Tag: Game evolution

  • Following the success of Mouthwashing, developer Wrong Organ wasn’t ready to make a better ‘story game,’ so it’s making a ‘gameplay game’ instead

    Featured image Following the success of Mouthwashing developer Wrong Organ wasnt ready to make a better story game so its making a gameplay game inste

    The landscape of independent game development is constantly evolving, and sometimes the most exciting shifts are those that redefine an established studio’s identity. Wrong Organ, known for crafting some of the most visceral and unnerving experiences in horror gaming, is currently navigating such a transition as they pivot from narrative storytelling to pure, immersive gameplay.

    This shift is perhaps best illustrated by their upcoming title, Carcass Clad. While fans are eager for the release of this co-op tank simulation, the real story lies in the creative philosophy driving the development process. When speaking with Wrong Organ developers Jeffrey Tomec and Dave van Egdom ahead of the reveal trailer at the PC Gaming Show, it became clear that their journey is about finding a new, compelling expression for the themes they are known for.

    “This game is a statement in some ways; it could seem weird,” noted Tomec. “We made a story game, and you loved it. Now we are doing something that is nothing like that, and to an extent, there’s a little bit that we definitely don’t want to pigeonhole ourselves.”

    Despite the change in format—moving away from deep written narrative toward complex mechanical interaction—the core essence of Wrong Organ remains firmly intact. Both Tomec and van Egdom agree that certain elements are essential to their studio’s DNA: themes of dehumanization, innovative deployment of body horror, and the unsettling feeling of the mundane suddenly going horribly wrong. These thematic pillars provide a powerful foundation that transcends mere story.

    However, as they dug into the development process for Carcass Clad, they found themselves grappling with the formula itself. They noted that while they enjoyed the narrative-heavy experience of their previous work, they felt the need to build capacity and expertise before attempting a larger shift in scale.

    “We really liked working on Mouthwashing,” Tomec admitted. “But deep in the development of any game, the grass is greener. We needed to get off like four months of just designing these little components and being like, ‘Actually, this gear doesn’t rotate this other gear correctly.’”

    This experience highlights a fascinating dilemma: how do you evolve an established brand without losing its unique voice? The studio is exploring how to translate their signature atmosphere and thematic intensity into something that prioritizes gameplay while retaining that distinctive Wrong Organ flair. It’s about taking the successful elements—the visceral gore and unsettling world-building—and layering them with a robust, engaging mechanical experience.

    There is an ongoing discussion about future directions for the studio. Some suggest a return to more narrative-driven experiences, while others argue that building expertise in complex gameplay mechanics first was necessary for a bigger impact. The current trajectory suggests a phased approach: proving mastery in one area before attempting a hybrid. Ultimately, Wrong Organ seems committed to evolving their vision, aiming to create an experience that is both deeply engaging and utterly unique.

  • 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.