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Highguard dev blames content creators for the game's failure - "It was dead on arrival"

IbizaPocholo

NeoGAFs Kent Brockman

Josh Sobel, the former Lead Tech Artist at Wildlight, has shared his thoughts on what went wrong. In a long post on X, Sobel spoke openly about the game's journey and placed much of the blame on content creators and the online culture surrounding the launch.

According to Sobel, the period leading up to The Game Awards 2025 was one of the most exciting times of his life. After more than two years of work on Highguard, the team believed they had something special. Internal feedback was very positive, even from people outside the studio. Many believed the game had mainstream potential and felt confident it would succeed.

However, that optimism quickly collapsed after the reveal trailer went live. Sobel says negative reactions started almost immediately. He mentioned that while content creators often criticize overly positive previews, negative coverage tends to generate far more engagement. As a result, he believes many creators leaned heavily into criticism, turning Highguard into an easy target for rage-driven content.

"Within minutes, it was decided: this game was dead on arrival, and creators now had free ragebait content for a month. Every one of our videos on social media got downvoted to hell. Comments sections were flooded with copy/paste meme phrases such as 'Concord 2' and 'Titanfall 3 died for this."

Sobel also claimed he received heavy backlash on social media, due to which he had to make his account private to protect his mental health. He says this only made things worse, as some creators mocked him publicly, drawing even more harassment his way.

He acknowledges that Highguard had issues and that constructive criticism was valid. However, he believes the game was labeled a failure before it ever had a fair chance, and that review bombing, memes flooding comment sections, and thousands of negative reviews from players who barely played the game crushed any chance of recovery.

"At launch, we received over 14k review bombs from users with less than an hour of playtime. Many didn't even finish the required tutorial." He further added, "In discussions online about Highguard, Concord, 2XKO, and such, it is often pointed out by gamers that devs like to blame gamers for their failures, and that that's silly. As if gamers have no power. But they do. A lot of it. I'm not saying our failure is purely the fault of gamer culture and that the game would have thrived without the negative discourse, but it absolutely played a role. All products are at the whims of the consumers, and the consumers put absurd amounts of effort into slandering Highguard. And it worked."

Sobel says this outcome sends a warning to other independent developers. According to him, if this pattern continues, fewer teams will risk making multiplayer games outside large corporations.
 
Gonna Cry Tobey Maguire GIF
 
There are lots of games that have overcome "negative content creators" so I think it's bullshit to blame other people. Cyberpunk and No Man's Sky had sort of an uphill battle and passed with flying colors eventually because of the efforts made by the teams.
 
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They broke the bank on release to sponsor the streamers and now is their fault for the game flopping?
You can't make this shit up...
 
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Whatever happened online, the tone shifted as the silence grew. It projected confidence and people showed up to try it.

I'm sorry but this bullshit about internal feedback being good. Wtf. If it was in the middle of the show it would have fallen into obscurity.

I really don't understand how some of these ideas are greenlit. Studio's will absolutely do everything to spoonfeed customers things they don't want.
 
The only thing I agree on is that negative content and drama have a lot more traction online than positive ones, so creators are a lot more inclined to generate drama.

Said that, if the game was any good, it would had chance to redime itself when released, but instead it confirmed all the negativity around it.
 
We're one step away from california commie devs labeling everyone who doesn't buy/play their slop a chud/right wing hatemonger and an enemy of the people.
Publishers have seemingly been waging PR war via their media channel partners against their own consumers for a while now. It's easing up these days but there was a whole stretch of time where things got very hostile.

Why this happened isn't as important and urgent as what the (probably wildly unintentional or unpredictable) consequences were.

This saga kind of opened a gap for clever individual content creators to exploit the rift / friction, lot of people became millionaires from this exchange, lot of syndicates formed too.

So now, if your product fails to meet expectations, and you make an effort to viciously blame the consumers, you just inadvertently (Are you really this ignorant and easily manipulated, or are you part of the hustle?) feed this beast even more.

I wouldn't be surprised to see cowboy content creator networks start(ed) quietly pushing IGN, Kotaku, PC Gamer, Resetera, Reddit mods, Bluesky voices etc to generate hostile copy rage bait targeting consumers. It's profitable as fuck. Everyone in this chain wins.

Sheeeeeit, why stop there, just straight up bribe decision maker executives or devs to put divisive shit in their games, more fuel for more profit.

When it comes to big money, the worst most cynical shit you can imagine is probably true, this applies to everything, really.
 
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Would the game have gotten as much of a negative reaction if it was actually good? Does he think gamers as a whole just decided on a whim to make Highguard fail? What a dumb excuse.
Maybe you should've had some public playtests to get some actual feedback before launching the game.
 
funny that it's never the devs' fault for their shit game bombing.

Surely they knew... like surely playing it close to the finish line, they were like woof, this is not coming together.

Devs use to be good at that, or at least publishers were, famously, Shu said Gow 2018 wasn't a fun game until right up till the end.

Seems we don't have those types of leaders in the industry anymore, it's just slacktavists that get free reign to do what they want, not what's best.
 
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This game was not dead on arrival. It launched with almost 100,000 players on Steam. It's estimated that over a million people have played Highguard. People clearly didn't come back for more. You couldn't get more negative publicity than Hogwarts Legacy. A game that wasn't just DOA, but a fascist manual according to publications. Their lack of intelligence explains the failure of the game.
 
They released in a market where gamers are completely sick of free to play Hero shooters with Battle passes and purchasable cosmetics and no Campaign.
Your New IP has to have a crazy cool enticing visual aesthetic +rock solid gameplay and play modes to overcome the bias gamers have against these types of games. Highguard has/had none of that.
The different teams of critics I follow give games their fair shot. They don't make rage bait engagement videos, and none of them like Highguard. Consensus seems to be time to kill is too quick for a game with a bunch of gear and shields and upgrades, it would be better with more players/3 teams instead of 2, and capture the flag/base building/chest looting rotation just doesn't feel good.
 
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"According to him, if this pattern continues, fewer teams will risk making multiplayer games outside large corporations."

hope GIF


Oh no the game flopped because online rage, not because it was under cooked.
 
The best of that article is the first sentence. Already a lie.

Excitement around Highguard was strong ahead of launch, mainly because the development team included people who had previously worked on Apex Legends and Titanfall.
Who was excited after the reveal?
 
How about the shit you've made isn't even a real game but a cash-grab product that was conceived from a delusional view of what gaming should be, according to some pink-haired-crocodile who pretends to know 'gamers'
 
Western devs sure are alergic to accountability. And thats why i celebrate everytime one of these farts gets Concorded.

The game was being trashed the moment it was announced on the TGA. If you want content creators to praise your games, try making a good one next time.
Also, Asian devs are out there making gacha games with closed betas years before the oficial launch to gather player feedback, and these MFs spend years making a game in secret, getting bukkakes of toxic positivity among themselves and then get surprised when no actual player want to play the shit they made.
 
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The reveal trailer looked like shit which means there was a 95% chance of the game being shit (which it was) so I'm not really sure why they're surprised by the reception. They put an even bigger target on their back by being the final reveal of The Game Awards so they should except the stronger blow-back.
 
Surely they knew... like surely playing it close to the finish line, they were like woof, this is not coming together.
Not really. You underestimate how invested people can become into something, especially if there is no contrarian voice. The problem with the game was that they decided to put some sort of a spin in a very, very saturated market. Also the market paradigm is completely different - they probably on purpose developed 3v3 in order to slow the game down, but every major GAAS game is fast, this is what people want nowadays. So you are going against the whole "zeitgeist" of the market.
 
- starts a marginally generic game
- launches just a few months after another game in the same genre died
- nobody really disliked, but nobody really cared in the first place
- blames gamers
 
How many more of these flops do we need before these retards learn lmao
I don't think these people can learn. They're NPCs. Most of the devs in gaming today are woke idiots who are making games for woke idiots like themselves. The thing is, woke idiots don't buy games, most of them have no money for it and even if they did, they'd rather spend their time bitching about their pathetic lives on bluesky anyway. If you're making an action/shooter game, then your target audience is mostly men in their 20s, 30s and 40s and so if you want your game to be a financial success you need to cater to that audience. That means making badass male characters, attractive female characters and coming up with solid/fun gameplay tested by real players. It's not really rocket science, it's what the game and movie industries had been doing very successfully up until like 5-10 years ago, before ESG scores were a thing.
 
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How many more of these flops do we need before these retards learn lmao

This is an interesting take from math teacher (and GPU reviewer):



Looks like investors does't give a fuck, they throw shit (invest in games) on the wall and hope that some of it sticks (Fortnite level of success). In the meantime developers of those games are fucked...
 
I don't know the game, flew totally under my radar, don't know much feedback either.
The explanation sounds a bit weird, but while some devs really create their own bubble and can't fathom that someone that goes in blind might just not get whatever genius idea they had, there is also some truth to gamers hate as some sort of sport.

eg Brutal Legend was imho an awesome game, but the game undeniable confused people and many did not get it at all.
Concord is probably not even a terrible game, not a total failure as the almost immediate shutdown suggests, but just not something the market wanted (right now). Certainly no Gollum like unfinished desaster, but being a major Sony release, it got much more (negative) attention and was just hammered and laughed at.
Online is pretty hostile now I think. Back4Blood or Evolve got some negative feedback back then, but were not destroyed, APB or Hellgate London were both flops, but somehow got revived. Somewhen after Avengers people kinda got into trashing everything that is not super great. Any dev or publisher wants some Gaas pie, but average stuff absolutely gets hated if not perceived as great. I am not much of an MP guy, so Arc Raiders, Marathon, Concord, Payday, Fairgames look practically all the same to me. Repetitive loops. But the mp crowd is just brutal in picking their favorites.
 
Why take responsibility for your own mistakes, when it's just easier to blame other people.
Some devs are just completely out of touch with their consumer base. And when reality hits them in the face, they don't even have the mental acuity to understand what they did wrong.
 
This is an interesting take from math teacher (and GPU reviewer):



Looks like investors does't give a fuck, they throw shit (invest in games) on the wall and hope that some of it sticks (Fortnite level of success). In the meantime developers of those games are fucked...

Great video.
 
Oh wow, and for a change delulu views didnt come from some bluehaired female, but actually a guy who looks like is in his 30s so should already know how the world works.
Gotta be male feminist/ally coz those fucks usually tend to blame anything but themselfs for their failures :P

He produced bad quality game- no1 wanted to play it, simple as that:
jHcxri.gif
 
I mean they do have a point that rage baiting is a modus vivendi of many "content creators", but in the end if the game is legit it will succeed. Games like Destiny or Diablo 4 have been eternally dunked on and destiny led a super successful 10 years as a live service game and D4 is doing very well too.

That being said, I wish people stopped rewarding people who just base their channel around dunking and rage baiting.
 
I mean they do have a point that rage baiting is a modus vivendi of many "content creators", but in the end if the game is legit it will succeed. Games like Destiny or Diablo 4 have been eternally dunked on and destiny led a super successful 10 years as a live service game and D4 is doing very well too.

That being said, I wish people stopped rewarding people who just base their channel around dunking and rage baiting.
Even king Fortnite has had a ton of haters over the years. If people like a game then they don't care what others think. 100k players was decent a start, but people obviously didn't like what they played.
 
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