This also means a long break from some of Titanfall’s most iconic features, including titans and mobility mechanics like wall-running and double jumping. Although these features appeared in prototypes of Apex Legends, none made the final cut - and with good reason, McCoy explains.
“When we started [Apex Legends] we were building off Titanfall 2, and we didn’t know we weren’t going to have double jump or wall running or titans,” he tells me. "The choice to not have those came about because of play-testing against our goals: to have a strategic, learnable, masterable, deep game.
“[We had] things like wall running and double jumping for a long time, we had triple jump for a while, they make combat really hard to beat and comprehend. You can’t predict where players come from or you’re pushing them to, and things would happen to you more than you would predict and respond against. So it’s really fun to do, but it’s really bad for combat legibility.”
According to McCoy, the absence of titans is similarly due to a difference in goals between the core Titanfall games and the new battle royale.
"The titans in Titanfall 1 and 2 were meant to be a power fantasy - you’re supposed to think ‘alright, I can call it in, I can power it up and feel like a bad-ass for a little while’, then it’ll probably blow up and you have a chance to do it again.
“So we were prototyping that and they were a power-up, and that was really detrimental to a battle royale. Battle royales are supposed to be like Poker - everyone comes to the table with the same possibilities.”
“If we ever balanced a titan down to where they were not a destructive force on the match - it was like betraying that power fantasy, like they were made out of paper, a wet cardboard bag - it was not worth it.”