Sometimes the best game design decisions are the ones you don’t make. Ghost of Yotei, Sucker Punch’s upcoming sequel to the beloved Ghost of Tsushima, almost featured one of gaming’s most popular mechanics — but the developers made a choice that shows real creative courage.
The team experimented with Zelda: Breath of the Wild-style rock climbing during development. You know the kind — scrambling up any surface, finding handholds on seemingly impossible cliff faces, turning the whole world into your personal jungle gym. It’s the mechanic that made us all feel like kids again when we first grabbed our Switch controllers.
But here’s the thing that makes this story special: they cut it.
“Ghost of Yotei devs tried to add Zelda: Breath of the Wild-style rock climbing, but discovered ‘rock climbing is not a core aspect of being a wandering ronin'” — u/Turbostrider27 on r/PS5
It’s easy to imagine why they tried it. After Breath of the Wild changed open-world games forever, climbing mechanics have become the new double-jump — everyone wants them. They make exploration feel limitless and give players that satisfying sense of “I can go anywhere.” Plus, Ghost of Tsushima’s grappling hook already showed that Sucker Punch knows how to make traversal fun.
But think about what a ronin actually is. These aren’t mountain climbers or adventure seekers. They’re masterless samurai, wandering the countryside with purpose but no fixed destination. They walk the roads, not the ridges. Their journey is as much spiritual as physical — and there’s something beautifully grounded about keeping their feet closer to the earth.
This decision reveals something deeper about how Sucker Punch approaches game design. While other studios might chase what’s popular, they’re asking a different question: “What serves our story?” It’s the kind of creative integrity that’s becoming rarer in an industry obsessed with features and mechanics.
Remember how Ghost of Tsushima felt different from other open-world games? It wasn’t just the gorgeous art style or the satisfying sword combat. The game had a specific identity — from the way wind guided you instead of waypoints to how photo mode felt like practicing traditional Japanese aesthetics. Every system reinforced the fantasy of being a samurai in feudal Japan.
Ghost of Yotei seems to be following that same philosophy. The shift from Jin Sakai’s story to a new protagonist in a different time period isn’t just about fresh characters — it’s about exploring what it means to be a different type of warrior. A ronin’s journey should feel distinct from a clan samurai’s path.
This also highlights an interesting tension in modern game development. Players love familiar mechanics because they work and feel good. Climbing in Breath of the Wild was magical partly because it was so intuitive and freeing. But when every open-world game starts feeling the same, that magic fades.
Sucker Punch’s choice reminds me of Nintendo’s own design philosophy. The best Nintendo games often succeed not because they include every popular feature, but because they know what to leave out. Mario games could have dozens of abilities, but they focus on jump mechanics. Zelda could have complex skill trees, but it keeps things simple and elegant.
There’s something wholesome about a developer saying “this doesn’t belong in our game” even when it’s a beloved mechanic. It shows respect for both the source material and their own creative vision. It’s like a chef refusing to add a popular ingredient because it doesn’t belong in their recipe, even if customers might expect it.
The gaming community’s reaction to this news will be interesting to watch. Some players might feel disappointed — after all, who doesn’t love good climbing mechanics? But others will probably appreciate the thoughtfulness behind the decision. It suggests Ghost of Yotei won’t just be “Ghost of Tsushima with new stuff added.” It’ll be its own experience.
This kind of restraint might seem small, but it often makes the difference between good games and great ones. When everything serves the core fantasy, every moment feels intentional. Every mechanic reinforces who you’re supposed to be and how you’re supposed to feel.
As we wait for more Ghost of Yotei details, this climbing story gives us hope that Sucker Punch is still thinking carefully about what makes their games special. In a world full of open-world games trying to do everything, there’s real courage in choosing to do less — but do it perfectly.
The wandering ronin path isn’t about conquering mountains. It’s about finding your way along the roads below. Sometimes the most profound journeys happen at ground level.

