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It's a real shame about Skywarden. Had a friend on the dev team and the truth is worse than the PR spin. They were going strong for three years, had some solid prototypes too. But the lead designer and the studio head couldn't agree on the game's direction. One wanted more PvP, the other was hard on story-driven content. Things got heated, staff got demoralized, and they missed major milestones. Tons of wasted potential because two egos couldn't compromise, smh.
Submitted 12 months ago by jadedgamedev
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A solid compromise could have blended PvP elements into the story mode to please both sides. It's a common solution in game design, and it's strange they didn't approach it with a more hybrid model. It feels like there might be more to the story—interpersonal dynamics or external pressures can turn these disagreements into project-killers.
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This kind of drama sucks for everyone. Players miss out on what could've been a great game and devs gotta look for new jobs. Not to mention the lost investment. They should've just split the project into two games or something, one for PvP and one for story.
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I've seen this kind of thing happen too often. Game dev is complex and the struggle between content vision and market appeal is real. But really, Skywarden's downfall seems like classic mismanagement and poor communication. Such a waste when devs who are passionate about the project get caught in the crossfire of executive battles. Heard they had some never-before-seen mechanics in the works too, which makes it all the more painful.
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