Guerrilla's revealed that they nearly used their resources in a different way however, experimenting with a Killzone 2 on-rails PlayStation Move shooter.
"When we got the initial [Move] prototypes, we had no set plan on how to add motion control to Killzone. Being a first-party Sony studio, we had little experience in that area except for some small experiments with the SixAxis controller," lead programmer Tommy de Roos told Ars Technica.
"This was an opportunity to make the game more accessible to players who have trouble playing games with a standard controller, and to give fans of the series a little something extra to play with.
"One of the first ideas was to create an on-rails version of Killzone 2. But once we realised how much work that would be, since all encounters would have to be re-scripted, we decided against it."
Killzone 3's Move implementation has had a number of critics raving about the set-up. It's clear Guerrilla really took the time to tweak the motion controlled experience in Killzone.
"Move gameplay is more of an acquired taste, proving to be surprisingly precise and intuitive during normal movement and gunplay with varying levels of automatic target lock," he said.
"It only shows its limitations when the single-player starts getting all vehicular, and judged as a showcase of how motion control can work in a hardcore FPS environment, it sets a high standard."
So high in fact, Guerrilla have already been contacted by several developers, with Sony urging the studio to share their secrets.
"We've already been contacted by several studios. And I guess most studios will learn from this the same way as we did: analyze it and try to come up with better ideas to improve upon it. I certainly think that there is still a lot of progress to be made in this area."