Haldures 2 creative director Johan Pilusad says the game industry has a “problem of convention” because everyone is pursuing the same “big thing”, which he believes his industry is “stuck in a vicious sphere of death and re -birth.”
Addressing a game developers conference panel through the PC Gamer, Pilusad directly identified the finger at the height of service games, especially the war royals, as a sign of a major problem for the industry: the developers all “are ready to compete for the same niche, when they are ready to play, and they are ready to play a big trend, and they are ready to play.” Ready to spend.
Pilistate said, “The sports industry is caught in a vicious cycle of death and renovation.” Every time we suddenly leave thousands of people, and no one understands why, and I think it’s just because we change.
“We will always go through this cycle of death and regeneration, but now this cycle is unnecessary because we do not have enough diverse. We need to play more games, because people are playing more than ever before, and still, we are unable to maintain our business. It is ridiculous and ridiculous.
Ironically, how often such games fail, Pilusad termed the industry’s desire to pursue “safety” desires, especially in the publishers who “safe and try to play safely.”
“One thing I can guarantee is that they are the death sentence for safe studies that try to make them. We are in a risk -taking business, and if we do not take the risk, we will never be able to succeed. Very few people think that the Holidars will be equal to anything, and we are still here.
In fact, they are here, and I think we have to acknowledge that the runaway success of Holders 2 has expressed a special luxury of choice that other developers do not have. Nevertheless, they are not wrong in the big picture: as PC Gamer’s Morgan Park said in 2023, “Direct service keeps hitting a slightly successful multi-player sports,” some of which are very good-but the slightest success is not enough to live in any kind of space, especially when they are immediately demanding the urgency.
Pilestt ended his conversation not only from the developers to take risks, but also urge him to do his job. “Make your game according to the basis and style of your studio,” he said. “Don’t copy others. Think about what you want to make and gambling on it.”