
With Bungie’s new sci-fi shooter, Marathon, being an extraction shooter like many popular games, you might assume it took its cues from titles like Escape from Tarkov or Hunt: Showdown. However, the game’s former director says that wasn’t the primary influence.
Christopher Barrett, a former executive at Bungie who worked on popular games like Halo, Destiny, and Marathon before being let go last year following concerns about workplace conduct, recently shared the surprising origin of Marathon. He explained that the game’s initial concept was inspired by Dark Age of Camelot (DAoC), an MMO his parents enjoyed playing two decades ago.
I fondly remember watching my family play this popular game when I was younger, and I even tried it out myself later on. It’s been years since I’ve heard anyone talk about it, so I was surprised to discover it heavily inspired Marathon. But after learning *why*, it all made perfect sense.
Barrett explained the game’s initial inspiration wasn’t from games like Tarkov, but from Dark Age of Camelot. He described it as a world that felt alive and filled with tension, where players could create cooperative stories but also faced danger from each other. The ‘extraction’ element was simply a way to create a fast-paced gameplay cycle – around 15 minutes long – offering players several chances to win or lose within each session.
That sounds a lot like the realm vs. realm (RvR) combat zones in the game Dark Age of Camelot. Players representing the three realms – Albion, Midgard, and Hibernia – could meet and battle each other in player-versus-player (PvP) combat, all while exploring dungeons and fighting computer-controlled monsters (PvE).
This really reminds me of how extraction shooter games work, and it made me think that this genre actually has roots in older massively multiplayer online role-playing games with player-versus-player combat, just as much as it does in the popular mods for games like ARMA and DayZ from around 2010.
Unfortunately, the video explaining this has been taken down! The game’s initial inspiration wasn’t games like Tarkov, but actually Dark Age of Camelot. We’re aiming for that game’s feeling of a dynamic, immersive world where players cooperate and experience exciting stories, but also face risks from other players. The idea of ‘extraction’ really came about later, around December 21st, 2025.
Barrett described his initial vision for Marathon, which included always-available servers where players could start or end their sessions – similar to ARC Raiders, but without time limits. He also envisioned a player-driven world that constantly changes with unexpected events, prioritizing individual player experiences and stories. To add challenge and encourage creative problem-solving, the game would include survival elements like injuries and equipment malfunctions.
As a huge fan of the original Marathon games, I’m really excited by the idea of a new game that builds on that incredible story and world. It sounds like they want to create something truly immersive and worth investing in. What’s really cool is that you won’t be playing as a pre-defined hero, but a completely customizable character. They’re planning for it to be a ‘live service’ game, meaning consistent updates and improvements. And most importantly, they want to make sure that players who prefer strategic gameplay, rather than just fast reflexes, have just as much chance of winning. It’s not just about twitch skills – there’s a path to success for everyone!
Barrett acknowledged he couldn’t comment on the game’s current development. It’s true that Marathon has evolved from its initial concept. Unlike the original plan, the game now includes unique playable characters with special abilities – similar to hero shooters – and time-limited raids instead of a constantly running, persistent world.
However, the game appears to be returning to its initial ideas, more so than in the version we saw earlier this year. A recent video showed that the game will include proximity chat, which should encourage players to interact with each other. They’re also making the non-player enemy encounters more challenging and unpredictable, which should lead to players teaming up and create more unique matches.
We’ll get a complete idea of what Marathon is like when it’s released in March 2026. It was initially planned for September 23, 2025, but the launch was pushed back in June.

What are your thoughts on Christopher Barrett’s initial ideas for the game Marathon, and how do they stack up against the version Bungie is creating today? Share your opinions in the comments below.
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2025-12-23 18:41