Path of Exile co-creator used to think ‘live service was entirely upside, in all cases’, but 10 years of experience and games like Baldur’s Gate 3 have shown him another way

It is easy to dismiss live service games as inherently toxic for the industry. We sit back and critique the system from a comfortable distance, yet we are all participants in this evolving landscape. For a long time, however, that model seemed less like an industry trend and more like the inevitable future of gaming.

A person who fully bought into that vision of potential was Chris Wilson, co-creator of the hugely successful title Path of Exile. After leaving Grinding Gear Games in 2023, Wilson has channeled his experience into a new game studio and a YouTube channel, sharing his evolving thoughts on what drives modern game development.

In recent discussions about game evolution, Wilson revealed a significant ideological shift regarding live service. Ten years ago, he felt that this model was entirely positive. He argued that the variable monetization meant more accessibility—a game could be free, and players didn’t need to spend massive amounts to engage. The constant updates provided endless content, fulfilling the promise of perpetual evolution.

However, as time has passed and deep experience has been gained, Wilson realized this optimism was too simple. He pointed out that while the concept sounds like a win-win on paper, it often hides significant drawbacks related to design choices and community dynamics. Constant need for change, pressure from feedback, and the risk of release being boycotted or review bombed if changes are made felt like heavy burdens.

This realization is crucial: games that remain finished, polished, and complete often avoid this intense pressure because there is no expectation for further patches or updates. This contrast brings into focus why we are seeing a mass graveyard of live service games plaguing the industry today.

While Wilson acknowledges that he was not necessarily trying to dismiss specific live service titles—as he helped create some of them—he made a clear point: there are many different ways to monetize a game, and every approach carries its own set of consequences. The pendulum is now swinging back toward games that prioritize completion and polished experiences over continuous evolution.

Consider the massive success and thoughtful design of titles like Baldur’s Gate 3. This game exemplified a finished, meticulously polished experience that incorporated deep community feedback during its extensive early access period with numerous significant patches.

It is perhaps time for the industry to embrace this shift. The focus should move toward crafting complete, satisfying experiences where the dopamine hit comes from finishing a journey, rather than endlessly chasing the next update. It’s an exciting new chapter for game development, prioritizing quality and lasting impact over perpetual service.

Buy on Amazon