Ahead of E3 earlier this year, we had news that Crackdown 3 wouldn’t be appearing at the event due to the game being pushed back even further to 2017. Now, we have a more solid reason why.

Speaking with Game Informer, Microsoft Studios general manager Shannon Loftis shared some more details as to why the game is delayed. She revealed that while progress is definitely being made on the game, the campaign still needs work.

It’s actually the campaign that we’re doubling down on now. We’ve got internal play sessions every week for Crackdown Online. We’re starting now to get the campaign in. Building these open world games is both challenging and a blast, because you have to build all of the systems that interact together. Before you get to the point where you can actually experience what the game feels like and can start building your missions and telling your stories.”

She also added that the developers have taken a different approach to Crackdown compared to the development of the first two entries, now the world itself is much more responsive to the player. With the game being so huge and practically everything has the ability to be destroyed, repercussions will be much more major than in previous games.

Depending on what you choose to destroy in the environment, there will be massive, big reactions all over the city. Gangs will get together against you. This is the first time we’ve ever had something like that. It’s just starting to come online. We have lots of time to put together our missions. I don’t like letting gamers down and asking them to wait, but I’m also kind of proud of giving developers the time they need.

Of course, in comparison, this explanation makes much more sense than Aaron Greenberg’s statements during the TXR podcast this week where he claimed that they were spacing out releases so everything wasn’t all crammed together.

Both reasons do make sense, but it seems more likely that the delay is due to the developers needing more time, than giving players too much choice this holiday season.

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