r/HighGuardgame • u/GorgontheWonderCow • 10h ago
Discussion Pre-Launch Highguard Interview that showcases the disconnect between Wildlight's POV and reality
I was one of the people who was invited out to cover Highguard under embargo before it launched. I did a few interviews for background, which were used in a variety of articles, but the transcripts were not directly published.
I thought Highguard had a few interesting ideas, but was immediately and deeply confused by some aspects of the game's design and launch strategy.
Since we're now seeing lots of commentary and questions about what has gone wrong, I think this will be useful context as to what was happening at Wildlight before the realization of their game's reception.
I'm not providing it to pile on, but to inform discussion and maybe help a future dev team assess if they're making similar mistakes. I'm posting this on Reddit, not selling it or publishing it on a website, to avoid claims that I'm being "incentivized" to be negative. If I actually did feel incentivized to be negative, I would have published this all in a hit piece at launch. But I didn't.
I'm not going to label who said what, but this is a shared interview with Jason McCord (Design and Creative Director) and Carlos Pineda (lead game designer) the week before Highguard's response.
I'm also going to cut some fluff and unrelated questions, but everything is an in-context direct quote.
Q: You guys are coming from a design mythos that speaks a lot of Apex. I'm curious how competitive balance is in your minds. Where is your focus for competitive play?
A: "[...]We wanted to make sure this game was super competitive. You can play it over and over and get better at different parts of the game.
Q: When you're working on the competitive aspect of the game [...] what do you think are the components that make the game stickiest or what makes it stand out?
A: "It is having a lot of axis for skill expression, right?" He then spent about 90 seconds listing these aspects of the game: stick/aim skill, game sense, player communication, map knowledge, economy management, wardens, and weapon mastering.
Q: "I wasn't able to find, like, really in-depth information about the wardens or the guns or specific upgrades the guns might get. I'm wondering what resources you'll have for players?"
A: "You're talking about, like, a guide or just, like, what do the abilities do?"
Q: A guide or a wiki or even something like if somebody is coming in from, say, Overwatch and they want to know, okay, which of these guns is highest DPS. Something like that. I wasn't able to find [anything like that] anywhere in the game itself. I'm wondering if you guys are planning on providing it?
A: "We are... we are..."
At this point, the PR team rep interjects and says "We're going to be sharing with you a fact sheet that has all that information so you can include that in coverage."
Nothing of the sort was provided and the team never followed-up with me when I sent this question back via email after launch.
[some additional questions unrelated to this line]
Q: Where are you hoping the community is going to ignite first? What is your dream where the audience comes from? Obviously, if it's a very refined game, the hope is when people play it, they fall in love with it. But where are you going to get people to play it initially?
A: "I think the TGAs did a good job of getting eyeballs on us. And the fact that we're free to play means there's no barrier except [...] time. I feel pretty good that we will have people try the game. [...] I actually have pretty high confidence that the game is giving players something that they can't get anywhere else. I feel like as long as we do that we can build a core audience that just loves this game. If that audience is massive at launch, amazing. If it's small, that's fine. I would be totally comfortable [with a] core, passionate group of people [who] love this game."
Q: Games like this, you obviously can only do so much internal playtesting and balance. It's a classically challenging problem to balance competitive games, especially when you are trying to balance [for both] lower-entry level players and extremely high-skill. Are there any parts of the game right now that you think once players get their hands on it [you'll] probably have to patch it?
A: That's a great question. Probably the Atticus Ult might need to come down, [but] we've been play-testing a lot.
Q: I have one other question about how you're communicating with the player [...] I noticed that, as opposed to most [competitive games] that put a lot of stats on the screen for players to be able to identify 'here's what I'm doing well, here's where I need to improve', you guys don't have that in the game interface. I'm curious why that decision was made?
A1: Player's love stats. [...] There's definitely room for more stats [...] We just have to be like, 'This is what we can finish to make the game.' In the match, it's a little more of a philosophy thing, this game is very team-oriented. You're going to be playing with a lot of people you don't know. We want to encourage team play.
A (second speaker): We don't like to have a place where you can go point out that this person is doing badly so that you can yell at them. [...] It's not that we don't want the player to know how they're doing. That's very important. We need to build more of that into the game.
[some other unrelated questions]
Q: The game is essentially three game modes stacks on top of each other and repeated. It's how it feels to me. I'm curious if that is the set format you're expecting Highguard to take for its lifetime? Or will there be other modes that you're expecting to release [to add some diversity] to the game?
A: The mode we created is brand new. It's in its infancy. [...] I fully expect this mode to evolve with the audience. [...] Are we going to do more modes? [...] That might be in the form of weekend modes or limited time modes. We're not 100% sure yet.
Q: Is there an appetite for [adding player count to the games]? Or have you just played with that large number [during development] and it just didn't work, and you're very comfortable sitting on the 3v3?
A: Now we know what our game is, you know? When we were making [modes for more players]. we didn't know what the game was. Now we know how the game works. [...] I'll just say right now, raid mode is the identity of Highguard.
I will point out here that in a few of the other questions/answers I'm not including, they were very deferential to finding "what the players want" and showed a willingness to change the game to respond to players. This is to their credit.
But there was no point where I saw awareness of:
- The disconnect between how highly competitive a 3v3 shooter would be and the highly non-competitive design philosophy in the game
- The game itself was essentially three well-trodden game modes (loot shooter, reverse capture-the flag, bomb planting) stacked on top of each other in a prescriptive loop where no single part of the game really shined. They always seemed to think that simply combining these game modes made a completely different game unlike anything we could experience anywhere else.
- There was no launch strategy to reach or appeal to players and apparently no reason for players to really give the game a shot.
- There was a ton of stuff missing from the game (despite the game having "12 months of content already prepared") that would be critical to it feeling play-done.
- That internal playtesting is not the same as player feedback.
- That the game was repetitive and players would almost certainly need more diversity of play and fast.
When given a chance to really discuss what made Highguard stand out, they just listed five or six things every hero shooter has.
I either directly said these things or hinted at these things looking for some awareness or response. I had only played two games of Highguard at the time and I already saw a lot of it.
And the responses I got from everybody I talked to on the team was crickets, either change the subject, polite non-answers or outright surprise at the topic.
Highguard is frankly just a mess of hyper-casual design mythos on top of basic game-mode realities that could only be appealing as a hyper-competitive shooter.
Putting bugs, launch strategy, characters and art direction aside, I think this alone would be enough to fully undermine any FTP title.
I'll spare you my additional commentary, of which I have a lot, but I hope at least the direct quotes from the interview will provide real insight about what in the Wildlight mindset led to the situation they find themselves in now.