"But we thought it was a big deal," said Davis. "Because we thought to be this serious esport, it needed to www.lolga.com clear that these were like awesome, human-sized vehicles. And we wasted all this time on getting scale right, trying to get stadiums that looked realistic for full-sized cars. And it meant that we never hit on a fun play-testable build, which at least at Psyonix, is sort of a death sentence."

They'd also go on to drop Battle-Cars World, which like many games designed over the last five years, was going a bit Ubisoft."We thought: why not make it an open-world with cars?" said Davis. "And maybe if you want to drive to a stadium and play soccer, that's just one mode that's available."

An interesting idea, perhaps, although it does seem to clash with the simplicity that SARPBC had championed. It was also "insanely, insanely, insanely out of scope" for Psyonix, admits Davis. They still had something like 15 full-time developers at the time."The split focus made it impossible to make any part of the game good," said Davis. "We were trying to serve too many masters at once."

And so once again, they dropped it.Finally they would arrive at Rocket League Trading and although the team wouldn't settle on that name for some time, they all agreed on the concept: make the game they'd wanted SARPBC to be.