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Reevaluating Wildlight: Striking a Balance Between Competitive Gameplay and Player Experience

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While the jury's still out on it, Highguard gets a temporary new mode that ups the headcount in matches

Why Highguard Failed: Insights from Former Senior Level Designer


In the gaming industry, staying relevant and successful can be a challenge, especially with the ever-growing competition in the live service market. Highguard, a game that once showed promise, failed to capture the attention of gamers. Former senior level designer, Alex Graner, sheds light on what went wrong during development.

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Graner recently shared his thoughts on the Quad Damage podcast, revealing the challenges faced by the development team at Wildlight. According to Graner, the team initially aimed to create an ambitious game that pushed boundaries. However, as development progressed, the focus shifted towards a highly competitive gameplay experience, which ultimately alienated casual players.


One of the key issues highlighted by Graner was the game’s emphasis on competitive play, particularly with the introduction of a 3v3 format. He expressed concern that this intense level of competition left little room for casual enjoyment, ultimately turning off many potential players.


Graner also mentioned the added pressure placed on Highguard following its spotlight at Geoff’s Night of Statues and Trailers. Unlike Apex Legends, which launched at a time when battle royale games were still novel, Highguard struggled to attract and retain players due to its steep learning curve and high skill requirements.


The lack of cohesive team play further exacerbated the game’s challenges, making it difficult for solo players to compete effectively. Graner emphasized the importance of teamwork in Highguard and how the absence of a dedicated team could lead to frustrating gameplay experiences.


While Graner’s insights shed light on some of the issues plaguing Highguard, it’s clear that leadership also played a significant role in the game’s downfall. A recent report suggests that internal leadership struggles and mismanagement contributed to the game’s overall failure.

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