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Why One Game Publisher Says Enough is Enough to the Crunch Culture

Manor Lords publisher doesn't think devs should be "forced to run on a treadmill until their mental or physical health breaks" just to regularly update a game (Via: vg247.com)

Image via: vg247.com - Manor Lords publisher doesn't think devs should be "forced to run on a treadmill until their mental or physical health breaks" just to regularly update a game

Manor Lords' Publisher Defends Game Against Criticism on "Endless Growth" in Gaming Industry

Manor Lords has sparked a significant conversation about the expectations placed on early access games and their development pacing.


Early Success and Subsequent Criticism

Manor Lords debuted in early access with remarkable success, selling two million copies within the first three weeks. However, criticism soon followed, highlighting the slower pace of content updates. Raphael van Lierop, CEO of Hinterland, pointed out on LinkedIn that the initial excitement has dwindled due to a lack of substantial new content, describing the game as an "interesting case-study in the pitfalls of Early Access development."


Challenges of Early Access

Lierop emphasized that while the game launched with a solid foundation, it lacks the extended content needed to maintain player interest over time. He suggested that systems-centric games must offer a variety of maps, game modes, or procedural generation to stay engaging.


Publisher's Stance

The publisher countered these criticisms, defending the deliberate development pace and rejecting the "endless growth" mindset prevalent in the gaming industry. They argued that constant updates should not be mandatory for a game's success, advocating for thoughtful and substantial content over frequent but potentially superficial changes.


Looking Forward

The discussion around Manor Lords underscores a broader conversation about player expectations and sustainable game development. The publisher's stance invites a reassessment of what constitutes success and value in early access and beyond.




Exploring the Debate Around Manor Lords' Early Access Success

Manor Lords has emerged as a notable success in the realm of strategy games, even if some consider its growth to be stalling. Earlier this year, the game took off like a rocket in early access, delighting fans and racking up an impressive two million copies sold in just three weeks.


What Led to the Buzz?

In my opinion, the high initial sales can be attributed to the game's innovative and immersive concept. It offers players the chance to build and manage their own medieval towns, which taps into the popular trend of resource management mixed with historical settings. Despite this strong start, the subsequent dip in excitement is worth analyzing.


The CEO of Hinterland, Raphael van Lierop, candidly pointed out on LinkedIn that while the core of Manor Lords is robust, it lacks a wealth of content to keep players hooked long-term. He mentions, "It launched with a pretty strong base game but without much content," adding that such games need "either a range of maps, game modes, or some amount of proc-gen dynamism."


Early Access—A Double-Edged Sword

The concept of early access is undoubtedly revolutionary, offering developers both feedback and financial support before the official launch. But it can lead to high expectations. The point that Lierop makes about the "pitfalls of Early Access development" is poignant. Users get a taste of what could be, but if updates are slow or infrequent, that initial fervor can fade out.


The Responsibility to Continually Update

This brings us to a broader industry discussion: should developers be expected to continually update their games to keep player interest alive? The response from Manor Lords' publisher was telling. They criticized the "endless growth" narrative that they believe is problematic for the games industry.


I have to agree with them to some extent. Not every game needs to adopt a "live service" model. Constant updates can be both financially and creatively taxing on developers. A good game should be able to stand on its own merit without needing a constant stream of new content. After all, even the best expansions can't fundamentally change a game's core unless it was lacking from the start.


The Future Landscape of Early Access and Game Development

Going forward, I think there needs to be a balanced approach. Players should temper their expectations, and developers must communicate clearly about the vision and timeline for their games. Meanwhile, the critical success of early access titles like Manor Lords remains an invaluable case study in perfecting this intricate dance between developer aspirations and player expectations.



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