up with ideas for five or six UsefulNotes/NintendoDS games, including an animal-based platformer, a photo-examining detective game, and Caveland, a downloadable shooting game.
* ''VideoGame/LufiaTheLegendReturns'' was originally supposed to be a UsefulNotes/PlayStation game called ''Lufia: Ruins Chaser'', until the company that was making it went bankrupt.
* Originally, the cast of ''VideoGame/LunarEternalBlue'' were going to be [[SpinOffspring the kids of the couples from the first game]]. This idea was nixed and the plot set [[ExtyYearsFromNow 1000 years later]]; this does explain why everyone is pretty much a 50/50 mix of the previous crew.
* ''Film/MadMax'': The SNES/Genesis game ''Outlander'', by Mindscape, was going to be based on ''The Road Warrior'', until Mindscape lost the ''Mad Max'' license. The developer Melbourne House cancelled an N64 port and planned sequel to [=DethKarz=], and began working on ''Mad Max: Asylum'', a game set years after ''Mad Max: Beyond Thunderdome'', but Melbourne House was denied the ''Mad Max'' license.
* According to [[Wiki/{{Wikipedia}} The Other Wiki]], ''VideoGame/MagicalDoropie'' was originally planned as a ''Literature/TheWonderfulWizardOfOz'' video game (this is probably why Doropie/Francesca vaguely resembles Glinda on the American box, along with the basic plot of a young woman being summoned to fight an evil witch.) There were also more plans with the spells to make them more useful, as well as plans for a sequel.
* When ''VideoGame/MarvelUltimateAlliance'' was being made, Activision had plans to include [[Franchise/TheLegendOfZelda Link]] and [[Franchise/{{Metroid}} Samus Aran]] as characters for the Wii version. However, when they were showing Nintendo the build with the characters on it, they made the mistake of using a ''UsefulNotes/PlayStation2 build''. This angered Nintendo as they thought they wanted to put their characters into all versions and told them to remove them.
* Early on in development for ''VideoGame/MarvelVsCapcom3: Fate of Two Worlds'', Comicbook/BlackPanther, Comicbook/DoctorOctopus, and Comicbook/{{Blade}} were all scheduled to appear, but the characters were cut for one reason or another.
* ''VideoGame/TheMatrixPathOfNeo'' in the [[ConceptArtGallery scrapped character and level art]] reveals that there were plans for ''two types of aliens'' and leprechauns to show up.
** One of the alien types was a ''Film/{{Predator}}'' type-deal. It was huge with big, black-eyes, green skin and a bunch of silver tubes all over its body and a ''yellow flame-like energy mace''.
** The second alien type was a little green alien in a space ship with a ray-gun.
** Along with a level or two set in the real world. The real world levels, likely, would have been just like the rest of the game, but with Sentinels and such, or aliens, instead of police. Unfortunately, for whatever reason the aliens and such were cut from the game.
* ''Meantime'' was going to be a SpiritualSuccessor to ''VideoGame/{{Wasteland}}'', involving time travel, with the player travelling forwards and backwards in time, and meeting historical characters.
* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'' had an open BetaTest for 1.5 years [[ScrewedByTheLawyers before the lawyers of the new]], AllegedlyFreeGame yanked ''Living Legends'' non-commercial ''Mechwarrior'' license away [[note]]because they didn't want to "double up their efforts" to compete with a NoBudget game ([[DisproportionateRetribution with about a thousand players]]) that, embarrassingly, was pumping out content faster[[/note]]. 0.7.1 was the last release and the developer's swan song, incorporating multiple new vehicles and features along with a plethora of balancing. In a series of posts on the forums, the developers highlighted dozens of features that were in development but they didn't have the time to complete before being shut down, such as the series signature [[CharacterCustomization Mechlab]], over a [[http://forum.mechlivinglegends.net/index.php/topic,18950.0.html dozen new vehicles]] including the cherished ''Marauder'' mech and new PoweredArmor classes, game modes, [[http://forum.mechlivinglegends.net/index.php/topic,18955.0.html soundtrack]], plus {{blooper}}s from [[http://forum.mechlivinglegends.net/index.php/topic,19000.0.html alpha testing]].
* ''Franchise/MegaMan'':
** ''VideoGame/MegaMan1'' was originally a licensed game based on ''Anime/AstroBoy''. The license was pulled during the game's development, leading to a whole new franchise.
** The ''[[VideoGameRemake Maverick Hunter X]]'' series was supposed to be Inafune's reimagining of the ''VideoGame/MegaManX'' series, with updated graphics, voice-acting, animated cutscenes, and better focus on plot and characterization. Unfortunately, low sales of the first MHX game has scrapped the series. When the ''Mega Man X Collection'' was first announced, there were plans to add enhancements and redub the later games. However, the idea was scrapped when the developers decided to simply put those features into the ''Maverick Hunter X'' remakes. Thus players received a collection of straight ports retaining the same faults as the originals, and the proposed series was, as mentioned above, cancelled.
** ''VideoGame/MegaManX'' falls into this too. Keiji Inafune, the producer of the majority of the ''Mega Man'' series, originally created Zero as the main protagonist of the game; however, he eventually decided that Zero looked too different from the original Mega Man to be easily sympathized with by long-time ''Mega Man'' fans, so he turned Zero into X's somewhat cooler friend and mentor, delegating the authority of creating the true main character to someone else.
** ''X2'' was supposed to have a fourth, female member of the X-Hunters, but she, alongside a second form for one of the others, was scrapped due to technical limitations. They were also supposed to be called the "Four Guardians" before the cut was made; the name was reused in the ''VideoGame/MegaManZero'' series.
** After ''X5'', Inafune intended the series to end so he could begin with the ''Zero'' series, but Capcom executives released ''X6'' without his input just so they could continue to cash in. And that is the reason you don't mention [[TheScrappy Axl]] in hardcore ''MMX'' fan forums. Also, when the ''Zero'' series was being made, Inafune had to adjust his desired plot due to the continuing ''X'' series and ExecutiveMeddling. X was supposed to be the villain of the first game, changed to an imperfect clone. It was also going to delve into Zero's origin, but that was scrapped.
** At one point, [[http://img706.imageshack.us/img706/5894/barockcrush.jpg these guys]], Baroque and Crash, were meant to be Mega Man and Rush's rival, but they were heavily reworked into, you guessed it: Bass and Treble.
** And then, there's [[http://www.themmnetwork.com/2010/08/16/bond-man-the-phantom-robot-master/ Bond Man]]. Apparently the original Mega Man was intended to have 8 Robot Masters instead of 6 - 7 had been designed when technical limitations pushed the number down to 6. The cut Master was the glue-based Bond Man. Oddly, despite ''VideoGame/MegaManPoweredUp'' being a remake of the first game with two new Robot Masters, Bond Man does not appear, because the developers wanted him to remain an enigmatic "Lost" character.
** Because the developers took fan submissions for Robot Masters from ''VideoGame/MegaMan2'' to ''VideoGame/MegaMan8'', roughly ''750,000'' bosses were at one point or another under consideration for the games.
** Mega Man was originally going to have the ability to crouch in the first game. This was scrapped when it was decided that the graphical limitations of the NES made it too hard to determine whether a projectile needed to be crouched under or jumped over. The [[FanSequel fan-made]] game ''VideoGame/MegaManRocks'' averts this by allowing Mega Man to crouch.
** In ''VideoGame/MegaMan3'', Rush's third ability was to have been Rush Drill rather than Rush Jet.
** ''VideoGame/MegaManBattleNetwork'''s prototype storyline originally had a few differences from the final product:
*** Lan was supposed to lead a group called Right to fight against a prototype World 3 called WWPO (it was scrapped so that Lan could go solo, although he joins a group in BN 5).
*** Chaud was supposed to be rich and to treat net navis as no more than tools.
*** There was supposed to be a character named Mike Kenan, who was to be a high school age kid, that was an official netbattler (these two were merged, to create Chaud's final personality).
*** Mike was to pass his net navi Roll.EXE to Mayl/Maylu and then take Bass.EXE as a new navi (changed to her having Roll from the beginning, and to Bass being a solo net navi).
*** Mayl/Maylu was supposed to participate in the final battle against the Lifevirus (changed, but she still appears [[http://lparchive.org/Mega-Man-Battle-Network/Update%2016/ prior]] to that battle, along side Chaud).
** Back when ''VideoGame/MegaMan Anniversary Collection'' was announced, there were going to be two versions - the console version we got and a handheld version for the Game Boy Advance that would bring back the five Game Boy ''Mega Man'' games. However, it's said that the games' original code was lost and thus the project was scrapped.
** For ''VideoGame/MegaMan9'', we could have gotten, [[http://megaman.wikia.com/wiki/File:CementMan.jpg Cement Man]], [[http://megaman.wikia.com/wiki/File:WeatherMan1.jpg Weather Man]], [[http://megaman.wikia.com/wiki/File:OceanMan.jpg Ocean Man]], [[http://megaman.wikia.com/wiki/File:PlasmaMan.jpg Plasma Man]], [[http://megaman.wikia.com/wiki/File:DiamondMan.jpg Diamond Man]], [[http://megaman.wikia.com/wiki/File:HoneyWoman.jpg Honey Woman]], and [[http://megaman.wikia.com/wiki/File:SpaceMan.jpg Space Man]]. In other words, Splash Woman and Hornet Man ended up swapping genders during production.
** As shown [[http://www.themmnetwork.com/2013/04/09/maverick-hunter-the-mega-man-x-fps-that-almost-was/ here]], there was going to be a first person shooter game based on the ''VideoGame/MegaManX'' series.
* ''VideoGame/MightAndMagic VI'' was originally planned to take place on the world of the novels. When the world was changed to Enroth (the world ''VideoGame/HeroesOfMightAndMagic I and II'' had taken place on), the planned third novel in the trilogy fell through as well. One of the reasons it was specifically 3DO that bought New World Computing was that Jon van Caneghem wanted to make a ''Might & Magic Online'', and 3DO had just published [[VideoGame/{{Meridian59}} what was probably the first MMORPG]]. For various reasons, the project never managed to get off the ground, and it wasn't until ''years'' after 3DO went under that the fans heard about this.
* ''VideoGame/MinecraftStoryMode'':
** Lukas had an entirely different design in the original trailer, wearing a striped shirt, vest, and a NiceHat.
** Magnus's title was "Griefer" at a certain point rather than "Rogue", the change being presumably to fit into the naming convention of The Order of The Stone, as he's still identified as a Griefer when you meet him.
* ''VideoGame/MonkeyIsland'':
** To this day, fans still want to know what Ron Gilbert's original plan for ''Monkey Island 3'' was. The plans still haven't been revealed, although Gilbert's involvement in the brainstorming of ''VideoGame/TalesOfMonkeyIsland'' still made most fans at least a little happy.
** For ''Tales of Monkey Island'', at one time there was going to be an [[http://www.telltalegames.com/forums/showthread.php?t=19796 extended backstory on Fisheyes Alabaster]] in Chapter 3--his life as a pirate, what happened to his eyesight, his later life afterward--according to the interview by Sean Vanaman, but Joe Pinney and the folks at Telltale Games didn't want to make it a bit gruesome, so they shortened out the backstory due to time constraints.
** In Chapter 1, there was going to be a puzzle that would take place in Club 41 entirely in the dark for both the PC and Wiiware versions; but unfortunately, the latter version could only hold 40 megabytes, which the game already was (no wonder [[DevelopmentGag the place was called "Club 41" after the 41st megabyte]]).
** There was going to be a different ending to Chapter 4 [[spoiler:[[http://www.telltalegames.com/forums/showthread.php?t=18698 in which Guybrush would absorb the Pox of LeChuck after curing everyone and become "Demonbrush Threepwood"]] according to the [[http://www.telltalegames.com/forums/showpost.php?p=404806&postcount=24 DVD concept art]], but Telltale didn't want to do a good job in making him too epic-looking; otherwise, Chapter 4 wouldn't have been called "[[WhamEpisode The Trial and Execution of Guybrush Threepwood]]"]].
* ''VideoGame/MortalKombat'':
** The game originally started out as a video game adaptation of ''Film/UniversalSoldier'', reuniting most of the cast from the movie. However, the project hit a snag when star Creator/JeanClaudeVanDamme couldn't make it due to his busy schedule.
** ''[[http://www.mksecrets.net/images/mk2/mk2-development01.jpg This]]'' is what Kintaro was originally going to look like. Yes, the big, bad Shokan Scourge of Outworld was originally meant to be a ''playable'' BeastMan character. The lack of money, resources, and ability to [[SpecialEffectFailure make fake fur look good in the game]] prevented this version from appearing.
* ''VideoGame/{{Mother 3}}'' initially began development as a particularly ambitious UsefulNotes/{{Nintendo 64}}DD title with a bigger world and a storyline that was to focus on ten different main characters over the course of ten years. Several familiar characters were present in the screenshots, but with noticeably different designs: Flint had a BadassLongcoat, Duster seemed to be a parody of [[VideoGame/TheLegendOfZeldaOcarinaOfTime Link]], Kumatora's getup was surprisingly {{Stripperiffic}}, and DCMC had a female vocalist. The game was also built around the console's 64DD add-on, which would add to the game's replay value by including, among other things, an internal clock that would affect certain actions in-game. The commercial failure of the 64DD ([[VaporWare in the N64's final days, many years and countless abandoned-for-cart games after its originally intended release]]) put a huge damper on the title's completion, as did the development team's inexperience with 3D games. The project was officially canned in 2000 after six years' worth of delays, but it eventually got picked up again to be retooled for the Game Boy Advance. And even when the game was shifted to the GBA, the game's storyline and gameplay went through a ton of changes. Among several examples, [[MushroomSamba Tanetane Island]] as seen in the final version is toned down compared to what it was in development, because [[NightmareFuel Itoi found it too scary]], Flint was going to [[spoiler:kill the Mecha-Drago instead of sparing it]], [[spoiler:Porky]] was going to die, DummiedOut sprites imply Kumatora was going to be [[spoiler:the final Magypsy instead of Fassad]], [[spoiler:Claus's death and cyborgification (into a Starman, unlike the final version)]] was going to be clearly seen.
* ''Mr. Bill's Neighborhood'' for the Atari 2600 would had been ''Series/MrBill'''s first video game if it was released. Yet, this game was 100% complete and ready to be released but sadly no prototypes or roms were known to exist.
* If ''VideoGame/MSSagaANewDawn'' had done much better than it did, other sequels would have used units from ''Anime/TurnAGundam'' and ''Anime/MobileSuitGundamSEEDDestiny''.
* ''VideoGame/MystIVRevelation'' was initially intended to include another set of puzzles in Haven, involving animal tracks and dietary preferences. Technical delays led to these challenges being omitted from play, although clues that were intended to help complete the puzzle can still be found in Achenar's ship and elsewhere in that Age.
[[/folder]]



* ''VideoGame/RiseOfNations: VideoGame/RiseOfLegends'' was supposed to have four nations instead of three, and four campaigns, to fit. The mysterious “fourth nation” that was eventually scrapped went through several iterations too: first they were the Skald, based on Finnish, Slavic, and some northern Europeans mythology. And then they were the Kragar(?), apparently a race of bestial giants who tamed great beasts. And then they were the Khan, based on ancient Mongolian mythology and history.

to:

* ''VideoGame/RiseOfNations: VideoGame/RiseOfLegends'' was supposed to have four nations instead of three, and four campaigns, to fit. The mysterious “fourth “fourth nation” that was eventually scrapped went through several iterations too: first they were the Skald, based on Finnish, Slavic, and some northern Europeans mythology. And then they were the Kragar(?), apparently a race of bestial giants who tamed great beasts. And then they were the Khan, based on ancient Mongolian mythology and history.
5th Jun '16 1:24:04 PM WolfThunder
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WhatCouldHaveBeen/VideoGamesGToM



[[folder:Games A-F]]
* The early character concepts for many members of the ''Franchise/AceAttorney'' cast were very, very different:
** Phoenix had bright green hair and Franziska's sense of fashion
** Edgeworth looked like a young Manfred von Karma ''and'' had a pointy BeardOfEvil
** Mia was a big, hulking ''man'', whose design was retooled for the Judge
** Maya had blue hair and a more urban fashion sense
** Gumshoe would have been an aloof female detective
** Kristoph's early designs included a kimono getup that made him look he'd fit right in with the [[Manga/{{Bleach}} Gotei 13]].
** Additionally, ''Ace Attorney [[GaidenGame Investigations]]'' was originally conceived as starring Ema Skye rather than [[EnsembleDarkhorse Edgeworth]].
** ''VisualNovel/ApolloJusticeAceAttorney'' was originally intended to have a vastly different plot, more deeply rooted with Apollo's past and [[PutOnABus no appearances of Phoenix-Arc characters whatsoever, including Phoenix himself]]. ExecutiveMeddling vetoed this draft and the plot of Hobo-Phoenix's amazing quest to [[spoiler: overthrow the law-system]] with a BatmanGambit and the unwitting help of some [[DemotedToExtra unimportant]] 22-year old lawyer was born. Apollo's CharacterDevelopment and reception suffered from it, to say the least.
* The collector's edition of ''VideoGame/AgeOfEmpiresIII'' came with a hardcover artbook. The [[http://farm1.static.flickr.com/33/55677518_25f950ab1a.jpg last page]] of the book shows Roman numerals extending from I to V. The "IV" is underneath a picture of [[UsefulNotes/TheVietnamWar Vietnam-era]] American soldier and the "V" is underneath what looks like an [[Franchise/{{Halo}} ODST]] {{expy}}.
* ''VideoGame/AceCombat'':
** In May 1996, Creator/{{Namco|Bandai}} announced PC ports of three of their arcade titles, including ''Air Combat 22''. Save for the concurrent ''[[VideoGame/RidgeRacer Rave Racer]]'' port making the rounds at some industry trade shows and getting a preview in ''Magazine/{{EDGE}}''[='=]s July issue of that year, nothing came of this.
** Project Aces was working around 2003 on using the ''VideoGame/{{Ace Combat 04|ShatteredSkies}}'' engine for a remake of ''VideoGame/{{Xevious}}'' for that game's 20th anniversary, though the project was quickly shelved in favor of the team working on ''VideoGame/{{Ace Combat 5|TheUnsungWar}}''.
** A 2007 issue of Famitsu had an article centered on a trio of cancelled games, developed jointly by Project Aces and Cellius (a company owned by both Namco and Sony), which would have been set in the ''Ace Combat'' universe: ''[[http://acecombat.wikia.com/wiki/Brave_Arms Brave Arms]]'', ''Second Season 01'', and ''Chain Limit''. Little is known about any of them, other than that ''Brave Arms'' was to be a 3D beat-em-up set in the Kingdom of Sapin in 2025.
* ''Aliens: Crucible'' was an ''Franchise/{{Alien}}'' RPG developed by Creator/ObsidianEntertainment. The game was cancelled in 2010 when the publisher, Sega, preferred the release of ''VideoGame/AliensColonialMarines''.
* ''VideoGame/AlterEgo'': A planned sequel, focusing on child rearing, was eventually cancelled.
* Originally, ''VideoGame/{{Anachronox}}'' was going to be an utterly huge, vast RPG spanning numerous worlds and dimensions, featuring epic Japanese RPG-style combat with Western storytelling and characterisation. The concept was so vast that it was decided to split the game into two installments, with the first ending on a gargantuan cliffhanger of epic proportions. Unfortunately, despite rating high on the scale of awesome, the game did not pre-order very well and the development team was canned mere weeks before the game's release date. This angered the devs so much that one went on record '''encouraging people to pirate the game''', while others ended up developing some unofficial patches (such as adding a taxi service to the titular planet, saving on travel time)
* Over the years, there have been a major number of Anime-related games that attempted to cross over to the US, but failed.
** There were plans to release games based on ''Anime/{{Akira}}'' and it was advertised in the 1990s release of the anime. It would have been for all systems and each one would have gone a different route (Genesis would have been multi-genre, the Super NES would have just been sidescrolling, Game Boy would have been just a DolledUpInstallment), but THQ bought the company making it, Black Pearl, and killed it.
** There were two attempts to make a ''Anime/KimbaTheWhiteLion'' game, one for the NES and another for the Nintendo 64. Both were oddly cancelled.
** ''Macross VF-X2'': The cancelled UsefulNotes/PlayStation North American localization was to include English voice acting and an exclusive mecha.
** There was supposed to have been a game based on ''Anime/{{Trigun}}'' for the UsefulNotes/PlayStation2 by Sega. Not much was said about it beyond a simple ad.
** Tecmo created an MMORPG based on ''Manga/{{Bastard}}''. It got as far as the beta stage before it got cancelled.
** Toho planned to release the fighting game ''Ranma ½ II: Anything Goes Martial Arts'' for the SNES, the cancelled localization of ''Ranma ½: Chougi Rambuhen''.
** In 2005, Bandai planned to release ''Anime/CowboyBebop'': Serenade of Remembrance'' to the States after releasing it in Japan. In 2006, everything was dropped about it and a Bandai rep admitted it thought it would be a waste of time. Fun Fact: the image on the CowboyBebopAtHisComputer trope page came from that game!
* ''Ant Simulator'' was an ant simulation game in development that ended up being cancelled. The lead programmer resigned after claiming the game's Kickstarter funds were being mismanaged.
* In ''VideoGame/AmericanMcGeesAlice'', early screenshots show the Cheshire cat fighting alongside Alice.
** The sequel, ''VideoGame/AliceMadnessReturns'', had a lot of content planned that was cut, either due to time or technical difficulty, all of which is revealed within ''The Art Of Alice: Madness Returns''. For example, there was going to be a world revolving around the works of Creator/MCEscher, where the stage bent and shifted and Alice would walk on the walls. Another world was set on the moon.
* ''Animal Wars'' was a game developed by Factor 5, created for ''Creator/{{Sony}}''. It was part of a deal where Factor 5 would develop games for the publisher that started with ''VideoGame/{{Lair}}''. The game was VideoGame/StarFox [[XMeetsY meets]] VideoGame/ValkyriaChronicles, featuring a version of World War I with anthropomorphic animals. Sam, a dog in an aviator suit, would have been the central character, with a stage where the player controls a mouse through a field with enemies large in perspective. Vehicles would have features resembling the animal associated with them. However, Sony decided to cancel Animal Wars to ensure Lair would be finished in time. Because of Lair's disappointing sales and reviews, the deal with Sony was dissolved and Animal Wars was never worked on again.
* According to WordOfGod, ''AnotherCenturysEpisode R'' was originally planned to include ''Anime/{{Macross 7}}'', but the producers couldn't figure out how to make it work (since the protagonist is a pacifist who "fights" by using music to inspire his allies and drive off their EmotionEater enemies). Eventually they scrapped that and decided to include ''Anime/MacrossFrontier'' instead, which meant the game had to be delayed for a year. Likewise, ''Anime/MobileSuitZetaGundam'''s cast was going to consist of Kamille Bidan's Zeta Gundam, Quattro Bajeena's Hyaku-Shiki, and Four Murasame's Psyco Gundam, but they couldn't figure out how to make the latter into a decent playable unit, so Four was cut and replaced with Amuro Ray in his Dijeh.
* A beta version of ''VideoGame/ArdyLightfoot'' has Catry, the vulpine boss of the fourth level, sporting a ninja costume ([[FanService and a slightly more pronounced bustline]]). On the flip side, her final fate in the bowels of the next level's giant worm is as a [[FamilyUnfriendlyDeath half-digested corpse]] (as opposed to a skeleton in the final Japanese version and just lying prone on the ground in the U.S. version).
* ''VideoGame/ArmyOfTwo'' was initially much more ambitious, featuring more complex co-op maneuvers such as throwing clips to your partner and flipping objects for cover, and an emotive AI partner who'd do things like pissing and listening to music in real time. However, constant delays and difficulties during development lead to EA Montréal severely scaling down these features. While the final game is not an ObviousBeta, it does show signs of a jumpy development with its short length and rushed ending.
* ''VideoGame/AssassinsCreedII'' introduces a worthy future love interest for Ezio; a thief named Rosa that he rescues during his Venezia campaign, and would later go on to teach Ezio how to long jump up walls. Throughout the game, you witness plenty of ShipTease between the two, and Rosa quickly becomes an EnsembleDarkhorse amongst the fanbase as the girl who Ezio should most likely end up with. Only…she disappears off the face of the Earth in future installments of the ''Franchise/AssassinsCreed'' series and fans find themselves disappointed that Rosa never appears again. Tragically, the reason is because her voice actress, Lita Tresierra, [[TheCharacterDiedWithHim died from fatal injuries brought upon by a car crash she was involved in]]. Creator/{{Ubisoft}} chose to retire the character rather than find a new voice actress for her. In the end, Rosa ends up simply becoming an early fling for Ezio, and nowadays, it makes you wonder what could of happened between Ezio and Rosa had Tresierra not lost her life.
* ''VideoGame/AsurasWrath'' already has a few examples of this.
** In one interview, it was stated that there originally wasn't going to be a Dodge button at all (Something that just about all action games use) because the developers felt that it wouldn't make sense, as Asura is hell bent on revenge, so trying to dodge everything wouldn't help him much. A Dodge button was put in in newer builds for the sake of gameplay, however.
** It's shown in earlier trailers that the game was more than likely going to be much BloodierAndGorier than the final product to compliment how the story is similar to ''VideoGame/GodOfWar''. However, this was when Creator/KeijiInafune was executive producer for the game before he left Capcom, and he had also tried to westernize the game this way. When a game is based on Asian Mythology to begin with. The trailers also showed the game as a ''VideoGame/GodHand''-esque beat 'em up with some QTEs for power-ups and special moves, being able to pick up things like giant stone pillars for weapons, and actual blood spurts.
** Asura and Yasha's designs underwent some significant changes according to the PreorderBonus artbook. In fact, one of Asura's older designs was actually used in the final product - ''as Augus!''
** The main development team for this game is the same team that did the boss fights for ''VideoGame/NarutoShippudenUltimateNinjaStorm2'', thus why many of the boss fights in this game and the overall system of progress for each level seems so similar to the same game, and is also the reason why ''VideoGame/NarutoShippudenUltimateNinjaStormGenerations'' doesn't have the big boss fights that the previous installment had.
* ''Comicbook/TheAvengers'' by THQ Studio Australia ended up cancelled when the studio was closed down and the rights went over to Creator/{{Ubisoft}}. A first-person brawler in the style of ''VideoGame/Left4Dead'', players would take control of Comicbook/IronMan, [[Comicbook/TheMightyThor Thor]], Comicbook/CaptainAmerica, and Comicbook/IncredibleHulk (with Comicbook/BlackWidow, Comicbook/{{Hawkeye}}, Comicbook/WarMachine and Comicbook/MsMarvel planned as unlockable characters) to fight off hordes of superpowered aliens, including Super-Skrulls. There were also tentative plans for an independent side plot that would have featured Comicbook/AntMan, ComicBook/TheVision, and Comicbook/{{Ultron}}, but it is unknown if it would have made it into the final game. The game was going to have an original storyline written by Creator/BrianBendis, which would have been a loose adaptation of ''Comicbook/SecretInvasion'' mixed with the visual style of the ''[[Film/TheAvengers2012 Avengers]]'' live-action movie. Though the game was cancelled, one of the Skrulls designed for it was featured in the movie's toyline.
* ''VideoGame/AxiomVerge'' was originally going to have a small oceanic area, alluded to in one of the notes. However, "it was a lot of assets for something that didn't add very much" so it never saw the light of day.
* Marky Dubois from ''VideoGame/BackyardSports'' was originally going to be named Marky Ramone, a fan of his [[Music/TheRamones namesake band]]. Then they changed him into the farmboy he is today.
* The prototype of the NES ''Film/{{Batman}}'' game had a number of cutscene changes that changed the entire story of the game. Where the main game was pretty much a rehash of the movie itself, the prototype told a different story. Its ending was also different, where the finished product ended the same way the movie did, the prototype just ended with Batman smashing the Joker's face in. There was also a prototype for ''Batman: Return of the Joker'' for the SNES (the final game was released for the NES, Game Boy and Sega Genesis), but the prototype used was so badly done, it's easy to see why it was abandoned.
* ''VideoGame/BaldursGateII'' had many sidequests of the PC's companions that were cut either for time, constraints, bugs or other reasons. Here's a very brief list:
** [[BarbarianHero Minsc]]: his pet hamster Boo gets kidnapped and Minsc's fighting abilities are affected by this. You have to find Boo or you can [[WhatTheHellHero lie to him and get him another hamster]].
** [[DarkActionGirl Viconia]]: she's been infected by lycanthropy and will turn into a werewolf unless you find a cure. Also, once you reach the Underdark, she betrays you to the Drow, but later reconsiders.
** [[NaiveNewcomer Aerie]]: she finds a magic scroll that will turn her into a bird. She considers using it rather than live forever without her wings. You can convince her otherwise or she'll leave forever.
** [[SpoonyBard Haer'Dalis]]: he and the party gets repeatedly summoned by a unknown mage to fight monsters. Eventually, Haer'Dalis gets pissed and wants to find the summoner.
** There were pie-in-the-sky ideas to have Yoshimo (who, in the final game, betrays you in Spellhold to Irenicus, or otherwise disappears from the game entirely if you don't bring him to Brynnlaw) return in some fashion in ''Throne of Bhaal''. Lead designer David Gaider spoke in interviews about having him get resurrected via the Pocket Plane, and have to deal with the fact that he betrayed the party against his will. There's even some dialogue at the beginning of ''Bhaal'' that hints you can do this (along with a global override variable hardcoded into the game that allows you to keep him through the entirety of ''Amn'' and ''Bhaal'', albeit as a ghost in the latter), but nothing really came of it.
** ''Throne of Bhaal'' was originally supposed to act as the third full game in the series, but was later turned into an ExpansionPack. It is unknown whether the game would have sold better if it was a full game or not, but various interviews by the game's designers have indicated that there were a number of elements that were never implemented in the game, including bounty hunters following and attacking the player's party throughout the storyline, Melissan possibly turning the player's party members against them, Saemon disguising the party as monks to get into Balthazar's chambers, and more. David Gaider's ''Ascension'' mod was an attempt to put some of the unused elements back into the game, including extended epilogues that make clear that the protagonist and their love interest would have SpinoffBabies.
** ''Baldur's Gate III: The Black Hound'' was originally intended to be a DivorcedInstallment from the "Bhaalspawn Saga", developed by Black Isle. It would have been set in Faerun, and would have revolved around the player hunting an evil cleric and witnessing visions from a "black hound" who died in their lap. The game was quietly canceled in 2003, and a planned adaptation of the plot as a module for ''VideoGame/NeverwinterNights2'' (written by Josh Sawyer) was canned due to a lack of time to complete it.
* The story of the making of ''VideoGame/BanjoKazooie'' is littered with tons of this trope, originally the game (“Project Dream” before [[VideoGame/NightsIntoDreams being renamed for legal reasons]]) starred a human boy named Edison who fought with a wooden sword against a group of pirates led by Captain Blackeye, it was planned for the SNES originally but had to be moved to the N64 as the SNES was in its last days, the character of Edison was changed to a rabbit when Creator/{{Rare}} felt he was too generic a character, then a dog, and finally Banjo the bear. The story for the game originally was about a giant who kidnapped Banjo's girlfriend Piccolo at a concert the two were watching; the plot to the game originally also had a part where Banjo and Kazooie first met, also Wumba was originally supposed to be the original role for Mumbo. There were also sixteen worlds planned for Banjo-Kazooie such as Fungus Forest, Mount Fire Eyes, Witchy World, and Glitter Gulch Mine but were put off or redone for other games due to time constraints, also the in ending when you defeated Gruntilda the last spell she threw at Banjo and Kazooie was originally planned to hit them and turn the two into frogs and you were supposed to play as Tooty to turn them back to normal by collecting enough Mumbo Tokens (which explains why there are more Mumbo Tokens in the game than you need).
** Fungus Forest later ended up in ''VideoGame/DonkeyKong64'', as "Fungi Forest".
** Also Stop 'N' Swop is the most famous example out of ''Banjo-Kazooie'' despite the fact no one knows what its story was but do know that it was canned.
*** Stop 'N' Swop is an interesting example because it was scrapped not because of the limitations of the engine or time constraints. Instead, Stop 'N' Swop was canned because of the hardware. The original plan involved exploiting an eccentricity of the N64's memory where information was held in it for up to four minutes after a cartridge was removed. Accounts of how exactly it would work vary, but the general idea was to literally swap out a ''Banjo-Tooie'' cartridge for a ''Banjo-Kazooie'' one when prompted. Unfortunately, the year after ''Banjo-Kazooie'' was released Nintendo put out a new model of N64 that cleared its RAM too fast for cartridges to be swapped. Rare briefly considered making ''Tooie'' into a follow-through cartridge like ''Sonic & Knuckles'', but ultimately decided to just drop the idea entirely.
*** And the Bottles' Revenge feature in ''Banjo-Tooie'', which seems to be fully functional but just needs hacking to start up.
** Likewise, the third game in the series was conceived as a platformer before becoming the [[GenreShift vehicle building game]] it is today. It would have been a semi-remake of the first game in the series, but with unexpected twists, such as the mountain in the first level erupting as a volcano. Unfortunately for Rare, [[TheyChangedItNowItSucks most fans would have greatly preferred that kind of game and it probably would have sold much better]].
*** The reason they ended up making vehicles is because the levels designs were ''huge'', so much so that you'd need vehicles to move around them in any reasonable time.
** ''Banjo-Threeie'' was also going to be a [[UsefulNotes/NintendoGameCube GameCube]] game.
** ''Banjo Pilot'' on the UsefulNotes/GameBoyAdvance was originally conceived as ''Diddy Kong Pilot'', a flying race game featuring Diddy Kong and a spiritual successor to ''VideoGame/DiddyKongRacing'' featuring pseudo 3D graphics. When Rare was bought out by Microsoft, the project was canned due to their loss of rights to the Donkey Kong characters and was re-tooled as Banjo Pilot.
* ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''Dragon Wars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.
* ''Battlecruiser 3000AD'':
** ''Battlecruiser Commander'' was an intended sequel that was planned to have two add-on packs: ''Battlecruiser 3000AD: Skirmish Pak'', which would have had multiplayer, and ''Battlecruiser 3000AD: Strike Pak'', which would feature a first person ship perspective, boarding ships, and player targeted ships.
** ''Battlecruiser 3020AD'' was another eventually-{{vaporware}} sequel that would have had a first person ship perspective and persistent online multiplayer.
** ''Universal Combat'' started as the ''Battlecruiser 3000AD'' first person ship perspective add-on, ''Battlecruiser Tactical Engagement'', replaced by "Project ABC" or "After Battlecruiser", intended for a 2001 Xbox and PC release, developed in 2001 as ''Battlecruiser Generations'' before becoming ''Universal Combat''.
** ''Battlecruiser Generations''/''Universal Combat'' was intended to have a persistent world MMO version, ''Battlecruiser Online''.
** ''Galactic Command'' was initially a series of action games based on the ''Universal Combat'' engine, ''Universal Combat: Hostile Intent''/''Hostile Intent: Planetfall'', ''Universal Combat: Hold the Line'', and ''Universal Combat: Edge to Edge''.
* ''VideoGame/{{Bayonetta}}'' has a few examples of this:
** The unlockable art gallery has several conceptual versions of Bayonetta, as well as a design proposal where Bayonetta's costume would subtly change depending on which weapon she had equipped, instead implemented as perfumes you could equip that would do the subtle changes for a few weapons.
** Rodin was also originally called Mephisto at one point.
** There was to be a teenage version of Bayonetta in addition to [[spoiler:her child self]]. This idea did not progress very far.
** The Shuraba weapon had an animation in which, once the weapon was fully charged, it would reveal the pulsating heart inside. The animation was completed, but the devs forgot to add it in. It can be found within the game's files, however.
** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold.
* ''B.C.'' by Peter Molyneux would have been a game about running a cave man settlement. The game was cancelled in 2004.
* Michel Ancel has stated before that the game that eventually ended up being released as ''VideoGame/BeyondGoodAndEvil'' is, in fact, ''Beyond Good and Evil 2'' due to the sheer volume of things that were cut and/or changed. Protagonist Jade was originally named Sally, and was much younger-looking--her name changed due to "Sally" sounding too old lady-ish, and her looks changed because she ''did'' look too young for a serious woman in her early 20's. The game was supposed to span multiple planets in an intergalactic chase, and the duel partner mechanic (used only at the very end of the game) was supposed to see a lot more use. The sequel, trapped in DevelopmentHell, already seems to be seeing this--after two incredibly realistic-looking trailers, interviews with Ancel suggest it's going back to something closer to its original look, and will be done by a small team as opposed to the big-budget production the first two trailers suggested.
** A released [[http://freetexthost.com/iwzhwkkkps original game story draft]] revealed a ''boatload'' of missing or altered content. The Governor of Hillys' role was originally a military man named Colonel Garis. The animal-picture-taking sidequest was originally much shorter, and only important for one part of the game. Rufus and Seven (a pair of racers found in the Akuda Bar) had plot significance. The [=DomZ=] were a ''sympathetic'' alien race, with the truly evil ones being called the Nazh. Most notably, ''Jade had a '''third''' gameplay partner,'' whose name was Toy'l, and who enabled her to use a psychic shield attack. There were also a number of things that got cut outright, such as Jade having to attend a fancy party to meet Col. Garis, Double H having in-game backstory, an airborne dungeon, and citizens ''attacking'' Jade for being a traitor.
* ''VideoGame/{{Bioforge}}'' was going to have a sequel, but it was eventually cancelled.
* ''Franchise/{{Bionicle}}: Legend Of Mata Nui'' would have been a 3rd person exploration/platform game for PC, based on the popular Franchise/{{LEGO}} brand. Players would have had the opportunity to play as each of the six original Toa characters, meet the islanders personally, and fight their way to confront [[BigBad Makuta]] himself. And the entire thing would have been canon, standing as the most complete and most official telling of the 2001 storyline. Nearing completion, with loads of promo material having been released, the game was scrapped, and is now seen as a Holy Grail for ''BIONICLE''. Beta copies do exist, which reveal several flaws that might have caused its cancellation. The motion controls are clunky -- there is no transition between standing still and jutting forward with great speed. The fights are either boring (you can defeat bigger foes without having to near them) or annoying (as it's hard to aim at smaller enemies). The environments, while vast and pretty, barely have any challenges or minigames to offer, as the developers were notoriously inexperienced at making these. At the very end of the first level, there is an impassable glitch. And the story presentation was so cheesy, the Story Team would have de-canonized great chunks of it. These factors and the tight deadline are what probably lead to the game never getting finished. LEGO [[WordOfGod simply states]] it wasn't up to their standard of quality, but it's also said that the game could only run on a particular type of graphics card. Thankfully, fans got to play a truly great on-line game for compensation, which was originally intended to be a mere side-note to the PC game.
** Their second attempt at a ''BIONICLE'' console game was more successful, if only in the sense that it was released -- but still not exactly finished. There were plans to release it onto UsefulNotes/PlayStation, and the game would have had levels featuring the six Toa in both their original Mata and updated Nuva forms, adding up to a total of 13 levels. A lot of these had to be scrapped due to the rushed development, even though the canceled levels were still heavily advertised in promotions. The released game only had 8 levels, and Tahu's the only one playable in both of his forms.
** ''[[http://www.youtube.com/watch?v=v6R_mc2oreU BIONICLE 2: City of Legends]]'', the never-finished 2004 sequel to the aforementioned game. Before the release of the linked video in late 2012, no one even ''knew'' it had been in development.
* The original ''VideoGame/{{BioShock|1}}'' underwent many, many changes from the time it was pitched to the final product. The original pitch still had the {{Zeerust}} idea; they wanted it to take place on land, in a series of interconnected controlled environment chambers created by 1940's Germany. The laboratories would be full of mysteriously dead human bodies, being overrun by strange, insectoid life forms called Gatherers, who collected genetic material and body parts, the Protectors for the Gatherers, and predatory Aggressors. These eventually developed into, respectively, the Little Sisters, Big Daddies and Splicers when the developers decided they wanted a more "human" angle. The concept art book for ''[=BioShock=]'' shows off some of these life-forms; particularly striking is one insectoid being half-fused into a human body using its arms and legs to walk and fire a pistol. Among other things promised was the ability to alter the controlled environment, such as raising the temperature in an area and giving yourself a plasmid that protected you from heat exhaustion. One of the insectoids nearly made it to the sequel - the concept art shows Splicers turning into things that made [[Franchise/ResidentEvil G-Virus mutants]] look cute.
** The original game had Jack mutate more and more with plasmid use, and would make players decide if they wanted to become a hideous freak like the splicers to survive, or refuse.
** Irrational released their original pitch for ''[=BioShock=]'', which turns out to have been a ''completely'' different game. In the original pitch, you play as Carlos Cuello, a “deprogrammer” assigned to infiltrate a mysterious cult based on a remote island and “rescue” a wealthy heiress being held there. The game would also include a much more in-depth weapon creation system, based on the superpower creation system in ''VideoGame/FreedomForce''. Some of the weapons you could make included a triple-barreled automatic shotgun, a silenced railgun, magnetic grenades, a sniper rifle that shoots acid-coated bullets, and a ''chain lightning taser pistol''.
** Even the first ''[=BioShock=]'' gameplay demo had a bunch of features that were drastically altered in the final game: ADAM was supposed to be the only currency in the game and could be looted off cash registers, there was a plasmid that allowed you to sprint in BulletTime, what would eventually become the Fort Frolic level would have you at one point luring Sander Cohen out of hiding by playing the records of his hated rival Anna Culpepper and the weapon mods looked cobbled together out of duct tape and household items, to emphasize how Rapture was originally a weapons-free society (apropos of the last point, Levine claimed the weapons looked "dorky", hence his decision to make the weapons "still look modded but by someone who knows what they're doing").
** ''VideoGame/BioShock2'' went through several ''huge'' shifts in storyline and themes during development. Originally, the Big Sister was intended as a single BigBad or TheDragon, a former Little Sister incapable of adapting to life on the surface who had returned to Rapture to try and rebuild the city of her childhood. She kidnapped girls to do so, and Tennenbaum returned to try and clean up the mess. This entire plot was more or less scrapped in exchange for a PerspectiveFlip with a religious collectivist villain in contrast to the first game's atheist Objectivist BigBad.
*** At one point, the sequel was to have [[DirtyCommunists Soviet Russia invade Rapture]], with the Soviet troops replacing splicers. It was even in some demos shown to reviewers.
** ''VideoGame/BioShockInfinite'' made a habit of cutting levels during development. In fact, nearly nothing seen in any of the early gameplay trailers made it into the games. Many of the floating islands seen in the background of the final game are actually cut levels that have been repurposed as scenery.
*** Before creating Columbia, the developers considered reusing the setting of Rapture or setting the game in the Renaissance period.
*** Conceptually Columbia was going to be a much darker place and would have been decorated anachronistically in art nouveau, but this looked "too much like Rapture in the clouds". The main enemies would have been vigor junkies as opposed to splicers, but this idea was again dropped. The whole game was going to look much like the level in Comstock house, fitting the mold of Rapture very well indeed.
*** Songbird was going to be a reoccurring mini boss who hounded the player at every turn - which, in itself, was an unused concept from ''[=BioShock=] 2'', where a solitary Big Sister served as a reoccurring boss.
*** Elizabeth was going to be much more powerful - calling in thunder strikes to stun enemies and other debuff attacks to help [=DeWitt=] slay his targets. In addition, opening tears would harm her more and more, and the player had to account this into his actions. Like the Harvest/Saving of Little Sisters, it would affect the ending and gameplay, and also was in itself a modification of an unused ''[=BioShock=]'' concept, where Jack had to decide if he would splice himself to the point of inhumanity, or keep himself human, at the cost of safety.
*** The Vigors were originally going to work much differently: instead of drawing from a pool of Salts, they would work much like the guns, having limited "ammo" which would force the player into constantly changing his strategy. Instead of Gear, there were originally "Nostrums", passive bonus granting Vigors much like the Tonics from the original ''[=BioShock=]'' with "unstable" (grants a random bonus out of three) and "stable" (grants a specific bonus but are rarer/more expensive).
*** Comstock originally looked more like a stern politician instead of the white bearded prophet he eventually became. Similarly, Elizabeth started out much older and conservatively dressed (complete with prim-and-proper hair bun). She was also originally explicitly mute.
*** ''[=BioShock Vita=]'', a cancelled game on the UsefulNotes/PlayStationVita, was going to be a turn based strategy game similar to ''VideoGame/FinalFantasyTactics'', set in pre-fall Rapture.
* ''VideoGame/{{Borderlands}}'' was originally going to be a straight-laced first person shooter with a fleshed out story and realistic-looking graphics. Roland's original concept art shows him as a white, middle aged soldier with greying hair. This concept would eventually be used to create Dr. Zed. Early on in the game's production. It was also going to have randomly generated vehicles that could be collected like guns, as well as a way to hijack a vehicle from a bandit. The dungeons would also have random elements as well (a cave where a blank wall was previously, for example). However, most of this got scrapped when they decided to change the whole game's art style. Aside from changing from realistic to cel-shaded graphics, the developers realized that there are already way too many ''VideoGame/CallOfDuty's'' and ''VideoGame/HaloCombatEvolved's'' out there, so they chopped up and recreated the story to add in the elements of humor that the series has become known for.
* As part of a late-game sidequest in ''VideoGame/{{Borderlands 2}}'', the player would have had to [[spoiler:inform Tiny Tina of Roland's death, which would emotionally devastate her]]. This is likely because, unlike the other [=NPCs=] involved with the quest, [[spoiler:Tina lives out in the Tundra rather than at Sanctuary, meaning that players would have to trudge through an area filled with low-level enemies for simply for a bit of dialog]].
** This decision influenced ''Tiny Tina's Assault on Dragonkeep'', the 4th major DLC for the game. If they'd gone with the original plan, how would this have turned out?
* ''The Broken Hourglass'' was going to be an isometric party-based RPG in a Byzantine-like setting, inspired by ''Baldur's Gate II''. The game was in development in 2005 and was cancelled in 2011.
* ''VideoGame/BrutalLegend'' was rushed, leaving the campaign only half as long as it was meant to be. Supposedly there was even a fourth faction, but that never saw the light of day.
** The part where you escape Lionwhyte's palace was going to be set to ''[[Music/IronMaiden Run to the Hills]]'', but since the developers couldn't get the licenses for that song, they had to settle on ''[[Music/{{Dragonforce}} Through the Fire and the Flames]]''.
** According to an interview, the campaign was just supposed to be a tutorial for the multiplayer.
* ''Capcom Fighting All-Stars'' was going to be a 3D fighting game featuring several classic Capcom characters such as [[Franchise/StreetFighter Ryu, Charlie, Chun-Li,]] [[VideoGame/RivalSchools Batsu, Akira,]] [[VideoGame/{{Strider}} Strider Hiryu,]] [[VideoGame/FinalFight Poison, and Mike Haggar]], and original characters such as Ingrid, Rook and D.D. The game wasn't received well with beta testers, and the game was cancelled and turned into the less-than-stellar ''VideoGame/CapcomFightingEvolution''.
** And continuing with Capcom, [[http://www.siliconera.com/2009/05/17/these-characters-didnt-make-the-tatsunoko-vs-capcom-cut/ this page]] also lists all the characters who were cut from ''VideoGame/TatsunokoVsCapcom''. Of that list, only [[Anime/ScienceNinjaTeamGatchaman Joe The Condor]] and Anime/{{Yatterman}}-2 made the cut for ''[[UpdatedRerelease Ultimate All-Stars]]''.
** In ''Ultimate All-Stars'', amongst the characters who almost made it but didn't include [[Franchise/AceAttorney Phoenix Wright]], Anime/SpeedRacer, and the Anime/SamuraiPizzaCats. Lucky for Nick, he managed to get another chance [[VideoGame/MarvelVsCapcom3 in another Capcom crossover]].
* ''VideoGame/CaptainToadTreasureTracker'' was originally conceived as a ''Legend of Zelda'' spinoff. When Miyamoto pushed the idea to Nintendo, they did not think Link was a good fit for the style of game, and they instead decided on Captain Toad, a character who had first appeared in ''VideoGame/SuperMarioGalaxy''. They gave Captain Toad a few levels with that style of gameplay in ''VideoGame/SuperMario3DWorld'' and after the success of that game, they pushed Miyamoto to make a full spinoff game featuring only Captain Toad levels.
* ''VideoGame/CaveStory'' was originally a very different game, and some weird fragments of this ended up in the finished game.
** Pixel originally planned for all the guns to have limited ammo until the endgame, making conservation of ammo a major part of the strategy. Then he playtested the infinite-ammo portions, decided they were simply more fun, and implemented that for the whole game.
** Balrog was originally named Puu, and in addition to being a RecurringBoss, he was also initially the FinalBoss. He wasn't a unique creature, but a larger version of [[TheGoomba a common level enemy]]. (Apparently Pooh Black, a GiantSpaceFleaFromNowhere in the final game, is a leftover from this period.)
** The character Curly Brace was nowhere to be seen--instead, Curly Brace was the name of the player character. This led to a bit of ascended {{fanon}}: In the finished game, it's mentioned that the protagonist has something written on his hat, but we never find out what. Artwork from the beta game showed that his name--Curly Brace--was written on his hat, so fanon insisted that, in spite of the name change, his hat still said "Curly Brace" in the finished game. When asked about this, Pixel's response was “Sure Why Not.”
* ''VideoGame/CelDamage'' was going to have a sequel. The sequel would offer new character designs (such as Violet and Dominique having new hairstyles and more cleavage, Sinder being made ''cute'', and Fowl Mouth becoming colorized), on-foot combat in addition to vehicle combat, many of the changes and improvements from ''Cel Damage Overdrive'', and new level themes, such as islands and underwater levels. Sadly, EA pulled the plug on the game before it could even progress past the early prototype stage, just so they could make room for more sports games and ''Franchise/HarryPotter'' movie tie-ins. Years after its cancellation, former Psuedo Interactive employees posted the concept art and a 15-second montage of clips from the early prototype to the Internet.
* ''{{Champions}}'', by Hero Games, was going to be a 1992 computer RPG adaptation of the ''TabletopGame/{{Champions}}'' RPG.
* ''Chaos Chronicles'', by Coreplay, was going to be a [[TabletopGame/DungeonsAndDragons D&D 3.5E]] isometric, party-based, tactical turn-based RPG on a hex grid.
* ''VideoGame/ChronoTrigger'': An unofficial installment, ''Chrono Trigger: Crimson Echoes'', would have had 35 hours of gameplay and eleven endings. A 3D remake of ''Chrono Trigger'', initially developed on the N64 as ''[=CT64=]'', ended up being on Windows as ''Chrono Resurrection'', with ports planned for Xbox and [=GameCube=]. Both fan projects ended up being abandoned due to a cease and desist.
* The ''VideoGame/ChronoCross'' artbook ''The Missing Piece'' has pages upon pages of dropped character designs, most of which much more eclectic or fantastic than the ones that made it to the final game (including some alternative designs for those that did.) Most frustrating of all: [[WordOfGod explicit mention]] of how Guile (Alf in the Japanese version) really ''was'' supposed to be [[VideoGame/ChronoTrigger Magus/Magil]], but his backstory was cut out in favor of the [[LoadsAndLoadsOfCharacters 40+ characters]] and therefore he was reduced to a random traveling sorcerer… giving rise to a million and one EpilepticTrees as to his identity.
** As for ''VideoGame/ChronoTrigger'', there were plans to [[spoiler:[[http://www.vgfacts.com/trivia/5320/?utm_source=dlvr.it&utm_medium=twitter have Crono stay dead at the end of the game]]; the player would replace him with his past self (and then have to send him back to his inevitable death) instead of [[TrickedOutTime saving him by switching him with a clone before he dies]]]].
* ''VideoGame/CityOfHeroes'' was still under active development when its shutdown was announced and the entire development team fired, with the highly anticipated Issue 24 update in beta-testing and only a few weeks away from release (which was itself just a preamble to a story that had been building since the game opened, the "Coming Storm", which was to start in Issue 25). Data-mining the beta client revealed six half-completed powersets that were being worked on, and even revealed an entirely new (albeit unfinished) zone, [[http://www.youtube.com/watch?v=4HRaYQruSSw Kallisti Wharf,]] intended for release with Issue 25. Even a long-awaited moon base map was scheduled to be added in Issue 28. Perhaps the saddest part of all was that the update in beta-testing when the game was closed was called [[http://www.cityofheroes.ca/news/game_updates/issue_24_overview.html "Resurgence"]].
* ''VideoGame/{{Clayfighter}} 63 1/3'' was planned to be ported to the UsefulNotes/PlayStation under the title of Clayfighter [[XtremeKoolLetterz X-treme]] with all of the characters from Sculptor's Cut, the gameplay from the original ''63 1/3'' and one of the characters that was removed from the N64 games, a homeless parody of Robocop called, of course, Hobocop. The N64 Clayfighters themselves were a reworking of a canceled ''Clayfighter 3''.
* ''VideoGame/CliveBarkersUndying'': A lot of things were dropped during development. According to WordOfGod, the game was even supposed to have a multiplayer mode.
** Eight different spells were cut out. The game was even supposed to have three selection wheels: one for weapons, another for offensive spells, and another for defensive spells.
*** Mindshatter: disorients (it's the spell used by the Sil Lith in Oneiros).
*** Powerword: scribes a rune on the air and damages anyone on sight (used by the Veragos in Oneiros).
*** Ward: organic mines (used by Bethany).
*** Firefly: makes enemies glow, allows spells to seek enemies.
*** Shala's Vortex: originally supposed to protect from magical damage, before it was merged with the shield spell (which was initially supposed to protect only from physical damage).
*** Phoenix: initially a spell, not a weapon (used by Keisinger). Dynamite was supposed to be the missing weapon.
*** Phase: invisibility (used by the Drinen in Eternal Autumn).
*** Incantation of Silence: mutes sound.
** At early stages of the development, the game was supposed to be called "Strange Aeons" (a Creator/HPLovecraft reference) or "Siog" (a Celtic word for "Spirit World").
** A cut level would have featured an Irish village overrun by Trsanti.
** The gameplay would have been much less linear, and have more freeroam.
** A dropped Scrye event was supposed to show Bethany coming back [[spoiler:after being killed by Keisinger]] and banishing Keisinger to Oneiros.
** Some items were also dropped. The wizard eye, for example, was like a surveillance camera that could put anywhere, but was dropped along with the multiplayer mode (being pretty much useless in single player). One can still be found in the DebugRoom, though.
* The original concept for ''VideoGame/ComixZone'', ''[[http://www.youtube.com/watch?v=El55LRmqSOE Joe Pencil trapped in the Comix Zone]]'', is completely different from the final product apart from having the same basic concept.
* ''VideoGame/CommandAndConquer'':
** The first game was originally conceived as a medieval fantasy RTS. However, Operation Desert Storm was all over the news at the time, so Westwood eventually settled for a more contemporary modern-day setting (with a sci-fi element).
** ''Command & Conquer: Tiberian Incursion'', known as ''Tiberian Twilight'' by fans, was to be the third game in the Tiberian continuity. Prior to its buyout by EA, Westwood's version of ''Tiberian Twilight'', which would have been in place of ''VideoGame/CommandAndConquerTiberiumWars'', would have continued the post-apocalyptic plot set by ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]''. Not much is known about what was intended, but it would have led into ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' due to another time travel act and conclude the Tiberian series. ''VideoGame/CommandAndConquerRedAlert3'' would have been the bridge between the original ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' and ''Tiberian Dawn'', showing how the Brotherhood of Nod would have risen from the ashes of the Soviet Union. This would later all be nixed by EA, possibly because of the confusing plot lines involving time travel.
** ''VideoGame/CommandAndConquerRenegade'':
*** The game would have originally starred Logan Sheppard, the son of the Brigadier General you receive your orders from in the original game, with more missions geared towards stealth. In the released game, he just runs the replacement player character Nick Parker through the obstacle course. And, in another case of this, said obstacle course was supposed to have Nick constantly making fun of Logan for the above family link; in the actual game, Nick doesn't say a word to him.
*** There's an almost saddening amount of lines recorded that are never actually heard in the game, as evidenced by an ''VideoGame/UnrealTournament2004'' voicepack created out of their sound files.
--->'''Patch:''' I have to know, do you write those down ahead of time, or is this all improv?\\
'''Deadeye:''' If they'd issue me enough equipment, I wouldn't have to scavenge!
*** The models for most of the weapons were apparently changed very late in development, as about half of the pre-rendered cutscenes feature completely different versions of them - among others, the pistol resembles an [=MP7=], Nod soldiers carry M16's with grenade launchers as they did in the original game, and the sniper rifle is even more boxy and has a larger scope and a longer barrel.
*** Gideon Raveshaw and Mendoza had different models and appearances; Raveshaw actually had Mendoza's final model (explaining why Mendoza's outfit so highly resembles that of Seth from the original game) while Mendoza had a completely different design that never made it into production. This would have made Raveshaw a hell of a lot more badass (at least prior to his Tiberium infusion) since he would look like a grizzled veteran instead of a tiny Napoleon-esque general.
** ''Command & Conquer: Renegade 2''. One version was going to tie in to ''VideoGame/CommandAndConquerRedAlert2'', another version was to be set after ''Yuri's Revenge''.
** ''Tiberium'' was going to be a tactical FPS using Unreal Engine 3.
** ''Command & Conquer: Continuum'' was to be a ''Command & Conquer'' MMORPG.
** ''[[VideoGame/CommandAndConquer2013 Command & Conquer]]'', a free to play game by Victory Games that was cancelled in 2013.
* ''VideoGame/ConkersBadFurDay'':
** The game was originally designed to be a cute, ''VideoGame/BanjoKazooie'' type platformer named "[[http://www.youtube.com/watch?v=bEuFNl4s9yI Conker's Quest]]", just like ''Conker's Pocket Tales'' for Game Boy Color. They then revamped the game, and changed it to [[http://www.youtube.com/watch?v=zNuIKBgZMcw&feature=related "Twelve Tales: Conker 64"]], in which it was more of a ''VideoGame/SpyroTheDragon''-type platformer. In the end, Rare got aggravated about the complaints of this platformer looking childish and [[ItsTheSameNowItSucks too similar]] to ''Banjo-Kazooie'', and ended up changing the story completely, such as {{timeskip}}ping Conker from a child to an alcoholic adult and [[AvoidTheDreadedGRating avoiding the E rating altogether]]. Thus, making the ''Conker's Bad Fur Day'' we know today.
** Another example from ''Conker's Bad Fur Day'' is that the game was supposed to end in a much more tragic way. The original ending involved Conker so stricken with grief over his loss of Berri, and being miserable as king, [[DrivenToSuicide that he would go up to a mirror, sob, put a gun to his head, the screen would go blank, and only a gunshot would be heard]]. However, Rare wanted to leave it open for a sequel, so they changed it.
** In the sequel, ''Conker's Other Bad Day'' or ''Conker: Gettin' Medieval'', it was planned that Conker did so horribly as king (he squandered the treasury's worth of moolah for parties, beer and hookers to a point of bankruptcy) that he was thrown in the dungeon and had to escape, ball and chain in tow, back to his throne. The sequel was cancelled by Microsoft in favor of ''Kinect Sports''. Also, another draft of the sequel was going to have Conker killed as early as the first scene in friendly fire.
* ''Literature/{{Contact}}'' was Carl Sagan's idea for a non-violent video game that would teach astronomy by starting on the Earth and finding a location in the Milky Way galaxy, or finding the Earth from another point in the galaxy. It was envisioned either as one game with two modes, or two separate games, ''Contact 1'' and ''Contact 2''.
* ''Franchise/CrashBandicoot'':
** There's a good handful of ''Crash'' games that were either heavily altered in development or never released. ''VideoGame/CrashBandicootTheWrathOfCortex'' was originally going to be made by Mark Cerny and published by Sony as a [=PS2=] exclusive, there was going to be a game starring Crash's EvilTwin, Creator/KromeStudios started making a game for the series which ultimately became ''[[VideoGame/TheLegendOfSpyro The Legend of Spyro: A New Beginning]]'', ''Crash Nitro Kart'' and ''Crash Tag Team Racing'' were both originally going to be developed by Creator/TravellersTales, ''Crash Tag Team Racing'' was also planned to have a Nintendo DS port, [[ArchEnemy Cortex]] was planned to have a spin-off, at least one PC-exclusive game was planned that became {{vaporware}}, and a ContinuityReboot and a console racing game were planned that were canceled when Creator/{{Activision}} shuttered Creator/RadicalEntertainment.
** The original ''VideoGame/{{Crash Bandicoot|1996}}'' was going to have an intro and ending animated in the style of a 90s Saturday morning cartoon which ultimately didn't make it into the game. Both cutscenes surfaced online nearly 19 years after the game's release and can be found [[https://www.youtube.com/watch?v=6d5651XSuh0 here]]. The intro also notably includes Tiny Tiger and the Komodo Bros. among Cortex's henchmen, meaning that they might have originally been intended to appear in the first game but were ultimately pushed back to their appearance in ''VideoGame/CrashBandicoot2CortexStrikesBack''.
** Ripper Roo was originally going to speak intelligibly in ''VideoGame/CrashTeamRacing'', but the developers thought it would fit his personality better to simply be TheUnintelligible. The unused audio can still be found on the game disc.
** Collecting yellow gems in ''VideoGame/CrashTwinsanity'' unlocks 'unseen extras' which apparently feature ideas and concepts that never made it into the final product. The trope is {{lampshade|Hanging}}d by Cortex once:
-->"We were going to visit two dimensions, but… we ran out of time."
** The following things were thrown around at various points in ''Twinsanity'''s development:
*** The other two islands from the first ''VideoGame/{{Crash Bandicoot|1996}}'' game where you would explore the temples and race on a track run by the Komodo Bros.
*** Crash originally had a dashing flame punch attack that could be used after spinning, and it would have been able to open metal crates and crush doors and whatnot - but, the move was deemed "too powerful" for the game - quite literally, since it was stated that the punch could mess up the game physics.
*** Another Doc Amok level set on the sea floor of a dry ocean that would have also possibly led you to N. Gin's sunken battleship.
*** Coco Bandicoot as a playable character, where her levels would consist of her running around in a Matrix/Tron parody in order to hack open the way for herself and her allies.
*** An encounter with an Evil Coco, {{stripperiffic}} outfit and all, and Good Cortex in the tenth dimension.
*** A fight with a blue monkey wearing a bowler hat would occur when you entered Crash's garden. The fight would consist of the monkey leaping on you and wrestling you to the ground, during which a gameplay mechanic similar to Rollerbrawl would take place where you had to pin the monkey to the ground long enough for you to escape.
*** You would enter Cortex and Coco's minds using the Psychetron. In the former, you would explore Cortex's mind as Crash fighting manifested freakish copies of Cortex while the music of the stage consisted of Cortex singing a song about himself and his history with Crash. In the latter, you would play as Cortex while fighting pastel horrors.
** There was a Crash Bandicoot game developed by Tom Ruegger best known as the creator of ''WesternAnimation/TinyToonAdventures'' and ''WesternAnimation/{{Animaniacs}}'' but it was ultimately cancelled.
* In 1995, a first-person sandbox PC game called ''Damocles'' was supposed to come out. Its goal would have been to explore a solar system in order to save a planet from a collision with a comet. The solar system would have been ''completely'' explorable; the players would have had the freedom to fly in space, land and move freely on any planet, enter any building, explore any room, pick up any object, blow up any building and even destroy any planet they wanted. Psygnosis canceled the game when it was practically complete.
* ''VideoGame/{{Crusader}}'': ''Crusader: No Survivors'' was to be the multiplayer add-on for ''Crusader: No Regret''. The third game would have been ''Crusader II'', ''Crusader: No Mercy'', or ''Crusader 3: No Escape''.
* ''VideoGame/DarkSector'' was initially announced in 2001 as a massively multiplayer SpiritualSuccessor to ''VideoGame/UnrealTournament''. No words were spoken on this game until in 2004, when the game turned into [[https://www.youtube.com/watch?v=tpr1DCQNyg4 a stealth-oriented action series in space]]. Then in 2006 it was overhauled into biologically themed ''VideoGame/GearsOfWar's'' [[FollowTheLeader sister game]] with a glaive that isn't actually a glaive that finally hit the consoles in 2008. The stealth-action space game later evolved into ''VideoGame/{{Warframe}}''.
* In ''VideoGame/DarkSouls'', there was originally going to be a sidequest expanding throughout the entire game involving Oscar of Astora, the guy who gives you the Estus Flask at the very beginning of the game, according to some dummied out dialogue. The quest apparently involved him helping you fight past the enemy NPC's inside of Darkroot Garden, and ended with a duel in the [[spoiler:[[TheVeryDefinitelyFinalDungeon Kiln of the First Flame]]]], the dialog suggesting that [[spoiler:he sides with whichever primordial serpent that you didn't side with]]. Considering that he also shares the same armor with the promotional artwork of the [[PlayerCharacter Chosen Undead]], he was probably originally meant to be the PC's [[EvilCounterpart evil counterpart]].
* ''VideoGame/{{Darkstalkers}}'':
** During the initial design stage, Morrigan was supposed to be a cute and clumsy vampire girl while Felicia was supposed to be a hot, aggressive, and seductive catwoman. A few character redesigns later, Morrigan was turned into the hot succubus that everyone knows and loves, so Felicia was severely toned down to fill the "cute" character spot. Traces of this can still be seen in the first game, with Morrigan sporting a much less slutty artwork without her habitual seductive lips, while Felicia had much more visible lips instead of her habitual fanged halfmoon smile, and her aspect in general was much more mature and way less of her ditzy bubblehead self in later games. This can also be seen in their stage backgrounds: Morrigan's is a pastel-colored castle with fireworks going off in the background (rather unfitting of the Strongest Demon in the Underworld, but it might work for a little girl...), while Felicia's basically implied that she was a Vegas showgirl.
** Lilith is roughly what Morrigan was originally meant to be. Also, she was going to be her half-angel sister. Lilith's design also was rumored to perhaps at one point be male or a hermaphrodite before she became said half-angel sister. During her incarnation as an angel, she looked exactly like Morrigan except possibly more "pure", and she was the older sister of the two who was mercilessly teased by Morrigan. Her design as an angel was retooled into the different succubus we know and love, because at the time there were too many angelic characters in other fighting games (such as Angel in ''VideoGame/{{Tekken}} 2'' and Uranus in ''VideoGame/BattleArenaToshinden 2'').
** Although it is common knowledge that Creator/ArcSystemWorks was formed of ex-''Darkstalkers'' staffers who jumped ship from Capcom after the release of ''Vampire Savior'', it is less known that many of ''VideoGame/GuiltyGear'''s characters are ripped directly from aborted ideas for Darkstalker characters: Concept arts for Victor show a character highly reminiscent of Potemkin, and early plot treatments for Lord Raptor (in which he was a dead soldier with Arm Blades, and later a Zombie Pirate with a giant hook in his chest that shot tentacles at opponents) created three characters: Chipp, May, and Zato-1. Pyron at one point was going to be an extraterrestrial MadScientist; the concept design is literally Faust with a giant plume of flame emanating from his head.
* ''VideoGame/{{Dawngate}}'' was a cancelled [[MultiplayerOnlineBattleArena MOBA]] by Waystone Games.
* The art book for ''VideoGame/DeadRising2'' and some early previews show that the game would've taken place in one large, Western-themed casino with a steamboat in the side [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/AB21.jpg (source)]](or perhaps that was one of the several casino/hotels, along with a different, Luxor-like Yucatan, seen in some pictures provided), that Fortune City would be an actual city with a large entertainment-like area similar to the final game's Fortune City and near a Phenotrans (then called Biotrans) facility [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE25.jpg (source)]] , overall more ambitious and large scale concepts for the area and casinos [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE22.jpg (source)]] [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE24.jpg (source)]] [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE26.jpg (source),]] [[ArsonMurderAndJaywalking and a different design for the entrance to the bar in the Yucatan.]]
* ''Demonik'', the game featured in ''[[Film/GrandmasBoy2006 Grandma's Boy]]'', was going to be a game by Majesco Entertainment for the [[UsefulNotes/{{Xbox360}} Xbox 360]].
* Originally, ''VideoGame/DevilMayCry'' was a set of combat mechanics for ''VideoGame/ResidentEvil4'', which were canned because they were too action-oriented. But then it spun off into its own series, and even ''that'' had its changes, such as Dante being armed with a submachine gun, not wearing a longcoat, fighting Griffon in place of Phantom for the first battle, and [[OneWingedAngel Devil Triggering]] into Alastor in the cutscene right before said battle. The Devil Trigger scene was moved to the end and used for the Sparda form instead.
* ''[[http://diablo.wikia.com/wiki/Diablo_(Game)#Cut_Content Diablo]]'': The [[https://web.archive.org/web/20090801095645/http://www.gamesurge.com/features/editorials/diablo_revealed/otherquests.shtml Map of the Stars]] and Rune of the Stars would let the player know when the stars and planets would come into alignment, when Diablo would be nigh invincible unless a special quest was completed in time, significantly changing how the game was played. Shown in a hidden movie on the ''Diablo'' CD.
** At least seven [[https://web.archive.org/web/20090801123915/http://www.gamesurge.com/features/editorials/diablo_revealed/pages/monsters.html monsters]] cut from the game: Bone Demon, Devil Kin Brute, Incinerator, Invisible Lord, Lord Sayter, The Arch-Litch Malignus and the Unraveller.
** A six page spell book was to include the [[https://web.archive.org/web/20090117162050/http://www.diablo-evolution.com/index.php4?pageid=spells spells]] Invisibility, Blood Boil, Blood Ritual, Doom Serpents, Etherealize, and Sentinel.
** The ''Warcraft II'' ''Diablo'' preview suggests the hero was to discover who killed their family, have a skill tree system similar to ''Diablo II'', and have only [[https://web.archive.org/web/20090801123920/http://www.gamesurge.com/features/editorials/diablo_revealed/storyline.shtml one class]] branching off into three skill trees for Warrior, Mage or Rogue.
** A cut quest involved talking to Tremain the Priest about retrieving the sword Shadowfang from the demon Fleshdoom to receive the Lightforge mace. A quest from Gillian the barmaid involved hunting down the fallen angel Izual to receive the Azurewrath sword. Another quest involved hunting down the demon queen Andariel, later used in ''Diablo II''.
** The ''Diablo: Hellfire'' expansion was to have a more developed story and voice files for the Bard and Barbarian classes.
* ''VideoGame/DiabloIII'': Condor/Blizzard North's [[http://www.forbes.com/sites/erikkain/2012/05/28/the-diablo-iii-that-never-was/ 2005 version]] would have retained the ''Diablo II'' look and feel instead of the more criticized "World of Warcraft" graphics of the retail release.
** The animation of the Siegebreaker Assault Beast eating the player was seen in the preview but not implemented in the final release.
** The Forgotten Tombs dungeon, ladders and climbing, requiring a jumping or teleporting class ability to bypass terrain, and [[https://www.youtube.com/watch?v=JyQUPAFV5ng more]] features not included or severely watered down in the final release.
* ''VideoGame/DisneyInfinity'', a game with a wide amount of content as it is, has lots of cut characters and content:
** ''Disney Infinity 1.0'':
*** [[WesternAnimation/PhineasAndFerb Ferb and Dr. Doofenschmirtz]]. Both have models in the game's files. Ferb is an interesting case he was seen in some [[https://www.youtube.com/watch?v=9oOVhGYIlPI gameplay videos pre-release]] where he was clearly playable. However, he was cut as there was only enough room for two ''Phineas and Ferb'' characters, and Perry the Platypus/Agent P was chosen over him. In Doof's case, it's not known whether or not he was intended to be a playable character or an [=NPC=]. It's rumored that he was to be a boss in an unmade ''Phineas and Ferb'' Play Set. Both of them (along with Candace) are still highly requested.
*** [[WesternAnimation/{{Frankenweenie}} Victor Frankenstien]]. Victor appears in promotional art, and was reported to be receiving a Play Set. The movie's unpopularity with audiences put the kibosh on any of those plans.
*** Figment from the ''Journey To Imagination'' ride at [[Ride/DisneyThemeParks EPCOT]]. Scrapped as the developers felt he was too niche of a character.
*** [[Franchise/TheMuppets Kermit, Mrs. Piggy, Fozzie, Gonzo, Animal, and Beaker]]. All these Muppet characters have concept art of them as figures. Unfortunately, nothing has come out of this thus far.
** ''Disney Infinity 2.0'':
*** The Star Wars characters were originally considered to be included in this version, but (likely due to the large amount of characters and content planned) they were saved for the next version.
*** WesternAnimation/DarkwingDuck nearly made it into both this version and ''3.0''. He's a widely requested character because of this.
*** Stitch was to get a Costume Disc that put him in the Elvis outfit he wore in [[Disney/LiloAndStitch his home movie]]. However, the Elvis Presley estate asked for too much money to implement this.
** ''Disney Infinity 3.0'':
*** [[WesternAnimation/InsideOut Bing Bong]] was reportedly in development as a playable character according to a tweet by lead developer John Vignocchi, but was apparently cut later in development.
*** ''Star Wars: Rouge One'' and ''Disney/{{Moana}}'' were to get Play Sets, but failed to see the light of day after the series was cancelled.
*** Twelve inch tall figures of some of the series's most popular characters (which would have behaved differently in the game) were in the works, and due to be released by fall 2016. Again, this didn't happen due to the series's cancellation.
** The cancelled ''Disney Infinity 4.0'':
*** Information about the scrapped installment was leaked by alleged Avalanche Software employees days after Disney shut down the series. According to the leaks, it would have featured characters and content from places such as ''[[WesternAnimation/{{Cars}} Cars 3]]'', ''Film/PiratesOfTheCaribbean Dead Men Tell No Tales'', Pixar's upcoming film ''Coco'', ''Star Wars Episode VIII'', ''Film/ThorRagnarok'' and ''Film/GuardiansOfTheGalaxyVol2'', presumably meaning characters like Jyn Erso, Valkyrie and Mantis would have been playable.
*** A catch-all Play Set or Story Mode in the Toy Box would have been featured that would have enabled use of all characters without restriction, meaning that the oft-requested ability to have [[Disney/{{Frozen}} Elsa]] and [[WesternAnimation/PhineasAndFerb Perry the Platypus]] fight Stormtroopers on Alderaan or having [[Disney/LiloAndStitch Stitch]], [[WesternAnimation/ToyStory Woody]], and Captain America sail a pirate ship after [[Film/TheForceAwakens Kylo Ren]] on the Caribbean Sea would have finally been possible.
*** Disney Interactive would have enlisted the help of Creator/{{Hasbro}} to help out with the figures, expanding on the toy company's success with the newly-acquired Disney Princess license.
* ''VideoGame/DivineDivinity'' developer Creator/LarianStudios planned to make an RPG, ''Ragnarok Unless'', later titled ''The Lady, the Mage & the Knight'' or ''LMK''. The game was planned to have 8-bit graphics, was remade with 16-bit graphics as a game in the ''TabletopGame/TheDarkEye'' universe, and had gameplay similar to ''VideoGame/DiabloII'' and ''VideoGame/UltimaVII''. The game was cancelled and the engine and game assets were used to make ''Divine Divinity''.
* ''VideoGame/DonkeyKongCountryReturns'': The game was intended to have underwater levels, but they were cut out for being too slow and hard to control in. Also, the bonus pictures reveal, among other things, [[spoiler:a giant eel battle on one of the lighthouses only seen in the background in the actual game, a return of Tree Top Town, and LOTS of different designs for 9-1]].
* ''VideoGame/DonkeyKongCountry'':
** During development of the first game, Diddy Kong was originally Rare's updated version of Donkey Kong Jr. However the people at Nintendo felt he looked too different from the character so they were told to have the character be someone entirely new.
** A developer of the original game revealed that it was going to feature more animal helpers including Hooter the Owl, and Miney the Mole. It was going to have a magician Kremling named Kloak, a robot Kremling named Krocbot, and a Statue Kremling named Krumble. The animals were originally going to be found in cages and the player would have to collect keys to open the cage. Additionally there was one scrapped factory level which was full of bouncing springs, another allusion to the original ''Donkey Kong'' (specifically, the 75m stage).
* At one point, the Game Boy Advance port of ''Donkey Kong Country 3'' would have had a downscaled version of the original game's soundtrack, like the two ports before it. Eventually, time and/or cartridge space limitations forced the developers to turn to David Wise, who collaborated with Eveline Fischer for the original game, for a completely new soundtrack. As the new soundtrack is somewhat incomplete in some places (Cranky Kong is the only friendly character with his own theme music, there is no death theme, the file select uses the dock stage music instead of having its own, the final boss fight uses the generic boss battle music, etc.), this was evidently a late change.
* There was going to be a [=GameCube=] sequel to ''VideoGame/DiddyKongRacing'' entitled ''Donkey Kong Racing''. It was going to include the entire Kong family instead of only Diddy, and instead of racing in karts, planes, and hovercrafts, players would race on elephants, birds, and other jungle animals. The project was canned once Rareware left Nintendo for Microsoft.
* ''VideoGame/{{Doom}}'':
** The [[http://5years.doomworld.com/doombible original concept]] was very different. Gameplay would be more story and puzzle based, more like a first person AdventureGame. Screenshots and scripts still exist of these early versions (including such inventory items as “Commander's Hand” and “Ham Sandwich”). Early alpha versions, released on the Internet, show remnants from the original, slower and less action-packed design, with an assault rifle and bayonet, office chairs, and space marines playing cards in a lounge area. Some have argued when ID Software rebooted the storyline of the original game in ''Doom 3'', they were in fact just presenting a game that was closer to this original conception.
** The story was to start with four space marine [[PlayerCharacter player characters]] with differently colored outfits, playing cards in an office environment, interrupted by an attack in the base. One character, Buddy Dacote, would die at the end of the first episode, like how the player dies at the end of "Knee-Deep in the Dead".
** The Imp and Demon were going to be called Demon Trooper and Demon Sergeant. The Unmaker, a weapon made of demon bones, was planned to be included, and showed up later in Doom 64. There were ideas for interactive computer consoles and rail transport, showing up in ''VideoGame/{{Doom 3}}''.
** The first and third episodes were originally supposed to take place on "Tei Tenga", a tidally locked planet/moon (the design docs are inconsistent on this), with the bases the player explored focused on mining a substance called "Fire Dust" rather than teleportation. Additionally, there were a pair of "anomalies" at each of the poles, which were to be where said Fire Dust was first found and excavated from. In the end, all that remains of this are the names - "Tei Tenga" is referred to on a few monitors, as "UAC BASE TEI TENGA", and the anomalies are now the end of episode 1 and start of episode 2.
** After John Carmack designed the Doom 1 engine, ID Software wanted to use it to adapt the movie ''Franchise/{{Alien}}''. They decided against this rather quickly fearing ExecutiveMeddling in their creative process.
** Similarly, early versions of ''VideoGame/{{Quake}}'' were based around it being a very different hack-and-slash RPG set in Aztec temples (eventually changed to medieval European castles), starring a barbarian demigod named Quake who beats people up with his giant hammer. It was an eleventh hour decision to abandon this concept and turn it into a ''Doom''-like run-and-gun shooter, which is why the finished game has a muddled and inconsequential plot that tries to explain why you're running around medieval castles wielding a hand-held rocket launcher.
** ''VideoGame/QuakeIIIArena'' began life as an idea for a single player game called ''Trinity'', which was abandoned very early in the game design process in favour of a game focusing more on the deathmatch experience and online gaming.
** And ''VideoGame/Wolfenstein3D'' started as a much more ''Franchise/MetalGear''-style stealth combat game, with features like switching uniforms with guards, dragging bodies to avoid discovery, and using the knife to silently attack enemies instead of alerting them with gunfire. The game's pace was slow because of all this complexity, so they dropped it to speed up the game, in doing so basically invented the frantic first person shooter gameplay style we all know and love.
* ''VideoGame/DoubleDragon'':
** The original game was conceived as a sequel to the original ''[[VideoGame/KunioKun Nekketsu Koha Kunio-kun]]'' (aka ''Renegade''). It was retooled as a stand-alone game when the developers felt that they didn't want to work on a separate version of the same game for the overseas market like they did with ''Renegade''.
** The arcade version of ''Double Dragon II: The Revenge'' was originally planned as an upgrade kit for the original game that would've changed the graphics for the enemy characters and backgrounds. However, the developers wanted to add even more new features such as new moves, boss characters and more music, which wouldn't had been possible to add had the game been released as an upgrade kit, which required the game to be remade on a different hardware. This is why ''Double Dragon II'' reuses assets from the first game, since it was supposed to be an upgraded version to begin with.
** ''Super Double Dragon'' was supposed to have an actual plot. The BigBad Duke would've been revealed to be Billy and Jimmy's [[RivalTurnedEvil childhood friend]] and TrueFinalBoss would've been a fight with Duke's shadow.
* ''VideoGame/DragonAgeOrigins'':
** The game was originally intended that you were able to recruit Jowan the Blood Mage after finishing the Redcliffe chain of quests by invoking the Right of Conscription upon him, though time constraints led to this being scrapped. His fate in the game is either execution, being sent back to the Circle and into the hands of the Templars, or you let him escape early on.
** Plans to amend a few cases of GameplayAndStorySegregation were scrapped: [[PhlebotinumDependence Lyrium addiction]] (prominent among Templar and mage characters) was supposed to be implemented as a gameplay mechanic, manifesting itself in diminishing returns of Lyrium Potions; the [[TheCorruption Darkspawn taint]] (said to affect all living beings who contact the Darkspawn, including your party who fight them all the time) would have forced you to make your entire party Gray Wardens by the endgame. The Joining was only implemented in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'' and even there, it was optional.
** The game was also going to include human commoner and human barbarian origins, as well. In ''VideoGame/DragonAgeII'', the qunari mage Ketojan was originally planned as a party member.
* ''VideoGame/DragonAgeInquisition'':
** The Gray Warden who assists the Inquisition during the "Here Lies The Abyss" questline was originally planned to be none other than the PlayerCharacter from ''VideoGame/DragonAgeOrigins''. Unfortunately it was decided that unlike [[VideoGame/DragonAgeII Hawke]], the Warden-Commander was too much of a FeaturelessProtagonist to be implemented in a satisfactory manner, so they were replaced with Stroud, a minor character from the second game (or Alistair/Loghain with the right OldSaveBonus).
** The ''Champions of the Just'' quest was originally going to be a lot more involved, with dire consequences should The Inquisitor fall for the LotusEaterMachine. When the idea was discussed the reaction was a healthy dose of {{Squick}} and the whole expansion of the idea was scrapped.
* ''VideoGame/DragonBallZBudokai 3'' had intended to include another character: Bulma. A "Making Of" featurette showed Bulma's then-current English voice actress shouting out various lines in the studio and, through hacking, was able to place Bulma's skin onto Videl's character. However, it's unknown if Bulma was meant to be an alternate skin for Videl with new voices or an entirely new character.
* ''Dragon's Heaven'', developed by Face, was a 2D fighter for Neo Geo that ended up not being released.
* The original ''VideoGame/{{Duke Nukem|I}}'' was going to be called "Metal Force", and may or may not have had Duke as part of a team working to take down Dr. Proton.
* ''VideoGame/DukeNukemForever'':
** The game was going to be a sidescroller called ''[[http://dukenukem.wikia.com/wiki/Duke_Nukem_Forever_(Side-Scroller) Duke 4Ever]]'', with Dr. Proton as the main antagonist. The plot would've involved Duke trying to stop Proton from cutting the state of California off from the rest of the country, battling Protonite cyborgs and other enemies on his way to a final clash with Proton himself. The graphics engine eventually got reused for ''Alien Rampage'', originally called ''Ravager'', and the ''Forever'' title was [[RecycledTitle recycled]].
** Dr. Proton was going to be the main baddie of the DNF seen in the E3 2001 trailer; that version of DNF would've had Proton trying to take over the world by using technology stolen from Area 51. Though that version of the game was scrapped, the story elements were reused in the ''DNF'' DLC "The Doctor Who Cloned Me", along with another aborted subplot about evil Duke clones.
** Bombshell, Duke's female sidekick; in most iterations of the game before its 2011 release, she was set to be an integral part of the story. When Gearbox Software got their hands on DNF, Bombshell was off-limits (3D Realms still owned her at the time -- their intent was to put her in a spin-off game after DNF's release), necessitating the use of Captain Dylan as Duke's wingman. [[https://www.youtube.com/watch?v=LpG54vQNdQc Turns out, however, Bombshell's getting her own game after all.]]
** ''VideoGame/DukeNukemForever'' could have been released on ''VideoGame/DukeNukem3D'''s Build engine, the original ''VideoGame/{{Quake|I}}'' engine, the ''VideoGame/QuakeII'' engine, Unreal Engine 1, or even the ''VideoGame/{{Doom 3}}'' engine. It was eventually released on a modified Unreal Engine 2. Due to features being added or removed, and differences between engines, these would have been very different games.
* In the mid-2000s, Creator/{{Disney}} was looking to create a spinoff franchise based around the dwarfs of ''Disney/SnowWhiteAndTheSevenDwarfs'' (simply titled "Dwarfs'') taking a darker fantasy-epic tone (with a goal of drafting out thousands of years of Dwarf history). As a companion to a movie about how the dwarfs met and the origins of the Evil Queen and Magic Mirror, Disney hired Creator/ObsidianEntertainment to create a DarkerAndEdgier distant prequel set generations beforehand focusing around a young prince traveling with the ancestors of the Seven Dwarfs. Said game opened with the prince fighting a monster only to be revealed that [[spoiler:he was put under some hallucination spell and that he actually killed his mother the queen, setting into motion a journey to redeem himself]].
* ''VideoGame/DungeonKeeper'' was previewed as a dungeon design game in a generic fantasy setting, and was completely overhauled into its more humorous design.
* ''Dungeon Keeper 3: War for the Overworld'', cancelled in 2000, would have featured an improved economy, a new playable race, new playable heroes, and multiplayer.
* ''Eight Days'' by SCE London Studio was a UsefulNotes/PlayStation3 action game that was indefinitely put on hold in 2009.
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsArena'' was originally to be, about, well, [[ExactlyWhatItSaysOnTheTin arenas and gladiators]]. Then the developers put it into their home-brew ''TabletopGame/DungeonsAndDragons'' setting and fell in love with the WideOpenSandbox gameplay. The result was the epic role-playing series ''The Elder Scrolls''. Arena was left in the title because promotional materials had already been made using that name so it was kept and {{Retcon}}ned to refer to the setting as a whole, in a metaphysical "arena of the gods" fashion.
** ''VideoGame/TheElderScrollsIIDaggerfall'' was originally going to have a lot more content, more guilds. Such as Necromancer Guild, prostitute guild, and a guild called "Order of the Lamp". The wilderness was going to have more detail, such as roads and objects. NPC's as "Rival Heroes", furnishable houses (Which could be robbed) and twice as many spells. And Bethesda planned on setting ''The Elder Scrolls II'' in the province of Morrowind. When this proved unfeasible, the setting was shifted to the High Rock and Hammerfell regions. However Morrowind was eventually used for the third game.
** A sequel to The Elder Scrolls Adventures Redguard entitled The Eye of Argonia was in early production. However low sales of Redguard and a desire by the developers to produce a true sequel to Daggerfall put an end to that game.
** The civil war quest line in ''VideoGame/TheElderScrollsVSkyrim'' was originally intended to be far more dynamic and extensive, with several more city sieges, the possibility of losing holds and having to recapture them, quests to recruit giants to your side, etc. Some of these features were DummiedOut rather than cut, and modders have attempted to put them back in, but fair warning, the results are buggy.
* ''VideoGame/ElementalGimmickGear'' was originally in development for the UsefulNotes/SegaSaturn, but due to the decline of that system wound up on the UsefulNotes/SegaDreamcast. This explains why the cutscenes and 3D battles have higher resolution graphics than the basic gameplay mode.
* The main characters of ''VideoGame/EliteBeatAgents'' were originally going to be based off the Village people and were originally called the Disco Rangers. Derek also wasn't the same person until much later. There's also some WhatCouldHaveBeen in ''VideoGame/OsuTatakaeOuendan'', its Japanese predecessor. There was originally one level planned in [[http://www.youtube.com/watch?v=REq2Mf7xzXk this prototype]] where you have to save a puppy from an incoming train, but it was scrapped when they didn't think about how the scenario would end [[DownerEnding if you]] ''[[ShootTheDog failed]]''. The song was later recycled into Sachiko's level.
* ''Elveon'', a third person fantasy game by 10Tacle Studios, was to be released on PC, [=PS3=] and Xbox 360 on Unreal Engine 3. Development may have moved to Unreal Engine 4, or the project may be cancelled.
* The setting for ''VideoGame/EpicMickey'' is an InUniverse example of might-have-beens. As for meta examples:
** First, the strategy to defeat the Clock Tower using paint was different; rather than simply painting his face in, it would swing open after the arms brought you to its face, revealing a record player that was playing the tune "It's a Small World" over and over; smashing it would end the music and restore the Clock Tower's sanity. This would also explain the "Stop the Music" pin.
** Second, the Mad Doctor was originally wearing his black cloak from the short of the same name during the opening cinematic. However, developers realized that fans would confuse him for the original Phantom Blot, and the cloak was discarded.
** The biggest instance of all is the fact that originally, the KarmaMeter for the game would alter Mickey's appearance as you used Paint or Thinner more, or balanced both. This was changed as Scrapper Mickey (who looked more ratlike and with a nasty grin), who was the result of using Thinner a lot more, was too drastic-looking for fans of WesternAnimation/MickeyMouse.
** A level based on Alice's Curious Labyrinth (from Disneyland Paris) was scrapped due to the Creator/TimBurton film, ''Film/AliceInWonderland'', coming out at the time.
** Originally, the final boss of the game was The Storm Blot. This was basically Oswald as the Shadow Blot after Oswald sided with the Blot to get revenge on Mickey Mouse. This results in a rather [[DarkerAndEdgier twisted and crazier]] take on the Lucky Rabbit, especially when [[http://images.wikia.com/epicmickey/images/0/0a/Epic_mickey_storm_blot_by_hamilton74-d37hkgg.jpg pictures]] show that he seems to be using other Disney characters as sources of power, including the Genie, Dopey, Clarabelle Cow, and Horace Horsecollar. [[http://images2.wikia.nocookie.net/__cb20110527014705/epicmickey/images/thumb/2/2d/Epic_mickey_storm_blot_by_hamilton74-d3ewbnz.jpg/441px-Epic_mickey_storm_blot_by_hamilton74-d3ewbnz.jpg Another picture]] shows that the Storm Blot spawns Spatters, similar to the Shadow Blot. This suggests that during the game's development, the team decided to make Oswald more of a good guy than a villain, thus having the Shadow Blot take his place.
* ''VideoGame/EternalDarkness: Sanity's Requiem'' was originally planned to be a Nintendo 64 game, but promoted to the [[UsefulNotes/NintendoGameCube GameCube]], which allowed it to go from pre-rendered backdrops to real-time ones while not sacrificing any detail. Also, a few characters who were planned to be playable were relegated to NPC roles in other characters' stories, notably the temple guard in Ellia's and the templar knight in the cutscene before Roberto's. After Silicon Knights' buyout by Microsoft, they were going to make a sequel to ''Eternal Darkness'' for the Xbox 360 sometime after the release of ''Too Human 2'', but the sequel was cancelled when SK went under due to a lawsuit with Creator/EpicGames and use of the Unreal Engine. A SpiritualSuccessor, Shadow of the Eternals, did not reach its crowdfunding goals, and may not be released.
* The [=EyeToy=] games ''[=EyeToy: Fight=]'' and ''[=EyeToy: Tales=]'' ultimately went unreleased.
* ''Faith and a .45'' was going to be an Xbox 360 and [=PS3=] action game set during the Great Depression, with the player able to switch between two characters who were in love. The game was cancelled in 2012.
* VideoGame/{{Fallout}}:
** In Junktown of ''VideoGame/{{Fallout 1}}'', the player can make the good choice of siding with the mayor Killian Darkwater against the greedy casino-owner Gizmo. If the player sides with the former, the town becomes a bastion of law and order. If he sides with the latter, it becomes a WretchedHive. Originally, this was the other way around: The mayor runs the place into the ground with tyrannical laws and hanging half the population. The casino owner turns the place into a slightly seedy, but otherwise safe and pleasant place to live. [[ExecutiveMeddling The publishers objected to this and the endings got semi-switched.]]
** Supposedly, the person first considered for the role of ''VideoGame/{{Fallout 3}}''[='=]s [[PresidentEvil President John Henry Eden]] was none other than UsefulNotes/BillClinton, or more precisely [[Characters/{{Fallout2}} Richardson from ''Fallout 2'']].
** The first ''Fallout 3'', aka ''VideoGame/FalloutVanBuren'', could have lived even after Black Isle died. Had they not been outbid by {{Bethesda}}, ''Fallout 3'' would have been made by none other than Black Isle alumni developers Troika Games, creators of {{Arcanum}} and ''VideoGame/VampireTheMasqueradeBloodlines''. Several ideas from Van Buren would eventually be implemented in ''VideoGame/FalloutNewVegas'', though with changes to reflect the later time period. One of the most notable is Joshua Graham, the Burned Man - in ''Van Buren'' he was to be the "Hanged Man" instead, the first and statistically strongest companion available to the player, but also an extremely angry individual who was likely to piss off anyone and everyone else you came across. [[http://www.rpgcodex.net/forums/index.php?forums/van-buren-a-fallout-adventure.86/ A group of fans hope to recreate Van Buren as it was originally envisioned.]]
** A ''Fallout'' top-down shooter was being developed for the UsefulNotes/PlayStation by [[Creator/InterplayEntertainment Interplay]], along with a UsefulNotes/PlayStation port of ''VideoGame/BaldursGate''.
** ''VideoGame/FalloutBrotherhoodOfSteel'' was to be followed by ''Fallout: Brotherhood of Steel 2''.
** ''[[VideoGame/FalloutTacticsBrotherhoodOfSteel Fallout Tactics]]'' was to have two sequels, ''Fallout Tactics 2'' and ''Fallout Extreme''.
** ''Fallout Online'' was to be developed by [[Creator/InterplayEntertainment Interplay]]. The rights were transferred to Creator/{{Bethesda}}, and it was eventually cancelled in 2012, though through crowdfunding it may be turned into a strategy RPG.
** Prior to the iOS/Android ''VideoGame/FalloutShelter'', John Carmack proposed a ''Fallout'' game for the iPhone.
* A game based on ''Film/TheFastAndTheFurious'' was announced in 2003 around the release of ''2 Fast 2 Furious''. It would have been developed by Genki (developers of the ''TokyoXtremeRacer'' series) and published by Vivendi Games. It was due for release in November of 2003, but was cancelled. Three years later, another ''Fast and the Furious'' game was released in connection with ''Tokyo Drift''. (Developed by Eutechnyx and published by Namco.) But it would have been interesting to see the first one. [[http://www.gamespot.com/articles/the-fast-and-the-furious-hands-on-impressions/1100-6072784/?utm_campaign=gamespace_b&utm_content=footer&utm_medium=partner&utm_source=gamefaqs Some information.]]
* ''[[VideoGame/FearEffect Fear Effect Inferno]]'' by Kronos Digital Entertainment, was going to be a UsefulNotes/PlayStation2 sequel based on the first game's [[Main/CuttingOffTheBranches best ending]].
* ''Videogame/{{Fez}}'' was going to have a sequel, though it was infamously canceled after developer Phil Fish's public breakdown.
* ''VideoGame/FinalFight Streetwise'' was originally intended to have Sodom and Poison appear. They were abandoned later in development. Also, the original ''Final Fight'' was originally meant to be a sequel to the first ''VideoGame/StreetFighter'' game entitled ''Street Fighter '89'', but reactions from consumers when the game was demonstrated at a trade show led to the game to be a standalone game. Supposedly, the fact that the game had really nothing to do with Street Fighter was the reason behind the change; the intended shared universe remained, however, and from ''VideoGame/StreetFighterAlpha'' on the series has featured Final Fight characters.
* [[http://serenesforest.net/general/designer4_3.html Shouzou Kaga's original plans]] for ''FireEmblem: Genealogy of the Holy War''. Among them were the possibility of all the female characters surviving or being revived by the power of Forsety, the game being split into three parts (part 3 would be the children reuniting with their parents), and Yurius surviving and being returned to his original self by ThePowerOfLove.
* ''Franchise/FiveNightsAtFreddys'':
** [[Videogame/FiveNightsAtFreddys The first game]]:
*** Freddy Fazbear was originally going to be named "Freddybear", and the name of "Freddy" and the other animatronics (Bonnie, Chica and Foxy) were meant to be placeholders until Scott Cawthon could come up with proper names. Ultimately, they grew on him and [[PermanentPlaceholder became the final names]].
*** The game was going to have a lives system in place, as shown in [[https://www.youtube.com/watch?v=GS-VcKmK7Gc a gameplay video]], but was ultimately removed.
*** Freddy was originally never able to move around the pizzaria with the rest of the animatronics, and would only kill the player if they ran out of power. Late in development, though, Freddy was made just as dangerous as (if not moreso) the others.
*** The map design looked different, with the cameras being shown as cones depicting their field of vision as opposed to labeled squares.
*** Scott Cawthon claimed that more animatronics were planned, but were cut. Although he never mentioned if they were Balloon Boy, the Puppet, or something else, he did say they would be brought back in the sequel.
** ''Videogame/FiveNightsAtFreddys2'':
*** The lives system cut from the first game would appear to have been brought back at first, as indicated by unused graphics, but was scrapped again.
*** Unused graphics for a toxicity meter are present, suggesting the player may have originally been unable to wear the Freddy head for long.
** ''Videogame/FiveNightsAtFreddys3'':
*** Unused graphics show that sealing vents was originally done by a separate button, as opposed to double clicking a vent.
** ''Videogame/FiveNightsAtFreddysWorld'':
*** The first trailer showcased a 3D overworld, which the final game lacked in favor of an 8-bit version. However, once the Steam release was pulled, the 3D overworld was reinstated for the [=GameJolt=] rerelease.
* [[http://www.bleedingcool.com/2014/01/12/late-night-fun-the-flash-video-game-that-might-have-been/ There were plans]] for a ''Franchise/TheFlash'' game made by [=BottleRocket=] and Brash Entertainment. The game was, sadly, cancelled in 2008 when Brash went belly up. With a story written by Marv Wolfman, it would have starred the Barry Allen Flash and had him deal with his famed Rogue's Gallery. In-game footage from the alpha had ''very'' obvious nods to Sonic (beyond the running part, there were dash pads and grinding) and the Spider-Man games. It was also highly possible to play as other speedsters from the Flash Family.
* ''VideoGame/{{Fracture}}'': The protagonist was going to be named Mason Briggs, then B.J. Dart, before settling on Jet Brody.
* ''Frag Ops'', an ''VideoGame/UnrealTournament2004'' mod, had a standalone version being developed that was cancelled when the developer was bought out by Epic.
* ''VideoGame/FreedomFighters''. Despite a clear ending with a sequel clearly brought up, and even an announcement of a sequel, developer Io never really gained any ground.
* ''VideoGame/FreedomForce'' originally was planned as a series where each game would be a different decade of comics history, leading up to the present. Instead they made a time-traveling second game with a few golden age heroes and one later-styled character with death powers, and then they hit it big with ''VideoGame/BioShock'' with no indication they'll ever go back to the IP, especially given [[http://www.theverge.com/2014/2/18/5422846/bioshock-studio-irrational-games-closing the studio is now closing down]].
* ''VideoGame/FreedomPlanet'' actually started its life as a ''Franchise/SonicTheHedgehog'' fangame before changing into an original game. In fact, Lilac started life as a Sonic-type hedgehog before evolving into the water dragon she ended up as. [[http://www.youtube.com/watch?feature=endscreen&v=YyLmofvbhNA&NR=1 this video]] from SAGE 2012 easily shows the Sonic roots a lot more.
* ''VideoGame/{{Freespace}}'' had a couple of cutscenes dropped from the final product, whose storyboards can still be found in the developers' notes, including a truly epic depiction of the Lucifer's attack on Tombaugh Station, which would have included Shivans leaping out of their ships (without spacesuits) to board it. One fan actually went ahead and animated another cutscene himself, that being the [[http://www.youtube.com/watch?v=9soWW_haNbM devastation of Vasuda Prime]]. Planet-size spaceships were also mentioned as being an idea for the unmade third game.
* ''VideoGame/{{FUSE}}'' was initially developed as a game with a different art style and tone, called ''Overstrike''.
[[/folder]]

to:

[[folder:Games A-F]]
* The early character concepts for many members of the ''Franchise/AceAttorney'' cast were very, very different:
** Phoenix had bright green hair and Franziska's sense of fashion
** Edgeworth looked like a young Manfred von Karma ''and'' had a pointy BeardOfEvil
** Mia was a big, hulking ''man'', whose design was retooled for the Judge
** Maya had blue hair and a more urban fashion sense
** Gumshoe would have been an aloof female detective
** Kristoph's early designs included a kimono getup that made him look he'd fit right in with the [[Manga/{{Bleach}} Gotei 13]].
** Additionally, ''Ace Attorney [[GaidenGame Investigations]]'' was originally conceived as starring Ema Skye rather than [[EnsembleDarkhorse Edgeworth]].
** ''VisualNovel/ApolloJusticeAceAttorney'' was originally intended to have a vastly different plot, more deeply rooted with Apollo's past and [[PutOnABus no appearances of Phoenix-Arc characters whatsoever, including Phoenix himself]]. ExecutiveMeddling vetoed this draft and the plot of Hobo-Phoenix's amazing quest to [[spoiler: overthrow the law-system]] with a BatmanGambit and the unwitting help of some [[DemotedToExtra unimportant]] 22-year old lawyer was born. Apollo's CharacterDevelopment and reception suffered from it, to say the least.
* The collector's edition of ''VideoGame/AgeOfEmpiresIII'' came with a hardcover artbook. The [[http://farm1.static.flickr.com/33/55677518_25f950ab1a.jpg last page]] of the book shows Roman numerals extending from I to V. The "IV" is underneath a picture of [[UsefulNotes/TheVietnamWar Vietnam-era]] American soldier and the "V" is underneath what looks like an [[Franchise/{{Halo}} ODST]] {{expy}}.
* ''VideoGame/AceCombat'':
** In May 1996, Creator/{{Namco|Bandai}} announced PC ports of three of their arcade titles, including ''Air Combat 22''. Save for the concurrent ''[[VideoGame/RidgeRacer Rave Racer]]'' port making the rounds at some industry trade shows and getting a preview in ''Magazine/{{EDGE}}''[='=]s July issue of that year, nothing came of this.
** Project Aces was working around 2003 on using the ''VideoGame/{{Ace Combat 04|ShatteredSkies}}'' engine for a remake of ''VideoGame/{{Xevious}}'' for that game's 20th anniversary, though the project was quickly shelved in favor of the team working on ''VideoGame/{{Ace Combat 5|TheUnsungWar}}''.
** A 2007 issue of Famitsu had an article centered on a trio of cancelled games, developed jointly by Project Aces and Cellius (a company owned by both Namco and Sony), which would have been set in the ''Ace Combat'' universe: ''[[http://acecombat.wikia.com/wiki/Brave_Arms Brave Arms]]'', ''Second Season 01'', and ''Chain Limit''. Little is known about any of them, other than that ''Brave Arms'' was to be a 3D beat-em-up set in the Kingdom of Sapin in 2025.
* ''Aliens: Crucible'' was an ''Franchise/{{Alien}}'' RPG developed by Creator/ObsidianEntertainment. The game was cancelled in 2010 when the publisher, Sega, preferred the release of ''VideoGame/AliensColonialMarines''.
* ''VideoGame/AlterEgo'': A planned sequel, focusing on child rearing, was eventually cancelled.
* Originally, ''VideoGame/{{Anachronox}}'' was going to be an utterly huge, vast RPG spanning numerous worlds and dimensions, featuring epic Japanese RPG-style combat with Western storytelling and characterisation. The concept was so vast that it was decided to split the game into two installments, with the first ending on a gargantuan cliffhanger of epic proportions. Unfortunately, despite rating high on the scale of awesome, the game did not pre-order very well and the development team was canned mere weeks before the game's release date. This angered the devs so much that one went on record '''encouraging people to pirate the game''', while others ended up developing some unofficial patches (such as adding a taxi service to the titular planet, saving on travel time)
* Over the years, there have been a major number of Anime-related games that attempted to cross over to the US, but failed.
** There were plans to release games based on ''Anime/{{Akira}}'' and it was advertised in the 1990s release of the anime. It would have been for all systems and each one would have gone a different route (Genesis would have been multi-genre, the Super NES would have just been sidescrolling, Game Boy would have been just a DolledUpInstallment), but THQ bought the company making it, Black Pearl, and killed it.
** There were two attempts to make a ''Anime/KimbaTheWhiteLion'' game, one for the NES and another for the Nintendo 64. Both were oddly cancelled.
** ''Macross VF-X2'': The cancelled UsefulNotes/PlayStation North American localization was to include English voice acting and an exclusive mecha.
** There was supposed to have been a game based on ''Anime/{{Trigun}}'' for the UsefulNotes/PlayStation2 by Sega. Not much was said about it beyond a simple ad.
** Tecmo created an MMORPG based on ''Manga/{{Bastard}}''. It got as far as the beta stage before it got cancelled.
** Toho planned to release the fighting game ''Ranma ½ II: Anything Goes Martial Arts'' for the SNES, the cancelled localization of ''Ranma ½: Chougi Rambuhen''.
** In 2005, Bandai planned to release ''Anime/CowboyBebop'': Serenade of Remembrance'' to the States after releasing it in Japan. In 2006, everything was dropped about it and a Bandai rep admitted it thought it would be a waste of time. Fun Fact: the image on the CowboyBebopAtHisComputer trope page came from that game!
* ''Ant Simulator'' was an ant simulation game in development that ended up being cancelled. The lead programmer resigned after claiming the game's Kickstarter funds were being mismanaged.
* In ''VideoGame/AmericanMcGeesAlice'', early screenshots show the Cheshire cat fighting alongside Alice.
** The sequel, ''VideoGame/AliceMadnessReturns'', had a lot of content planned that was cut, either due to time or technical difficulty, all of which is revealed within ''The Art Of Alice: Madness Returns''. For example, there was going to be a world revolving around the works of Creator/MCEscher, where the stage bent and shifted and Alice would walk on the walls. Another world was set on the moon.
* ''Animal Wars'' was a game developed by Factor 5, created for ''Creator/{{Sony}}''. It was part of a deal where Factor 5 would develop games for the publisher that started with ''VideoGame/{{Lair}}''. The game was VideoGame/StarFox [[XMeetsY meets]] VideoGame/ValkyriaChronicles, featuring a version of World War I with anthropomorphic animals. Sam, a dog in an aviator suit, would have been the central character, with a stage where the player controls a mouse through a field with enemies large in perspective. Vehicles would have features resembling the animal associated with them. However, Sony decided to cancel Animal Wars to ensure Lair would be finished in time. Because of Lair's disappointing sales and reviews, the deal with Sony was dissolved and Animal Wars was never worked on again.
* According to WordOfGod, ''AnotherCenturysEpisode R'' was originally planned to include ''Anime/{{Macross 7}}'', but the producers couldn't figure out how to make it work (since the protagonist is a pacifist who "fights" by using music to inspire his allies and drive off their EmotionEater enemies). Eventually they scrapped that and decided to include ''Anime/MacrossFrontier'' instead, which meant the game had to be delayed for a year. Likewise, ''Anime/MobileSuitZetaGundam'''s cast was going to consist of Kamille Bidan's Zeta Gundam, Quattro Bajeena's Hyaku-Shiki, and Four Murasame's Psyco Gundam, but they couldn't figure out how to make the latter into a decent playable unit, so Four was cut and replaced with Amuro Ray in his Dijeh.
* A beta version of ''VideoGame/ArdyLightfoot'' has Catry, the vulpine boss of the fourth level, sporting a ninja costume ([[FanService and a slightly more pronounced bustline]]). On the flip side, her final fate in the bowels of the next level's giant worm is as a [[FamilyUnfriendlyDeath half-digested corpse]] (as opposed to a skeleton in the final Japanese version and just lying prone on the ground in the U.S. version).
* ''VideoGame/ArmyOfTwo'' was initially much more ambitious, featuring more complex co-op maneuvers such as throwing clips to your partner and flipping objects for cover, and an emotive AI partner who'd do things like pissing and listening to music in real time. However, constant delays and difficulties during development lead to EA Montréal severely scaling down these features. While the final game is not an ObviousBeta, it does show signs of a jumpy development with its short length and rushed ending.
* ''VideoGame/AssassinsCreedII'' introduces a worthy future love interest for Ezio; a thief named Rosa that he rescues during his Venezia campaign, and would later go on to teach Ezio how to long jump up walls. Throughout the game, you witness plenty of ShipTease between the two, and Rosa quickly becomes an EnsembleDarkhorse amongst the fanbase as the girl who Ezio should most likely end up with. Only…she disappears off the face of the Earth in future installments of the ''Franchise/AssassinsCreed'' series and fans find themselves disappointed that Rosa never appears again. Tragically, the reason is because her voice actress, Lita Tresierra, [[TheCharacterDiedWithHim died from fatal injuries brought upon by a car crash she was involved in]]. Creator/{{Ubisoft}} chose to retire the character rather than find a new voice actress for her. In the end, Rosa ends up simply becoming an early fling for Ezio, and nowadays, it makes you wonder what could of happened between Ezio and Rosa had Tresierra not lost her life.
* ''VideoGame/AsurasWrath'' already has a few examples of this.
** In one interview, it was stated that there originally wasn't going to be a Dodge button at all (Something that just about all action games use) because the developers felt that it wouldn't make sense, as Asura is hell bent on revenge, so trying to dodge everything wouldn't help him much. A Dodge button was put in in newer builds for the sake of gameplay, however.
** It's shown in earlier trailers that the game was more than likely going to be much BloodierAndGorier than the final product to compliment how the story is similar to ''VideoGame/GodOfWar''. However, this was when Creator/KeijiInafune was executive producer for the game before he left Capcom, and he had also tried to westernize the game this way. When a game is based on Asian Mythology to begin with. The trailers also showed the game as a ''VideoGame/GodHand''-esque beat 'em up with some QTEs for power-ups and special moves, being able to pick up things like giant stone pillars for weapons, and actual blood spurts.
** Asura and Yasha's designs underwent some significant changes according to the PreorderBonus artbook. In fact, one of Asura's older designs was actually used in the final product - ''as Augus!''
** The main development team for this game is the same team that did the boss fights for ''VideoGame/NarutoShippudenUltimateNinjaStorm2'', thus why many of the boss fights in this game and the overall system of progress for each level seems so similar to the same game, and is also the reason why ''VideoGame/NarutoShippudenUltimateNinjaStormGenerations'' doesn't have the big boss fights that the previous installment had.
* ''Comicbook/TheAvengers'' by THQ Studio Australia ended up cancelled when the studio was closed down and the rights went over to Creator/{{Ubisoft}}. A first-person brawler in the style of ''VideoGame/Left4Dead'', players would take control of Comicbook/IronMan, [[Comicbook/TheMightyThor Thor]], Comicbook/CaptainAmerica, and Comicbook/IncredibleHulk (with Comicbook/BlackWidow, Comicbook/{{Hawkeye}}, Comicbook/WarMachine and Comicbook/MsMarvel planned as unlockable characters) to fight off hordes of superpowered aliens, including Super-Skrulls. There were also tentative plans for an independent side plot that would have featured Comicbook/AntMan, ComicBook/TheVision, and Comicbook/{{Ultron}}, but it is unknown if it would have made it into the final game. The game was going to have an original storyline written by Creator/BrianBendis, which would have been a loose adaptation of ''Comicbook/SecretInvasion'' mixed with the visual style of the ''[[Film/TheAvengers2012 Avengers]]'' live-action movie. Though the game was cancelled, one of the Skrulls designed for it was featured in the movie's toyline.
* ''VideoGame/AxiomVerge'' was originally going to have a small oceanic area, alluded to in one of the notes. However, "it was a lot of assets for something that didn't add very much" so it never saw the light of day.
* Marky Dubois from ''VideoGame/BackyardSports'' was originally going to be named Marky Ramone, a fan of his [[Music/TheRamones namesake band]]. Then they changed him into the farmboy he is today.
* The prototype of the NES ''Film/{{Batman}}'' game had a number of cutscene changes that changed the entire story of the game. Where the main game was pretty much a rehash of the movie itself, the prototype told a different story. Its ending was also different, where the finished product ended the same way the movie did, the prototype just ended with Batman smashing the Joker's face in. There was also a prototype for ''Batman: Return of the Joker'' for the SNES (the final game was released for the NES, Game Boy and Sega Genesis), but the prototype used was so badly done, it's easy to see why it was abandoned.
* ''VideoGame/BaldursGateII'' had many sidequests of the PC's companions that were cut either for time, constraints, bugs or other reasons. Here's a very brief list:
** [[BarbarianHero Minsc]]: his pet hamster Boo gets kidnapped and Minsc's fighting abilities are affected by this. You have to find Boo or you can [[WhatTheHellHero lie to him and get him another hamster]].
** [[DarkActionGirl Viconia]]: she's been infected by lycanthropy and will turn into a werewolf unless you find a cure. Also, once you reach the Underdark, she betrays you to the Drow, but later reconsiders.
** [[NaiveNewcomer Aerie]]: she finds a magic scroll that will turn her into a bird. She considers using it rather than live forever without her wings. You can convince her otherwise or she'll leave forever.
** [[SpoonyBard Haer'Dalis]]: he and the party gets repeatedly summoned by a unknown mage to fight monsters. Eventually, Haer'Dalis gets pissed and wants to find the summoner.
** There were pie-in-the-sky ideas to have Yoshimo (who, in the final game, betrays you in Spellhold to Irenicus, or otherwise disappears from the game entirely if you don't bring him to Brynnlaw) return in some fashion in ''Throne of Bhaal''. Lead designer David Gaider spoke in interviews about having him get resurrected via the Pocket Plane, and have to deal with the fact that he betrayed the party against his will. There's even some dialogue at the beginning of ''Bhaal'' that hints you can do this (along with a global override variable hardcoded into the game that allows you to keep him through the entirety of ''Amn'' and ''Bhaal'', albeit as a ghost in the latter), but nothing really came of it.
** ''Throne of Bhaal'' was originally supposed to act as the third full game in the series, but was later turned into an ExpansionPack. It is unknown whether the game would have sold better if it was a full game or not, but various interviews by the game's designers have indicated that there were a number of elements that were never implemented in the game, including bounty hunters following and attacking the player's party throughout the storyline, Melissan possibly turning the player's party members against them, Saemon disguising the party as monks to get into Balthazar's chambers, and more. David Gaider's ''Ascension'' mod was an attempt to put some of the unused elements back into the game, including extended epilogues that make clear that the protagonist and their love interest would have SpinoffBabies.
** ''Baldur's Gate III: The Black Hound'' was originally intended to be a DivorcedInstallment from the "Bhaalspawn Saga", developed by Black Isle. It would have been set in Faerun, and would have revolved around the player hunting an evil cleric and witnessing visions from a "black hound" who died in their lap. The game was quietly canceled in 2003, and a planned adaptation of the plot as a module for ''VideoGame/NeverwinterNights2'' (written by Josh Sawyer) was canned due to a lack of time to complete it.
* The story of the making of ''VideoGame/BanjoKazooie'' is littered with tons of this trope, originally the game (“Project Dream” before [[VideoGame/NightsIntoDreams being renamed for legal reasons]]) starred a human boy named Edison who fought with a wooden sword against a group of pirates led by Captain Blackeye, it was planned for the SNES originally but had to be moved to the N64 as the SNES was in its last days, the character of Edison was changed to a rabbit when Creator/{{Rare}} felt he was too generic a character, then a dog, and finally Banjo the bear. The story for the game originally was about a giant who kidnapped Banjo's girlfriend Piccolo at a concert the two were watching; the plot to the game originally also had a part where Banjo and Kazooie first met, also Wumba was originally supposed to be the original role for Mumbo. There were also sixteen worlds planned for Banjo-Kazooie such as Fungus Forest, Mount Fire Eyes, Witchy World, and Glitter Gulch Mine but were put off or redone for other games due to time constraints, also the in ending when you defeated Gruntilda the last spell she threw at Banjo and Kazooie was originally planned to hit them and turn the two into frogs and you were supposed to play as Tooty to turn them back to normal by collecting enough Mumbo Tokens (which explains why there are more Mumbo Tokens in the game than you need).
** Fungus Forest later ended up in ''VideoGame/DonkeyKong64'', as "Fungi Forest".
** Also Stop 'N' Swop is the most famous example out of ''Banjo-Kazooie'' despite the fact no one knows what its story was but do know that it was canned.
*** Stop 'N' Swop is an interesting example because it was scrapped not because of the limitations of the engine or time constraints. Instead, Stop 'N' Swop was canned because of the hardware. The original plan involved exploiting an eccentricity of the N64's memory where information was held in it for up to four minutes after a cartridge was removed. Accounts of how exactly it would work vary, but the general idea was to literally swap out a ''Banjo-Tooie'' cartridge for a ''Banjo-Kazooie'' one when prompted. Unfortunately, the year after ''Banjo-Kazooie'' was released Nintendo put out a new model of N64 that cleared its RAM too fast for cartridges to be swapped. Rare briefly considered making ''Tooie'' into a follow-through cartridge like ''Sonic & Knuckles'', but ultimately decided to just drop the idea entirely.
*** And the Bottles' Revenge feature in ''Banjo-Tooie'', which seems to be fully functional but just needs hacking to start up.
** Likewise, the third game in the series was conceived as a platformer before becoming the [[GenreShift vehicle building game]] it is today. It would have been a semi-remake of the first game in the series, but with unexpected twists, such as the mountain in the first level erupting as a volcano. Unfortunately for Rare, [[TheyChangedItNowItSucks most fans would have greatly preferred that kind of game and it probably would have sold much better]].
*** The reason they ended up making vehicles is because the levels designs were ''huge'', so much so that you'd need vehicles to move around them in any reasonable time.
** ''Banjo-Threeie'' was also going to be a [[UsefulNotes/NintendoGameCube GameCube]] game.
** ''Banjo Pilot'' on the UsefulNotes/GameBoyAdvance was originally conceived as ''Diddy Kong Pilot'', a flying race game featuring Diddy Kong and a spiritual successor to ''VideoGame/DiddyKongRacing'' featuring pseudo 3D graphics. When Rare was bought out by Microsoft, the project was canned due to their loss of rights to the Donkey Kong characters and was re-tooled as Banjo Pilot.
* ''VideoGame/TheBardsTaleIV'': Before being developed by Creator/InXileEntertainment, original designer Rebecca Heineman worked on three versions of ''The Bard's Tale IV'', which were not released due to cancellation by Creator/ElectronicArts. In 1989, a game planned to be ''The Bard's Tale IV'' was released as ''Dragon Wars''. A 1992 ''The Bard's Tale IV'' was going to be released in two parts, but was cancelled. Contraband Entertainment developed a 3D ''The Bard's Tale IV'' in 1998, which was cancelled around 2000. A 2003 ''The Bard's Tale IV'' project became the fan game ''Bard’s Legacy: Devil Whiskey''.
* ''Battlecruiser 3000AD'':
** ''Battlecruiser Commander'' was an intended sequel that was planned to have two add-on packs: ''Battlecruiser 3000AD: Skirmish Pak'', which would have had multiplayer, and ''Battlecruiser 3000AD: Strike Pak'', which would feature a first person ship perspective, boarding ships, and player targeted ships.
** ''Battlecruiser 3020AD'' was another eventually-{{vaporware}} sequel that would have had a first person ship perspective and persistent online multiplayer.
** ''Universal Combat'' started as the ''Battlecruiser 3000AD'' first person ship perspective add-on, ''Battlecruiser Tactical Engagement'', replaced by "Project ABC" or "After Battlecruiser", intended for a 2001 Xbox and PC release, developed in 2001 as ''Battlecruiser Generations'' before becoming ''Universal Combat''.
** ''Battlecruiser Generations''/''Universal Combat'' was intended to have a persistent world MMO version, ''Battlecruiser Online''.
** ''Galactic Command'' was initially a series of action games based on the ''Universal Combat'' engine, ''Universal Combat: Hostile Intent''/''Hostile Intent: Planetfall'', ''Universal Combat: Hold the Line'', and ''Universal Combat: Edge to Edge''.
* ''VideoGame/{{Bayonetta}}'' has a few examples of this:
** The unlockable art gallery has several conceptual versions of Bayonetta, as well as a design proposal where Bayonetta's costume would subtly change depending on which weapon she had equipped, instead implemented as perfumes you could equip that would do the subtle changes for a few weapons.
** Rodin was also originally called Mephisto at one point.
** There was to be a teenage version of Bayonetta in addition to [[spoiler:her child self]]. This idea did not progress very far.
** The Shuraba weapon had an animation in which, once the weapon was fully charged, it would reveal the pulsating heart inside. The animation was completed, but the devs forgot to add it in. It can be found within the game's files, however.
** ''VideoGame/{{Bayonetta 2}}'' began as an UsefulNotes/XBox360 and UsefulNotes/PlayStation3 game just like its predecessor, but Sega did not have enough budget to fund the game, so it was quietly cancelled. Platinum pitched the sequel to many companies, but the only one interested was Nintendo, who agreed to publish it when agreeing to publish ''VideoGame/TheWonderful101'' as well, thus the game ended up being on the WiiU instead. The fans' reactions when they heard that it would be exclusive to a "baby console" is truly a spectacle to behold.
* ''B.C.'' by Peter Molyneux would have been a game about running a cave man settlement. The game was cancelled in 2004.
* Michel Ancel has stated before that the game that eventually ended up being released as ''VideoGame/BeyondGoodAndEvil'' is, in fact, ''Beyond Good and Evil 2'' due to the sheer volume of things that were cut and/or changed. Protagonist Jade was originally named Sally, and was much younger-looking--her name changed due to "Sally" sounding too old lady-ish, and her looks changed because she ''did'' look too young for a serious woman in her early 20's. The game was supposed to span multiple planets in an intergalactic chase, and the duel partner mechanic (used only at the very end of the game) was supposed to see a lot more use. The sequel, trapped in DevelopmentHell, already seems to be seeing this--after two incredibly realistic-looking trailers, interviews with Ancel suggest it's going back to something closer to its original look, and will be done by a small team as opposed to the big-budget production the first two trailers suggested.
** A released [[http://freetexthost.com/iwzhwkkkps original game story draft]] revealed a ''boatload'' of missing or altered content. The Governor of Hillys' role was originally a military man named Colonel Garis. The animal-picture-taking sidequest was originally much shorter, and only important for one part of the game. Rufus and Seven (a pair of racers found in the Akuda Bar) had plot significance. The [=DomZ=] were a ''sympathetic'' alien race, with the truly evil ones being called the Nazh. Most notably, ''Jade had a '''third''' gameplay partner,'' whose name was Toy'l, and who enabled her to use a psychic shield attack. There were also a number of things that got cut outright, such as Jade having to attend a fancy party to meet Col. Garis, Double H having in-game backstory, an airborne dungeon, and citizens ''attacking'' Jade for being a traitor.
* ''VideoGame/{{Bioforge}}'' was going to have a sequel, but it was eventually cancelled.
* ''Franchise/{{Bionicle}}: Legend Of Mata Nui'' would have been a 3rd person exploration/platform game for PC, based on the popular Franchise/{{LEGO}} brand. Players would have had the opportunity to play as each of the six original Toa characters, meet the islanders personally, and fight their way to confront [[BigBad Makuta]] himself. And the entire thing would have been canon, standing as the most complete and most official telling of the 2001 storyline. Nearing completion, with loads of promo material having been released, the game was scrapped, and is now seen as a Holy Grail for ''BIONICLE''. Beta copies do exist, which reveal several flaws that might have caused its cancellation. The motion controls are clunky -- there is no transition between standing still and jutting forward with great speed. The fights are either boring (you can defeat bigger foes without having to near them) or annoying (as it's hard to aim at smaller enemies). The environments, while vast and pretty, barely have any challenges or minigames to offer, as the developers were notoriously inexperienced at making these. At the very end of the first level, there is an impassable glitch. And the story presentation was so cheesy, the Story Team would have de-canonized great chunks of it. These factors and the tight deadline are what probably lead to the game never getting finished. LEGO [[WordOfGod simply states]] it wasn't up to their standard of quality, but it's also said that the game could only run on a particular type of graphics card. Thankfully, fans got to play a truly great on-line game for compensation, which was originally intended to be a mere side-note to the PC game.
** Their second attempt at a ''BIONICLE'' console game was more successful, if only in the sense that it was released -- but still not exactly finished. There were plans to release it onto UsefulNotes/PlayStation, and the game would have had levels featuring the six Toa in both their original Mata and updated Nuva forms, adding up to a total of 13 levels. A lot of these had to be scrapped due to the rushed development, even though the canceled levels were still heavily advertised in promotions. The released game only had 8 levels, and Tahu's the only one playable in both of his forms.
** ''[[http://www.youtube.com/watch?v=v6R_mc2oreU BIONICLE 2: City of Legends]]'', the never-finished 2004 sequel to the aforementioned game. Before the release of the linked video in late 2012, no one even ''knew'' it had been in development.
* The original ''VideoGame/{{BioShock|1}}'' underwent many, many changes from the time it was pitched to the final product. The original pitch still had the {{Zeerust}} idea; they wanted it to take place on land, in a series of interconnected controlled environment chambers created by 1940's Germany. The laboratories would be full of mysteriously dead human bodies, being overrun by strange, insectoid life forms called Gatherers, who collected genetic material and body parts, the Protectors for the Gatherers, and predatory Aggressors. These eventually developed into, respectively, the Little Sisters, Big Daddies and Splicers when the developers decided they wanted a more "human" angle. The concept art book for ''[=BioShock=]'' shows off some of these life-forms; particularly striking is one insectoid being half-fused into a human body using its arms and legs to walk and fire a pistol. Among other things promised was the ability to alter the controlled environment, such as raising the temperature in an area and giving yourself a plasmid that protected you from heat exhaustion. One of the insectoids nearly made it to the sequel - the concept art shows Splicers turning into things that made [[Franchise/ResidentEvil G-Virus mutants]] look cute.
** The original game had Jack mutate more and more with plasmid use, and would make players decide if they wanted to become a hideous freak like the splicers to survive, or refuse.
** Irrational released their original pitch for ''[=BioShock=]'', which turns out to have been a ''completely'' different game. In the original pitch, you play as Carlos Cuello, a “deprogrammer” assigned to infiltrate a mysterious cult based on a remote island and “rescue” a wealthy heiress being held there. The game would also include a much more in-depth weapon creation system, based on the superpower creation system in ''VideoGame/FreedomForce''. Some of the weapons you could make included a triple-barreled automatic shotgun, a silenced railgun, magnetic grenades, a sniper rifle that shoots acid-coated bullets, and a ''chain lightning taser pistol''.
** Even the first ''[=BioShock=]'' gameplay demo had a bunch of features that were drastically altered in the final game: ADAM was supposed to be the only currency in the game and could be looted off cash registers, there was a plasmid that allowed you to sprint in BulletTime, what would eventually become the Fort Frolic level would have you at one point luring Sander Cohen out of hiding by playing the records of his hated rival Anna Culpepper and the weapon mods looked cobbled together out of duct tape and household items, to emphasize how Rapture was originally a weapons-free society (apropos of the last point, Levine claimed the weapons looked "dorky", hence his decision to make the weapons "still look modded but by someone who knows what they're doing").
** ''VideoGame/BioShock2'' went through several ''huge'' shifts in storyline and themes during development. Originally, the Big Sister was intended as a single BigBad or TheDragon, a former Little Sister incapable of adapting to life on the surface who had returned to Rapture to try and rebuild the city of her childhood. She kidnapped girls to do so, and Tennenbaum returned to try and clean up the mess. This entire plot was more or less scrapped in exchange for a PerspectiveFlip with a religious collectivist villain in contrast to the first game's atheist Objectivist BigBad.
*** At one point, the sequel was to have [[DirtyCommunists Soviet Russia invade Rapture]], with the Soviet troops replacing splicers. It was even in some demos shown to reviewers.
** ''VideoGame/BioShockInfinite'' made a habit of cutting levels during development. In fact, nearly nothing seen in any of the early gameplay trailers made it into the games. Many of the floating islands seen in the background of the final game are actually cut levels that have been repurposed as scenery.
*** Before creating Columbia, the developers considered reusing the setting of Rapture or setting the game in the Renaissance period.
*** Conceptually Columbia was going to be a much darker place and would have been decorated anachronistically in art nouveau, but this looked "too much like Rapture in the clouds". The main enemies would have been vigor junkies as opposed to splicers, but this idea was again dropped. The whole game was going to look much like the level in Comstock house, fitting the mold of Rapture very well indeed.
*** Songbird was going to be a reoccurring mini boss who hounded the player at every turn - which, in itself, was an unused concept from ''[=BioShock=] 2'', where a solitary Big Sister served as a reoccurring boss.
*** Elizabeth was going to be much more powerful - calling in thunder strikes to stun enemies and other debuff attacks to help [=DeWitt=] slay his targets. In addition, opening tears would harm her more and more, and the player had to account this into his actions. Like the Harvest/Saving of Little Sisters, it would affect the ending and gameplay, and also was in itself a modification of an unused ''[=BioShock=]'' concept, where Jack had to decide if he would splice himself to the point of inhumanity, or keep himself human, at the cost of safety.
*** The Vigors were originally going to work much differently: instead of drawing from a pool of Salts, they would work much like the guns, having limited "ammo" which would force the player into constantly changing his strategy. Instead of Gear, there were originally "Nostrums", passive bonus granting Vigors much like the Tonics from the original ''[=BioShock=]'' with "unstable" (grants a random bonus out of three) and "stable" (grants a specific bonus but are rarer/more expensive).
*** Comstock originally looked more like a stern politician instead of the white bearded prophet he eventually became. Similarly, Elizabeth started out much older and conservatively dressed (complete with prim-and-proper hair bun). She was also originally explicitly mute.
*** ''[=BioShock Vita=]'', a cancelled game on the UsefulNotes/PlayStationVita, was going to be a turn based strategy game similar to ''VideoGame/FinalFantasyTactics'', set in pre-fall Rapture.
* ''VideoGame/{{Borderlands}}'' was originally going to be a straight-laced first person shooter with a fleshed out story and realistic-looking graphics. Roland's original concept art shows him as a white, middle aged soldier with greying hair. This concept would eventually be used to create Dr. Zed. Early on in the game's production. It was also going to have randomly generated vehicles that could be collected like guns, as well as a way to hijack a vehicle from a bandit. The dungeons would also have random elements as well (a cave where a blank wall was previously, for example). However, most of this got scrapped when they decided to change the whole game's art style. Aside from changing from realistic to cel-shaded graphics, the developers realized that there are already way too many ''VideoGame/CallOfDuty's'' and ''VideoGame/HaloCombatEvolved's'' out there, so they chopped up and recreated the story to add in the elements of humor that the series has become known for.
* As part of a late-game sidequest in ''VideoGame/{{Borderlands 2}}'', the player would have had to [[spoiler:inform Tiny Tina of Roland's death, which would emotionally devastate her]]. This is likely because, unlike the other [=NPCs=] involved with the quest, [[spoiler:Tina lives out in the Tundra rather than at Sanctuary, meaning that players would have to trudge through an area filled with low-level enemies for simply for a bit of dialog]].
** This decision influenced ''Tiny Tina's Assault on Dragonkeep'', the 4th major DLC for the game. If they'd gone with the original plan, how would this have turned out?
* ''The Broken Hourglass'' was going to be an isometric party-based RPG in a Byzantine-like setting, inspired by ''Baldur's Gate II''. The game was in development in 2005 and was cancelled in 2011.
* ''VideoGame/BrutalLegend'' was rushed, leaving the campaign only half as long as it was meant to be. Supposedly there was even a fourth faction, but that never saw the light of day.
** The part where you escape Lionwhyte's palace was going to be set to ''[[Music/IronMaiden Run to the Hills]]'', but since the developers couldn't get the licenses for that song, they had to settle on ''[[Music/{{Dragonforce}} Through the Fire and the Flames]]''.
** According to an interview, the campaign was just supposed to be a tutorial for the multiplayer.
* ''Capcom Fighting All-Stars'' was going to be a 3D fighting game featuring several classic Capcom characters such as [[Franchise/StreetFighter Ryu, Charlie, Chun-Li,]] [[VideoGame/RivalSchools Batsu, Akira,]] [[VideoGame/{{Strider}} Strider Hiryu,]] [[VideoGame/FinalFight Poison, and Mike Haggar]], and original characters such as Ingrid, Rook and D.D. The game wasn't received well with beta testers, and the game was cancelled and turned into the less-than-stellar ''VideoGame/CapcomFightingEvolution''.
** And continuing with Capcom, [[http://www.siliconera.com/2009/05/17/these-characters-didnt-make-the-tatsunoko-vs-capcom-cut/ this page]] also lists all the characters who were cut from ''VideoGame/TatsunokoVsCapcom''. Of that list, only [[Anime/ScienceNinjaTeamGatchaman Joe The Condor]] and Anime/{{Yatterman}}-2 made the cut for ''[[UpdatedRerelease Ultimate All-Stars]]''.
** In ''Ultimate All-Stars'', amongst the characters who almost made it but didn't include [[Franchise/AceAttorney Phoenix Wright]], Anime/SpeedRacer, and the Anime/SamuraiPizzaCats. Lucky for Nick, he managed to get another chance [[VideoGame/MarvelVsCapcom3 in another Capcom crossover]].
* ''VideoGame/CaptainToadTreasureTracker'' was originally conceived as a ''Legend of Zelda'' spinoff. When Miyamoto pushed the idea to Nintendo, they did not think Link was a good fit for the style of game, and they instead decided on Captain Toad, a character who had first appeared in ''VideoGame/SuperMarioGalaxy''. They gave Captain Toad a few levels with that style of gameplay in ''VideoGame/SuperMario3DWorld'' and after the success of that game, they pushed Miyamoto to make a full spinoff game featuring only Captain Toad levels.
* ''VideoGame/CaveStory'' was originally a very different game, and some weird fragments of this ended up in the finished game.
** Pixel originally planned for all the guns to have limited ammo until the endgame, making conservation of ammo a major part of the strategy. Then he playtested the infinite-ammo portions, decided they were simply more fun, and implemented that for the whole game.
** Balrog was originally named Puu, and in addition to being a RecurringBoss, he was also initially the FinalBoss. He wasn't a unique creature, but a larger version of [[TheGoomba a common level enemy]]. (Apparently Pooh Black, a GiantSpaceFleaFromNowhere in the final game, is a leftover from this period.)
** The character Curly Brace was nowhere to be seen--instead, Curly Brace was the name of the player character. This led to a bit of ascended {{fanon}}: In the finished game, it's mentioned that the protagonist has something written on his hat, but we never find out what. Artwork from the beta game showed that his name--Curly Brace--was written on his hat, so fanon insisted that, in spite of the name change, his hat still said "Curly Brace" in the finished game. When asked about this, Pixel's response was “Sure Why Not.”
* ''VideoGame/CelDamage'' was going to have a sequel. The sequel would offer new character designs (such as Violet and Dominique having new hairstyles and more cleavage, Sinder being made ''cute'', and Fowl Mouth becoming colorized), on-foot combat in addition to vehicle combat, many of the changes and improvements from ''Cel Damage Overdrive'', and new level themes, such as islands and underwater levels. Sadly, EA pulled the plug on the game before it could even progress past the early prototype stage, just so they could make room for more sports games and ''Franchise/HarryPotter'' movie tie-ins. Years after its cancellation, former Psuedo Interactive employees posted the concept art and a 15-second montage of clips from the early prototype to the Internet.
* ''{{Champions}}'', by Hero Games, was going to be a 1992 computer RPG adaptation of the ''TabletopGame/{{Champions}}'' RPG.
* ''Chaos Chronicles'', by Coreplay, was going to be a [[TabletopGame/DungeonsAndDragons D&D 3.5E]] isometric, party-based, tactical turn-based RPG on a hex grid.
* ''VideoGame/ChronoTrigger'': An unofficial installment, ''Chrono Trigger: Crimson Echoes'', would have had 35 hours of gameplay and eleven endings. A 3D remake of ''Chrono Trigger'', initially developed on the N64 as ''[=CT64=]'', ended up being on Windows as ''Chrono Resurrection'', with ports planned for Xbox and [=GameCube=]. Both fan projects ended up being abandoned due to a cease and desist.
* The ''VideoGame/ChronoCross'' artbook ''The Missing Piece'' has pages upon pages of dropped character designs, most of which much more eclectic or fantastic than the ones that made it to the final game (including some alternative designs for those that did.) Most frustrating of all: [[WordOfGod explicit mention]] of how Guile (Alf in the Japanese version) really ''was'' supposed to be [[VideoGame/ChronoTrigger Magus/Magil]], but his backstory was cut out in favor of the [[LoadsAndLoadsOfCharacters 40+ characters]] and therefore he was reduced to a random traveling sorcerer… giving rise to a million and one EpilepticTrees as to his identity.
** As for ''VideoGame/ChronoTrigger'', there were plans to [[spoiler:[[http://www.vgfacts.com/trivia/5320/?utm_source=dlvr.it&utm_medium=twitter have Crono stay dead at the end of the game]]; the player would replace him with his past self (and then have to send him back to his inevitable death) instead of [[TrickedOutTime saving him by switching him with a clone before he dies]]]].
* ''VideoGame/CityOfHeroes'' was still under active development when its shutdown was announced and the entire development team fired, with the highly anticipated Issue 24 update in beta-testing and only a few weeks away from release (which was itself just a preamble to a story that had been building since the game opened, the "Coming Storm", which was to start in Issue 25). Data-mining the beta client revealed six half-completed powersets that were being worked on, and even revealed an entirely new (albeit unfinished) zone, [[http://www.youtube.com/watch?v=4HRaYQruSSw Kallisti Wharf,]] intended for release with Issue 25. Even a long-awaited moon base map was scheduled to be added in Issue 28. Perhaps the saddest part of all was that the update in beta-testing when the game was closed was called [[http://www.cityofheroes.ca/news/game_updates/issue_24_overview.html "Resurgence"]].
* ''VideoGame/{{Clayfighter}} 63 1/3'' was planned to be ported to the UsefulNotes/PlayStation under the title of Clayfighter [[XtremeKoolLetterz X-treme]] with all of the characters from Sculptor's Cut, the gameplay from the original ''63 1/3'' and one of the characters that was removed from the N64 games, a homeless parody of Robocop called, of course, Hobocop. The N64 Clayfighters themselves were a reworking of a canceled ''Clayfighter 3''.
* ''VideoGame/CliveBarkersUndying'': A lot of things were dropped during development. According to WordOfGod, the game was even supposed to have a multiplayer mode.
** Eight different spells were cut out. The game was even supposed to have three selection wheels: one for weapons, another for offensive spells, and another for defensive spells.
*** Mindshatter: disorients (it's the spell used by the Sil Lith in Oneiros).
*** Powerword: scribes a rune on the air and damages anyone on sight (used by the Veragos in Oneiros).
*** Ward: organic mines (used by Bethany).
*** Firefly: makes enemies glow, allows spells to seek enemies.
*** Shala's Vortex: originally supposed to protect from magical damage, before it was merged with the shield spell (which was initially supposed to protect only from physical damage).
*** Phoenix: initially a spell, not a weapon (used by Keisinger). Dynamite was supposed to be the missing weapon.
*** Phase: invisibility (used by the Drinen in Eternal Autumn).
*** Incantation of Silence: mutes sound.
** At early stages of the development, the game was supposed to be called "Strange Aeons" (a Creator/HPLovecraft reference) or "Siog" (a Celtic word for "Spirit World").
** A cut level would have featured an Irish village overrun by Trsanti.
** The gameplay would have been much less linear, and have more freeroam.
** A dropped Scrye event was supposed to show Bethany coming back [[spoiler:after being killed by Keisinger]] and banishing Keisinger to Oneiros.
** Some items were also dropped. The wizard eye, for example, was like a surveillance camera that could put anywhere, but was dropped along with the multiplayer mode (being pretty much useless in single player). One can still be found in the DebugRoom, though.
* The original concept for ''VideoGame/ComixZone'', ''[[http://www.youtube.com/watch?v=El55LRmqSOE Joe Pencil trapped in the Comix Zone]]'', is completely different from the final product apart from having the same basic concept.
* ''VideoGame/CommandAndConquer'':
** The first game was originally conceived as a medieval fantasy RTS. However, Operation Desert Storm was all over the news at the time, so Westwood eventually settled for a more contemporary modern-day setting (with a sci-fi element).
** ''Command & Conquer: Tiberian Incursion'', known as ''Tiberian Twilight'' by fans, was to be the third game in the Tiberian continuity. Prior to its buyout by EA, Westwood's version of ''Tiberian Twilight'', which would have been in place of ''VideoGame/CommandAndConquerTiberiumWars'', would have continued the post-apocalyptic plot set by ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]''. Not much is known about what was intended, but it would have led into ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' due to another time travel act and conclude the Tiberian series. ''VideoGame/CommandAndConquerRedAlert3'' would have been the bridge between the original ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' and ''Tiberian Dawn'', showing how the Brotherhood of Nod would have risen from the ashes of the Soviet Union. This would later all be nixed by EA, possibly because of the confusing plot lines involving time travel.
** ''VideoGame/CommandAndConquerRenegade'':
*** The game would have originally starred Logan Sheppard, the son of the Brigadier General you receive your orders from in the original game, with more missions geared towards stealth. In the released game, he just runs the replacement player character Nick Parker through the obstacle course. And, in another case of this, said obstacle course was supposed to have Nick constantly making fun of Logan for the above family link; in the actual game, Nick doesn't say a word to him.
*** There's an almost saddening amount of lines recorded that are never actually heard in the game, as evidenced by an ''VideoGame/UnrealTournament2004'' voicepack created out of their sound files.
--->'''Patch:''' I have to know, do you write those down ahead of time, or is this all improv?\\
'''Deadeye:''' If they'd issue me enough equipment, I wouldn't have to scavenge!
*** The models for most of the weapons were apparently changed very late in development, as about half of the pre-rendered cutscenes feature completely different versions of them - among others, the pistol resembles an [=MP7=], Nod soldiers carry M16's with grenade launchers as they did in the original game, and the sniper rifle is even more boxy and has a larger scope and a longer barrel.
*** Gideon Raveshaw and Mendoza had different models and appearances; Raveshaw actually had Mendoza's final model (explaining why Mendoza's outfit so highly resembles that of Seth from the original game) while Mendoza had a completely different design that never made it into production. This would have made Raveshaw a hell of a lot more badass (at least prior to his Tiberium infusion) since he would look like a grizzled veteran instead of a tiny Napoleon-esque general.
** ''Command & Conquer: Renegade 2''. One version was going to tie in to ''VideoGame/CommandAndConquerRedAlert2'', another version was to be set after ''Yuri's Revenge''.
** ''Tiberium'' was going to be a tactical FPS using Unreal Engine 3.
** ''Command & Conquer: Continuum'' was to be a ''Command & Conquer'' MMORPG.
** ''[[VideoGame/CommandAndConquer2013 Command & Conquer]]'', a free to play game by Victory Games that was cancelled in 2013.
* ''VideoGame/ConkersBadFurDay'':
** The game was originally designed to be a cute, ''VideoGame/BanjoKazooie'' type platformer named "[[http://www.youtube.com/watch?v=bEuFNl4s9yI Conker's Quest]]", just like ''Conker's Pocket Tales'' for Game Boy Color. They then revamped the game, and changed it to [[http://www.youtube.com/watch?v=zNuIKBgZMcw&feature=related "Twelve Tales: Conker 64"]], in which it was more of a ''VideoGame/SpyroTheDragon''-type platformer. In the end, Rare got aggravated about the complaints of this platformer looking childish and [[ItsTheSameNowItSucks too similar]] to ''Banjo-Kazooie'', and ended up changing the story completely, such as {{timeskip}}ping Conker from a child to an alcoholic adult and [[AvoidTheDreadedGRating avoiding the E rating altogether]]. Thus, making the ''Conker's Bad Fur Day'' we know today.
** Another example from ''Conker's Bad Fur Day'' is that the game was supposed to end in a much more tragic way. The original ending involved Conker so stricken with grief over his loss of Berri, and being miserable as king, [[DrivenToSuicide that he would go up to a mirror, sob, put a gun to his head, the screen would go blank, and only a gunshot would be heard]]. However, Rare wanted to leave it open for a sequel, so they changed it.
** In the sequel, ''Conker's Other Bad Day'' or ''Conker: Gettin' Medieval'', it was planned that Conker did so horribly as king (he squandered the treasury's worth of moolah for parties, beer and hookers to a point of bankruptcy) that he was thrown in the dungeon and had to escape, ball and chain in tow, back to his throne. The sequel was cancelled by Microsoft in favor of ''Kinect Sports''. Also, another draft of the sequel was going to have Conker killed as early as the first scene in friendly fire.
* ''Literature/{{Contact}}'' was Carl Sagan's idea for a non-violent video game that would teach astronomy by starting on the Earth and finding a location in the Milky Way galaxy, or finding the Earth from another point in the galaxy. It was envisioned either as one game with two modes, or two separate games, ''Contact 1'' and ''Contact 2''.
* ''Franchise/CrashBandicoot'':
** There's a good handful of ''Crash'' games that were either heavily altered in development or never released. ''VideoGame/CrashBandicootTheWrathOfCortex'' was originally going to be made by Mark Cerny and published by Sony as a [=PS2=] exclusive, there was going to be a game starring Crash's EvilTwin, Creator/KromeStudios started making a game for the series which ultimately became ''[[VideoGame/TheLegendOfSpyro The Legend of Spyro: A New Beginning]]'', ''Crash Nitro Kart'' and ''Crash Tag Team Racing'' were both originally going to be developed by Creator/TravellersTales, ''Crash Tag Team Racing'' was also planned to have a Nintendo DS port, [[ArchEnemy Cortex]] was planned to have a spin-off, at least one PC-exclusive game was planned that became {{vaporware}}, and a ContinuityReboot and a console racing game were planned that were canceled when Creator/{{Activision}} shuttered Creator/RadicalEntertainment.
** The original ''VideoGame/{{Crash Bandicoot|1996}}'' was going to have an intro and ending animated in the style of a 90s Saturday morning cartoon which ultimately didn't make it into the game. Both cutscenes surfaced online nearly 19 years after the game's release and can be found [[https://www.youtube.com/watch?v=6d5651XSuh0 here]]. The intro also notably includes Tiny Tiger and the Komodo Bros. among Cortex's henchmen, meaning that they might have originally been intended to appear in the first game but were ultimately pushed back to their appearance in ''VideoGame/CrashBandicoot2CortexStrikesBack''.
** Ripper Roo was originally going to speak intelligibly in ''VideoGame/CrashTeamRacing'', but the developers thought it would fit his personality better to simply be TheUnintelligible. The unused audio can still be found on the game disc.
** Collecting yellow gems in ''VideoGame/CrashTwinsanity'' unlocks 'unseen extras' which apparently feature ideas and concepts that never made it into the final product. The trope is {{lampshade|Hanging}}d by Cortex once:
-->"We were going to visit two dimensions, but… we ran out of time."
** The following things were thrown around at various points in ''Twinsanity'''s development:
*** The other two islands from the first ''VideoGame/{{Crash Bandicoot|1996}}'' game where you would explore the temples and race on a track run by the Komodo Bros.
*** Crash originally had a dashing flame punch attack that could be used after spinning, and it would have been able to open metal crates and crush doors and whatnot - but, the move was deemed "too powerful" for the game - quite literally, since it was stated that the punch could mess up the game physics.
*** Another Doc Amok level set on the sea floor of a dry ocean that would have also possibly led you to N. Gin's sunken battleship.
*** Coco Bandicoot as a playable character, where her levels would consist of her running around in a Matrix/Tron parody in order to hack open the way for herself and her allies.
*** An encounter with an Evil Coco, {{stripperiffic}} outfit and all, and Good Cortex in the tenth dimension.
*** A fight with a blue monkey wearing a bowler hat would occur when you entered Crash's garden. The fight would consist of the monkey leaping on you and wrestling you to the ground, during which a gameplay mechanic similar to Rollerbrawl would take place where you had to pin the monkey to the ground long enough for you to escape.
*** You would enter Cortex and Coco's minds using the Psychetron. In the former, you would explore Cortex's mind as Crash fighting manifested freakish copies of Cortex while the music of the stage consisted of Cortex singing a song about himself and his history with Crash. In the latter, you would play as Cortex while fighting pastel horrors.
** There was a Crash Bandicoot game developed by Tom Ruegger best known as the creator of ''WesternAnimation/TinyToonAdventures'' and ''WesternAnimation/{{Animaniacs}}'' but it was ultimately cancelled.
* In 1995, a first-person sandbox PC game called ''Damocles'' was supposed to come out. Its goal would have been to explore a solar system in order to save a planet from a collision with a comet. The solar system would have been ''completely'' explorable; the players would have had the freedom to fly in space, land and move freely on any planet, enter any building, explore any room, pick up any object, blow up any building and even destroy any planet they wanted. Psygnosis canceled the game when it was practically complete.
* ''VideoGame/{{Crusader}}'': ''Crusader: No Survivors'' was to be the multiplayer add-on for ''Crusader: No Regret''. The third game would have been ''Crusader II'', ''Crusader: No Mercy'', or ''Crusader 3: No Escape''.
* ''VideoGame/DarkSector'' was initially announced in 2001 as a massively multiplayer SpiritualSuccessor to ''VideoGame/UnrealTournament''. No words were spoken on this game until in 2004, when the game turned into [[https://www.youtube.com/watch?v=tpr1DCQNyg4 a stealth-oriented action series in space]]. Then in 2006 it was overhauled into biologically themed ''VideoGame/GearsOfWar's'' [[FollowTheLeader sister game]] with a glaive that isn't actually a glaive that finally hit the consoles in 2008. The stealth-action space game later evolved into ''VideoGame/{{Warframe}}''.
* In ''VideoGame/DarkSouls'', there was originally going to be a sidequest expanding throughout the entire game involving Oscar of Astora, the guy who gives you the Estus Flask at the very beginning of the game, according to some dummied out dialogue. The quest apparently involved him helping you fight past the enemy NPC's inside of Darkroot Garden, and ended with a duel in the [[spoiler:[[TheVeryDefinitelyFinalDungeon Kiln of the First Flame]]]], the dialog suggesting that [[spoiler:he sides with whichever primordial serpent that you didn't side with]]. Considering that he also shares the same armor with the promotional artwork of the [[PlayerCharacter Chosen Undead]], he was probably originally meant to be the PC's [[EvilCounterpart evil counterpart]].
* ''VideoGame/{{Darkstalkers}}'':
** During the initial design stage, Morrigan was supposed to be a cute and clumsy vampire girl while Felicia was supposed to be a hot, aggressive, and seductive catwoman. A few character redesigns later, Morrigan was turned into the hot succubus that everyone knows and loves, so Felicia was severely toned down to fill the "cute" character spot. Traces of this can still be seen in the first game, with Morrigan sporting a much less slutty artwork without her habitual seductive lips, while Felicia had much more visible lips instead of her habitual fanged halfmoon smile, and her aspect in general was much more mature and way less of her ditzy bubblehead self in later games. This can also be seen in their stage backgrounds: Morrigan's is a pastel-colored castle with fireworks going off in the background (rather unfitting of the Strongest Demon in the Underworld, but it might work for a little girl...), while Felicia's basically implied that she was a Vegas showgirl.
** Lilith is roughly what Morrigan was originally meant to be. Also, she was going to be her half-angel sister. Lilith's design also was rumored to perhaps at one point be male or a hermaphrodite before she became said half-angel sister. During her incarnation as an angel, she looked exactly like Morrigan except possibly more "pure", and she was the older sister of the two who was mercilessly teased by Morrigan. Her design as an angel was retooled into the different succubus we know and love, because at the time there were too many angelic characters in other fighting games (such as Angel in ''VideoGame/{{Tekken}} 2'' and Uranus in ''VideoGame/BattleArenaToshinden 2'').
** Although it is common knowledge that Creator/ArcSystemWorks was formed of ex-''Darkstalkers'' staffers who jumped ship from Capcom after the release of ''Vampire Savior'', it is less known that many of ''VideoGame/GuiltyGear'''s characters are ripped directly from aborted ideas for Darkstalker characters: Concept arts for Victor show a character highly reminiscent of Potemkin, and early plot treatments for Lord Raptor (in which he was a dead soldier with Arm Blades, and later a Zombie Pirate with a giant hook in his chest that shot tentacles at opponents) created three characters: Chipp, May, and Zato-1. Pyron at one point was going to be an extraterrestrial MadScientist; the concept design is literally Faust with a giant plume of flame emanating from his head.
* ''VideoGame/{{Dawngate}}'' was a cancelled [[MultiplayerOnlineBattleArena MOBA]] by Waystone Games.
* The art book for ''VideoGame/DeadRising2'' and some early previews show that the game would've taken place in one large, Western-themed casino with a steamboat in the side [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/AB21.jpg (source)]](or perhaps that was one of the several casino/hotels, along with a different, Luxor-like Yucatan, seen in some pictures provided), that Fortune City would be an actual city with a large entertainment-like area similar to the final game's Fortune City and near a Phenotrans (then called Biotrans) facility [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE25.jpg (source)]] , overall more ambitious and large scale concepts for the area and casinos [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE22.jpg (source)]] [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE24.jpg (source)]] [[http://i285.photobucket.com/albums/ll72/Dengarde/Dead%20Rising/DR2Artbooks/FE26.jpg (source),]] [[ArsonMurderAndJaywalking and a different design for the entrance to the bar in the Yucatan.]]
* ''Demonik'', the game featured in ''[[Film/GrandmasBoy2006 Grandma's Boy]]'', was going to be a game by Majesco Entertainment for the [[UsefulNotes/{{Xbox360}} Xbox 360]].
* Originally, ''VideoGame/DevilMayCry'' was a set of combat mechanics for ''VideoGame/ResidentEvil4'', which were canned because they were too action-oriented. But then it spun off into its own series, and even ''that'' had its changes, such as Dante being armed with a submachine gun, not wearing a longcoat, fighting Griffon in place of Phantom for the first battle, and [[OneWingedAngel Devil Triggering]] into Alastor in the cutscene right before said battle. The Devil Trigger scene was moved to the end and used for the Sparda form instead.
* ''[[http://diablo.wikia.com/wiki/Diablo_(Game)#Cut_Content Diablo]]'': The [[https://web.archive.org/web/20090801095645/http://www.gamesurge.com/features/editorials/diablo_revealed/otherquests.shtml Map of the Stars]] and Rune of the Stars would let the player know when the stars and planets would come into alignment, when Diablo would be nigh invincible unless a special quest was completed in time, significantly changing how the game was played. Shown in a hidden movie on the ''Diablo'' CD.
** At least seven [[https://web.archive.org/web/20090801123915/http://www.gamesurge.com/features/editorials/diablo_revealed/pages/monsters.html monsters]] cut from the game: Bone Demon, Devil Kin Brute, Incinerator, Invisible Lord, Lord Sayter, The Arch-Litch Malignus and the Unraveller.
** A six page spell book was to include the [[https://web.archive.org/web/20090117162050/http://www.diablo-evolution.com/index.php4?pageid=spells spells]] Invisibility, Blood Boil, Blood Ritual, Doom Serpents, Etherealize, and Sentinel.
** The ''Warcraft II'' ''Diablo'' preview suggests the hero was to discover who killed their family, have a skill tree system similar to ''Diablo II'', and have only [[https://web.archive.org/web/20090801123920/http://www.gamesurge.com/features/editorials/diablo_revealed/storyline.shtml one class]] branching off into three skill trees for Warrior, Mage or Rogue.
** A cut quest involved talking to Tremain the Priest about retrieving the sword Shadowfang from the demon Fleshdoom to receive the Lightforge mace. A quest from Gillian the barmaid involved hunting down the fallen angel Izual to receive the Azurewrath sword. Another quest involved hunting down the demon queen Andariel, later used in ''Diablo II''.
** The ''Diablo: Hellfire'' expansion was to have a more developed story and voice files for the Bard and Barbarian classes.
* ''VideoGame/DiabloIII'': Condor/Blizzard North's [[http://www.forbes.com/sites/erikkain/2012/05/28/the-diablo-iii-that-never-was/ 2005 version]] would have retained the ''Diablo II'' look and feel instead of the more criticized "World of Warcraft" graphics of the retail release.
** The animation of the Siegebreaker Assault Beast eating the player was seen in the preview but not implemented in the final release.
** The Forgotten Tombs dungeon, ladders and climbing, requiring a jumping or teleporting class ability to bypass terrain, and [[https://www.youtube.com/watch?v=JyQUPAFV5ng more]] features not included or severely watered down in the final release.
* ''VideoGame/DisneyInfinity'', a game with a wide amount of content as it is, has lots of cut characters and content:
** ''Disney Infinity 1.0'':
*** [[WesternAnimation/PhineasAndFerb Ferb and Dr. Doofenschmirtz]]. Both have models in the game's files. Ferb is an interesting case he was seen in some [[https://www.youtube.com/watch?v=9oOVhGYIlPI gameplay videos pre-release]] where he was clearly playable. However, he was cut as there was only enough room for two ''Phineas and Ferb'' characters, and Perry the Platypus/Agent P was chosen over him. In Doof's case, it's not known whether or not he was intended to be a playable character or an [=NPC=]. It's rumored that he was to be a boss in an unmade ''Phineas and Ferb'' Play Set. Both of them (along with Candace) are still highly requested.
*** [[WesternAnimation/{{Frankenweenie}} Victor Frankenstien]]. Victor appears in promotional art, and was reported to be receiving a Play Set. The movie's unpopularity with audiences put the kibosh on any of those plans.
*** Figment from the ''Journey To Imagination'' ride at [[Ride/DisneyThemeParks EPCOT]]. Scrapped as the developers felt he was too niche of a character.
*** [[Franchise/TheMuppets Kermit, Mrs. Piggy, Fozzie, Gonzo, Animal, and Beaker]]. All these Muppet characters have concept art of them as figures. Unfortunately, nothing has come out of this thus far.
** ''Disney Infinity 2.0'':
*** The Star Wars characters were originally considered to be included in this version, but (likely due to the large amount of characters and content planned) they were saved for the next version.
*** WesternAnimation/DarkwingDuck nearly made it into both this version and ''3.0''. He's a widely requested character because of this.
*** Stitch was to get a Costume Disc that put him in the Elvis outfit he wore in [[Disney/LiloAndStitch his home movie]]. However, the Elvis Presley estate asked for too much money to implement this.
** ''Disney Infinity 3.0'':
*** [[WesternAnimation/InsideOut Bing Bong]] was reportedly in development as a playable character according to a tweet by lead developer John Vignocchi, but was apparently cut later in development.
*** ''Star Wars: Rouge One'' and ''Disney/{{Moana}}'' were to get Play Sets, but failed to see the light of day after the series was cancelled.
*** Twelve inch tall figures of some of the series's most popular characters (which would have behaved differently in the game) were in the works, and due to be released by fall 2016. Again, this didn't happen due to the series's cancellation.
** The cancelled ''Disney Infinity 4.0'':
*** Information about the scrapped installment was leaked by alleged Avalanche Software employees days after Disney shut down the series. According to the leaks, it would have featured characters and content from places such as ''[[WesternAnimation/{{Cars}} Cars 3]]'', ''Film/PiratesOfTheCaribbean Dead Men Tell No Tales'', Pixar's upcoming film ''Coco'', ''Star Wars Episode VIII'', ''Film/ThorRagnarok'' and ''Film/GuardiansOfTheGalaxyVol2'', presumably meaning characters like Jyn Erso, Valkyrie and Mantis would have been playable.
*** A catch-all Play Set or Story Mode in the Toy Box would have been featured that would have enabled use of all characters without restriction, meaning that the oft-requested ability to have [[Disney/{{Frozen}} Elsa]] and [[WesternAnimation/PhineasAndFerb Perry the Platypus]] fight Stormtroopers on Alderaan or having [[Disney/LiloAndStitch Stitch]], [[WesternAnimation/ToyStory Woody]], and Captain America sail a pirate ship after [[Film/TheForceAwakens Kylo Ren]] on the Caribbean Sea would have finally been possible.
*** Disney Interactive would have enlisted the help of Creator/{{Hasbro}} to help out with the figures, expanding on the toy company's success with the newly-acquired Disney Princess license.
* ''VideoGame/DivineDivinity'' developer Creator/LarianStudios planned to make an RPG, ''Ragnarok Unless'', later titled ''The Lady, the Mage & the Knight'' or ''LMK''. The game was planned to have 8-bit graphics, was remade with 16-bit graphics as a game in the ''TabletopGame/TheDarkEye'' universe, and had gameplay similar to ''VideoGame/DiabloII'' and ''VideoGame/UltimaVII''. The game was cancelled and the engine and game assets were used to make ''Divine Divinity''.
* ''VideoGame/DonkeyKongCountryReturns'': The game was intended to have underwater levels, but they were cut out for being too slow and hard to control in. Also, the bonus pictures reveal, among other things, [[spoiler:a giant eel battle on one of the lighthouses only seen in the background in the actual game, a return of Tree Top Town, and LOTS of different designs for 9-1]].
* ''VideoGame/DonkeyKongCountry'':
** During development of the first game, Diddy Kong was originally Rare's updated version of Donkey Kong Jr. However the people at Nintendo felt he looked too different from the character so they were told to have the character be someone entirely new.
** A developer of the original game revealed that it was going to feature more animal helpers including Hooter the Owl, and Miney the Mole. It was going to have a magician Kremling named Kloak, a robot Kremling named Krocbot, and a Statue Kremling named Krumble. The animals were originally going to be found in cages and the player would have to collect keys to open the cage. Additionally there was one scrapped factory level which was full of bouncing springs, another allusion to the original ''Donkey Kong'' (specifically, the 75m stage).
* At one point, the Game Boy Advance port of ''Donkey Kong Country 3'' would have had a downscaled version of the original game's soundtrack, like the two ports before it. Eventually, time and/or cartridge space limitations forced the developers to turn to David Wise, who collaborated with Eveline Fischer for the original game, for a completely new soundtrack. As the new soundtrack is somewhat incomplete in some places (Cranky Kong is the only friendly character with his own theme music, there is no death theme, the file select uses the dock stage music instead of having its own, the final boss fight uses the generic boss battle music, etc.), this was evidently a late change.
* There was going to be a [=GameCube=] sequel to ''VideoGame/DiddyKongRacing'' entitled ''Donkey Kong Racing''. It was going to include the entire Kong family instead of only Diddy, and instead of racing in karts, planes, and hovercrafts, players would race on elephants, birds, and other jungle animals. The project was canned once Rareware left Nintendo for Microsoft.
* ''VideoGame/{{Doom}}'':
** The [[http://5years.doomworld.com/doombible original concept]] was very different. Gameplay would be more story and puzzle based, more like a first person AdventureGame. Screenshots and scripts still exist of these early versions (including such inventory items as “Commander's Hand” and “Ham Sandwich”). Early alpha versions, released on the Internet, show remnants from the original, slower and less action-packed design, with an assault rifle and bayonet, office chairs, and space marines playing cards in a lounge area. Some have argued when ID Software rebooted the storyline of the original game in ''Doom 3'', they were in fact just presenting a game that was closer to this original conception.
** The story was to start with four space marine [[PlayerCharacter player characters]] with differently colored outfits, playing cards in an office environment, interrupted by an attack in the base. One character, Buddy Dacote, would die at the end of the first episode, like how the player dies at the end of "Knee-Deep in the Dead".
** The Imp and Demon were going to be called Demon Trooper and Demon Sergeant. The Unmaker, a weapon made of demon bones, was planned to be included, and showed up later in Doom 64. There were ideas for interactive computer consoles and rail transport, showing up in ''VideoGame/{{Doom 3}}''.
** The first and third episodes were originally supposed to take place on "Tei Tenga", a tidally locked planet/moon (the design docs are inconsistent on this), with the bases the player explored focused on mining a substance called "Fire Dust" rather than teleportation. Additionally, there were a pair of "anomalies" at each of the poles, which were to be where said Fire Dust was first found and excavated from. In the end, all that remains of this are the names - "Tei Tenga" is referred to on a few monitors, as "UAC BASE TEI TENGA", and the anomalies are now the end of episode 1 and start of episode 2.
** After John Carmack designed the Doom 1 engine, ID Software wanted to use it to adapt the movie ''Franchise/{{Alien}}''. They decided against this rather quickly fearing ExecutiveMeddling in their creative process.
** Similarly, early versions of ''VideoGame/{{Quake}}'' were based around it being a very different hack-and-slash RPG set in Aztec temples (eventually changed to medieval European castles), starring a barbarian demigod named Quake who beats people up with his giant hammer. It was an eleventh hour decision to abandon this concept and turn it into a ''Doom''-like run-and-gun shooter, which is why the finished game has a muddled and inconsequential plot that tries to explain why you're running around medieval castles wielding a hand-held rocket launcher.
** ''VideoGame/QuakeIIIArena'' began life as an idea for a single player game called ''Trinity'', which was abandoned very early in the game design process in favour of a game focusing more on the deathmatch experience and online gaming.
** And ''VideoGame/Wolfenstein3D'' started as a much more ''Franchise/MetalGear''-style stealth combat game, with features like switching uniforms with guards, dragging bodies to avoid discovery, and using the knife to silently attack enemies instead of alerting them with gunfire. The game's pace was slow because of all this complexity, so they dropped it to speed up the game, in doing so basically invented the frantic first person shooter gameplay style we all know and love.
* ''VideoGame/DoubleDragon'':
** The original game was conceived as a sequel to the original ''[[VideoGame/KunioKun Nekketsu Koha Kunio-kun]]'' (aka ''Renegade''). It was retooled as a stand-alone game when the developers felt that they didn't want to work on a separate version of the same game for the overseas market like they did with ''Renegade''.
** The arcade version of ''Double Dragon II: The Revenge'' was originally planned as an upgrade kit for the original game that would've changed the graphics for the enemy characters and backgrounds. However, the developers wanted to add even more new features such as new moves, boss characters and more music, which wouldn't had been possible to add had the game been released as an upgrade kit, which required the game to be remade on a different hardware. This is why ''Double Dragon II'' reuses assets from the first game, since it was supposed to be an upgraded version to begin with.
** ''Super Double Dragon'' was supposed to have an actual plot. The BigBad Duke would've been revealed to be Billy and Jimmy's [[RivalTurnedEvil childhood friend]] and TrueFinalBoss would've been a fight with Duke's shadow.
* ''VideoGame/DragonAgeOrigins'':
** The game was originally intended that you were able to recruit Jowan the Blood Mage after finishing the Redcliffe chain of quests by invoking the Right of Conscription upon him, though time constraints led to this being scrapped. His fate in the game is either execution, being sent back to the Circle and into the hands of the Templars, or you let him escape early on.
** Plans to amend a few cases of GameplayAndStorySegregation were scrapped: [[PhlebotinumDependence Lyrium addiction]] (prominent among Templar and mage characters) was supposed to be implemented as a gameplay mechanic, manifesting itself in diminishing returns of Lyrium Potions; the [[TheCorruption Darkspawn taint]] (said to affect all living beings who contact the Darkspawn, including your party who fight them all the time) would have forced you to make your entire party Gray Wardens by the endgame. The Joining was only implemented in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'' and even there, it was optional.
** The game was also going to include human commoner and human barbarian origins, as well. In ''VideoGame/DragonAgeII'', the qunari mage Ketojan was originally planned as a party member.
* ''VideoGame/DragonAgeInquisition'':
** The Gray Warden who assists the Inquisition during the "Here Lies The Abyss" questline was originally planned to be none other than the PlayerCharacter from ''VideoGame/DragonAgeOrigins''. Unfortunately it was decided that unlike [[VideoGame/DragonAgeII Hawke]], the Warden-Commander was too much of a FeaturelessProtagonist to be implemented in a satisfactory manner, so they were replaced with Stroud, a minor character from the second game (or Alistair/Loghain with the right OldSaveBonus).
** The ''Champions of the Just'' quest was originally going to be a lot more involved, with dire consequences should The Inquisitor fall for the LotusEaterMachine. When the idea was discussed the reaction was a healthy dose of {{Squick}} and the whole expansion of the idea was scrapped.
* ''VideoGame/DragonBallZBudokai 3'' had intended to include another character: Bulma. A "Making Of" featurette showed Bulma's then-current English voice actress shouting out various lines in the studio and, through hacking, was able to place Bulma's skin onto Videl's character. However, it's unknown if Bulma was meant to be an alternate skin for Videl with new voices or an entirely new character.
* ''Dragon's Heaven'', developed by Face, was a 2D fighter for Neo Geo that ended up not being released.
* The original ''VideoGame/{{Duke Nukem|I}}'' was going to be called "Metal Force", and may or may not have had Duke as part of a team working to take down Dr. Proton.
* ''VideoGame/DukeNukemForever'':
** The game was going to be a sidescroller called ''[[http://dukenukem.wikia.com/wiki/Duke_Nukem_Forever_(Side-Scroller) Duke 4Ever]]'', with Dr. Proton as the main antagonist. The plot would've involved Duke trying to stop Proton from cutting the state of California off from the rest of the country, battling Protonite cyborgs and other enemies on his way to a final clash with Proton himself. The graphics engine eventually got reused for ''Alien Rampage'', originally called ''Ravager'', and the ''Forever'' title was [[RecycledTitle recycled]].
** Dr. Proton was going to be the main baddie of the DNF seen in the E3 2001 trailer; that version of DNF would've had Proton trying to take over the world by using technology stolen from Area 51. Though that version of the game was scrapped, the story elements were reused in the ''DNF'' DLC "The Doctor Who Cloned Me", along with another aborted subplot about evil Duke clones.
** Bombshell, Duke's female sidekick; in most iterations of the game before its 2011 release, she was set to be an integral part of the story. When Gearbox Software got their hands on DNF, Bombshell was off-limits (3D Realms still owned her at the time -- their intent was to put her in a spin-off game after DNF's release), necessitating the use of Captain Dylan as Duke's wingman. [[https://www.youtube.com/watch?v=LpG54vQNdQc Turns out, however, Bombshell's getting her own game after all.]]
** ''VideoGame/DukeNukemForever'' could have been released on ''VideoGame/DukeNukem3D'''s Build engine, the original ''VideoGame/{{Quake|I}}'' engine, the ''VideoGame/QuakeII'' engine, Unreal Engine 1, or even the ''VideoGame/{{Doom 3}}'' engine. It was eventually released on a modified Unreal Engine 2. Due to features being added or removed, and differences between engines, these would have been very different games.
* In the mid-2000s, Creator/{{Disney}} was looking to create a spinoff franchise based around the dwarfs of ''Disney/SnowWhiteAndTheSevenDwarfs'' (simply titled "Dwarfs'') taking a darker fantasy-epic tone (with a goal of drafting out thousands of years of Dwarf history). As a companion to a movie about how the dwarfs met and the origins of the Evil Queen and Magic Mirror, Disney hired Creator/ObsidianEntertainment to create a DarkerAndEdgier distant prequel set generations beforehand focusing around a young prince traveling with the ancestors of the Seven Dwarfs. Said game opened with the prince fighting a monster only to be revealed that [[spoiler:he was put under some hallucination spell and that he actually killed his mother the queen, setting into motion a journey to redeem himself]].
* ''VideoGame/DungeonKeeper'' was previewed as a dungeon design game in a generic fantasy setting, and was completely overhauled into its more humorous design.
* ''Dungeon Keeper 3: War for the Overworld'', cancelled in 2000, would have featured an improved economy, a new playable race, new playable heroes, and multiplayer.
* ''Eight Days'' by SCE London Studio was a UsefulNotes/PlayStation3 action game that was indefinitely put on hold in 2009.
* ''Franchise/TheElderScrolls'':
** ''VideoGame/TheElderScrollsArena'' was originally to be, about, well, [[ExactlyWhatItSaysOnTheTin arenas and gladiators]]. Then the developers put it into their home-brew ''TabletopGame/DungeonsAndDragons'' setting and fell in love with the WideOpenSandbox gameplay. The result was the epic role-playing series ''The Elder Scrolls''. Arena was left in the title because promotional materials had already been made using that name so it was kept and {{Retcon}}ned to refer to the setting as a whole, in a metaphysical "arena of the gods" fashion.
** ''VideoGame/TheElderScrollsIIDaggerfall'' was originally going to have a lot more content, more guilds. Such as Necromancer Guild, prostitute guild, and a guild called "Order of the Lamp". The wilderness was going to have more detail, such as roads and objects. NPC's as "Rival Heroes", furnishable houses (Which could be robbed) and twice as many spells. And Bethesda planned on setting ''The Elder Scrolls II'' in the province of Morrowind. When this proved unfeasible, the setting was shifted to the High Rock and Hammerfell regions. However Morrowind was eventually used for the third game.
** A sequel to The Elder Scrolls Adventures Redguard entitled The Eye of Argonia was in early production. However low sales of Redguard and a desire by the developers to produce a true sequel to Daggerfall put an end to that game.
** The civil war quest line in ''VideoGame/TheElderScrollsVSkyrim'' was originally intended to be far more dynamic and extensive, with several more city sieges, the possibility of losing holds and having to recapture them, quests to recruit giants to your side, etc. Some of these features were DummiedOut rather than cut, and modders have attempted to put them back in, but fair warning, the results are buggy.
* ''VideoGame/ElementalGimmickGear'' was originally in development for the UsefulNotes/SegaSaturn, but due to the decline of that system wound up on the UsefulNotes/SegaDreamcast. This explains why the cutscenes and 3D battles have higher resolution graphics than the basic gameplay mode.
* The main characters of ''VideoGame/EliteBeatAgents'' were originally going to be based off the Village people and were originally called the Disco Rangers. Derek also wasn't the same person until much later. There's also some WhatCouldHaveBeen in ''VideoGame/OsuTatakaeOuendan'', its Japanese predecessor. There was originally one level planned in [[http://www.youtube.com/watch?v=REq2Mf7xzXk this prototype]] where you have to save a puppy from an incoming train, but it was scrapped when they didn't think about how the scenario would end [[DownerEnding if you]] ''[[ShootTheDog failed]]''. The song was later recycled into Sachiko's level.
* ''Elveon'', a third person fantasy game by 10Tacle Studios, was to be released on PC, [=PS3=] and Xbox 360 on Unreal Engine 3. Development may have moved to Unreal Engine 4, or the project may be cancelled.
* The setting for ''VideoGame/EpicMickey'' is an InUniverse example of might-have-beens. As for meta examples:
** First, the strategy to defeat the Clock Tower using paint was different; rather than simply painting his face in, it would swing open after the arms brought you to its face, revealing a record player that was playing the tune "It's a Small World" over and over; smashing it would end the music and restore the Clock Tower's sanity. This would also explain the "Stop the Music" pin.
** Second, the Mad Doctor was originally wearing his black cloak from the short of the same name during the opening cinematic. However, developers realized that fans would confuse him for the original Phantom Blot, and the cloak was discarded.
** The biggest instance of all is the fact that originally, the KarmaMeter for the game would alter Mickey's appearance as you used Paint or Thinner more, or balanced both. This was changed as Scrapper Mickey (who looked more ratlike and with a nasty grin), who was the result of using Thinner a lot more, was too drastic-looking for fans of WesternAnimation/MickeyMouse.
** A level based on Alice's Curious Labyrinth (from Disneyland Paris) was scrapped due to the Creator/TimBurton film, ''Film/AliceInWonderland'', coming out at the time.
** Originally, the final boss of the game was The Storm Blot. This was basically Oswald as the Shadow Blot after Oswald sided with the Blot to get revenge on Mickey Mouse. This results in a rather [[DarkerAndEdgier twisted and crazier]] take on the Lucky Rabbit, especially when [[http://images.wikia.com/epicmickey/images/0/0a/Epic_mickey_storm_blot_by_hamilton74-d37hkgg.jpg pictures]] show that he seems to be using other Disney characters as sources of power, including the Genie, Dopey, Clarabelle Cow, and Horace Horsecollar. [[http://images2.wikia.nocookie.net/__cb20110527014705/epicmickey/images/thumb/2/2d/Epic_mickey_storm_blot_by_hamilton74-d3ewbnz.jpg/441px-Epic_mickey_storm_blot_by_hamilton74-d3ewbnz.jpg Another picture]] shows that the Storm Blot spawns Spatters, similar to the Shadow Blot. This suggests that during the game's development, the team decided to make Oswald more of a good guy than a villain, thus having the Shadow Blot take his place.
* ''VideoGame/EternalDarkness: Sanity's Requiem'' was originally planned to be a Nintendo 64 game, but promoted to the [[UsefulNotes/NintendoGameCube GameCube]], which allowed it to go from pre-rendered backdrops to real-time ones while not sacrificing any detail. Also, a few characters who were planned to be playable were relegated to NPC roles in other characters' stories, notably the temple guard in Ellia's and the templar knight in the cutscene before Roberto's. After Silicon Knights' buyout by Microsoft, they were going to make a sequel to ''Eternal Darkness'' for the Xbox 360 sometime after the release of ''Too Human 2'', but the sequel was cancelled when SK went under due to a lawsuit with Creator/EpicGames and use of the Unreal Engine. A SpiritualSuccessor, Shadow of the Eternals, did not reach its crowdfunding goals, and may not be released.
* The [=EyeToy=] games ''[=EyeToy: Fight=]'' and ''[=EyeToy: Tales=]'' ultimately went unreleased.
* ''Faith and a .45'' was going to be an Xbox 360 and [=PS3=] action game set during the Great Depression, with the player able to switch between two characters who were in love. The game was cancelled in 2012.
* VideoGame/{{Fallout}}:
** In Junktown of ''VideoGame/{{Fallout 1}}'', the player can make the good choice of siding with the mayor Killian Darkwater against the greedy casino-owner Gizmo. If the player sides with the former, the town becomes a bastion of law and order. If he sides with the latter, it becomes a WretchedHive. Originally, this was the other way around: The mayor runs the place into the ground with tyrannical laws and hanging half the population. The casino owner turns the place into a slightly seedy, but otherwise safe and pleasant place to live. [[ExecutiveMeddling The publishers objected to this and the endings got semi-switched.]]
** Supposedly, the person first considered for the role of ''VideoGame/{{Fallout 3}}''[='=]s [[PresidentEvil President John Henry Eden]] was none other than UsefulNotes/BillClinton, or more precisely [[Characters/{{Fallout2}} Richardson from ''Fallout 2'']].
** The first ''Fallout 3'', aka ''VideoGame/FalloutVanBuren'', could have lived even after Black Isle died. Had they not been outbid by {{Bethesda}}, ''Fallout 3'' would have been made by none other than Black Isle alumni developers Troika Games, creators of {{Arcanum}} and ''VideoGame/VampireTheMasqueradeBloodlines''. Several ideas from Van Buren would eventually be implemented in ''VideoGame/FalloutNewVegas'', though with changes to reflect the later time period. One of the most notable is Joshua Graham, the Burned Man - in ''Van Buren'' he was to be the "Hanged Man" instead, the first and statistically strongest companion available to the player, but also an extremely angry individual who was likely to piss off anyone and everyone else you came across. [[http://www.rpgcodex.net/forums/index.php?forums/van-buren-a-fallout-adventure.86/ A group of fans hope to recreate Van Buren as it was originally envisioned.]]
** A ''Fallout'' top-down shooter was being developed for the UsefulNotes/PlayStation by [[Creator/InterplayEntertainment Interplay]], along with a UsefulNotes/PlayStation port of ''VideoGame/BaldursGate''.
** ''VideoGame/FalloutBrotherhoodOfSteel'' was to be followed by ''Fallout: Brotherhood of Steel 2''.
** ''[[VideoGame/FalloutTacticsBrotherhoodOfSteel Fallout Tactics]]'' was to have two sequels, ''Fallout Tactics 2'' and ''Fallout Extreme''.
** ''Fallout Online'' was to be developed by [[Creator/InterplayEntertainment Interplay]]. The rights were transferred to Creator/{{Bethesda}}, and it was eventually cancelled in 2012, though through crowdfunding it may be turned into a strategy RPG.
** Prior to the iOS/Android ''VideoGame/FalloutShelter'', John Carmack proposed a ''Fallout'' game for the iPhone.
* A game based on ''Film/TheFastAndTheFurious'' was announced in 2003 around the release of ''2 Fast 2 Furious''. It would have been developed by Genki (developers of the ''TokyoXtremeRacer'' series) and published by Vivendi Games. It was due for release in November of 2003, but was cancelled. Three years later, another ''Fast and the Furious'' game was released in connection with ''Tokyo Drift''. (Developed by Eutechnyx and published by Namco.) But it would have been interesting to see the first one. [[http://www.gamespot.com/articles/the-fast-and-the-furious-hands-on-impressions/1100-6072784/?utm_campaign=gamespace_b&utm_content=footer&utm_medium=partner&utm_source=gamefaqs Some information.]]
* ''[[VideoGame/FearEffect Fear Effect Inferno]]'' by Kronos Digital Entertainment, was going to be a UsefulNotes/PlayStation2 sequel based on the first game's [[Main/CuttingOffTheBranches best ending]].
* ''Videogame/{{Fez}}'' was going to have a sequel, though it was infamously canceled after developer Phil Fish's public breakdown.
* ''VideoGame/FinalFight Streetwise'' was originally intended to have Sodom and Poison appear. They were abandoned later in development. Also, the original ''Final Fight'' was originally meant to be a sequel to the first ''VideoGame/StreetFighter'' game entitled ''Street Fighter '89'', but reactions from consumers when the game was demonstrated at a trade show led to the game to be a standalone game. Supposedly, the fact that the game had really nothing to do with Street Fighter was the reason behind the change; the intended shared universe remained, however, and from ''VideoGame/StreetFighterAlpha'' on the series has featured Final Fight characters.
* [[http://serenesforest.net/general/designer4_3.html Shouzou Kaga's original plans]] for ''FireEmblem: Genealogy of the Holy War''. Among them were the possibility of all the female characters surviving or being revived by the power of Forsety, the game being split into three parts (part 3 would be the children reuniting with their parents), and Yurius surviving and being returned to his original self by ThePowerOfLove.
* ''Franchise/FiveNightsAtFreddys'':
** [[Videogame/FiveNightsAtFreddys The first game]]:
*** Freddy Fazbear was originally going to be named "Freddybear", and the name of "Freddy" and the other animatronics (Bonnie, Chica and Foxy) were meant to be placeholders until Scott Cawthon could come up with proper names. Ultimately, they grew on him and [[PermanentPlaceholder became the final names]].
*** The game was going to have a lives system in place, as shown in [[https://www.youtube.com/watch?v=GS-VcKmK7Gc a gameplay video]], but was ultimately removed.
*** Freddy was originally never able to move around the pizzaria with the rest of the animatronics, and would only kill the player if they ran out of power. Late in development, though, Freddy was made just as dangerous as (if not moreso) the others.
*** The map design looked different, with the cameras being shown as cones depicting their field of vision as opposed to labeled squares.
*** Scott Cawthon claimed that more animatronics were planned, but were cut. Although he never mentioned if they were Balloon Boy, the Puppet, or something else, he did say they would be brought back in the sequel.
** ''Videogame/FiveNightsAtFreddys2'':
*** The lives system cut from the first game would appear to have been brought back at first, as indicated by unused graphics, but was scrapped again.
*** Unused graphics for a toxicity meter are present, suggesting the player may have originally been unable to wear the Freddy head for long.
** ''Videogame/FiveNightsAtFreddys3'':
*** Unused graphics show that sealing vents was originally done by a separate button, as opposed to double clicking a vent.
** ''Videogame/FiveNightsAtFreddysWorld'':
*** The first trailer showcased a 3D overworld, which the final game lacked in favor of an 8-bit version. However, once the Steam release was pulled, the 3D overworld was reinstated for the [=GameJolt=] rerelease.
* [[http://www.bleedingcool.com/2014/01/12/late-night-fun-the-flash-video-game-that-might-have-been/ There were plans]] for a ''Franchise/TheFlash'' game made by [=BottleRocket=] and Brash Entertainment. The game was, sadly, cancelled in 2008 when Brash went belly up. With a story written by Marv Wolfman, it would have starred the Barry Allen Flash and had him deal with his famed Rogue's Gallery. In-game footage from the alpha had ''very'' obvious nods to Sonic (beyond the running part, there were dash pads and grinding) and the Spider-Man games. It was also highly possible to play as other speedsters from the Flash Family.
* ''VideoGame/{{Fracture}}'': The protagonist was going to be named Mason Briggs, then B.J. Dart, before settling on Jet Brody.
* ''Frag Ops'', an ''VideoGame/UnrealTournament2004'' mod, had a standalone version being developed that was cancelled when the developer was bought out by Epic.
* ''VideoGame/FreedomFighters''. Despite a clear ending with a sequel clearly brought up, and even an announcement of a sequel, developer Io never really gained any ground.
* ''VideoGame/FreedomForce'' originally was planned as a series where each game would be a different decade of comics history, leading up to the present. Instead they made a time-traveling second game with a few golden age heroes and one later-styled character with death powers, and then they hit it big with ''VideoGame/BioShock'' with no indication they'll ever go back to the IP, especially given [[http://www.theverge.com/2014/2/18/5422846/bioshock-studio-irrational-games-closing the studio is now closing down]].
* ''VideoGame/FreedomPlanet'' actually started its life as a ''Franchise/SonicTheHedgehog'' fangame before changing into an original game. In fact, Lilac started life as a Sonic-type hedgehog before evolving into the water dragon she ended up as. [[http://www.youtube.com/watch?feature=endscreen&v=YyLmofvbhNA&NR=1 this video]] from SAGE 2012 easily shows the Sonic roots a lot more.
* ''VideoGame/{{Freespace}}'' had a couple of cutscenes dropped from the final product, whose storyboards can still be found in the developers' notes, including a truly epic depiction of the Lucifer's attack on Tombaugh Station, which would have included Shivans leaping out of their ships (without spacesuits) to board it. One fan actually went ahead and animated another cutscene himself, that being the [[http://www.youtube.com/watch?v=9soWW_haNbM devastation of Vasuda Prime]]. Planet-size spaceships were also mentioned as being an idea for the unmade third game.
* ''VideoGame/{{FUSE}}'' was initially developed as a game with a different art style and tone, called ''Overstrike''.
[[/folder]]

5th Jun '16 1:22:18 PM WolfThunder
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* A ''Franchise/{{Tremors}}'' game was being developed in 2002 by Rock Solid Studios, for the GameCube, PC, PS2, and Xbox, but the game was cancelled in 2003.

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* A ''Franchise/{{Tremors}}'' game was being developed in 2002 by Rock Solid Studios, for the GameCube, PC, PS2, [=PS2=], and Xbox, but the game was cancelled in 2003.
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