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'Payday' Dev Starbreeze Kills Co-Op 'Dungeons & Dragons' Game
Product Reviews

‘Payday’ Dev Starbreeze Kills Co-Op ‘Dungeons & Dragons’ Game

by admin October 4, 2025



After the success of Baldur’s Gate 3, there’s been talk of Hasbro and Wizards of the Coast releasing more games based on Dungeons & Dragons. Bad news for fans looking forward to that: one of them, a title codenamed “Project Baxter,” has been fully canceled.

The title was in development over at Swedish developer Starbreeze, best known for the Payday franchise and 2012’s Syndicate. In a recent announcement, CEO Adolf Kristjansson said the “difficult but necessary decision” came as the studio is prioritizing a full revamp of its co-op heist franchise Payday. As such, “Baxter” development has been ended, and some of its assigned developers will be “redeployed across Starbreeze’s projects.” Others will be let go and given help by Starbreeze to find employment elsewhere.

“Baxter” was first announced in 2023, with Starbreeze at the time stating it’d feature “signature cornerstones” of its prior works like a live-service model and cooperative play. While the studio’s been quiet on it since then, the game would’ve released sometime in 2026 for “all major platforms.” Around this time in 2024, Starbreeze showed off concept art with a tease that it would show more in the near future.

Dungeons & Dragons is no stranger to live-service games: before Baldur’s Gate 3, there was a co-op-focused reboot of Dungeons & Dragons: Dark Alliance in 2021, and its online servers shut down this past February. Wizards of the Coast, which owns D&D, also cancelled five unannounced games prior to Baldur’s release, some of which were likely D&D games. At the time of writing, a single-player action game from Giant Skull set in the D&D universe—and led by Star Wars: Jedi director Stig Asmussen—remains in development.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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October 4, 2025 0 comments
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Demeo x Dungeons & Dragons: Battlemarked rolls the dice on a release date and lands on this November
Game Updates

Demeo x Dungeons & Dragons: Battlemarked rolls the dice on a release date and lands on this November

by admin October 4, 2025



I could probably quite safely bet some money that many of you are still happily ticking away at Baldur’s Gate 3, but for those of you that would like newer pastures to get your TTRPG fix in video game form, there’s some good news. The board game-esque tactical RPG Demeo x Dungeons & Dragons: Battlemarked at long last has a release date!


You won’t be waiting long for it, as it’s slated for release this coming November 20th. No pound sterling or euro pricing for the game yet, but in USD it’ll set you back $30 – it’s also cross-platform and cross-device compatible, so no biggie if your friends aren’t on PC! And if it being more Dungeons & Dragons something or other, relatively affordable, and cross-everything isn’t enough for you, when Steam Next Fest kicks off next October 13th you’ll be able to try out a demo for yourself.

Watch on YouTube


This demo lets you try out a couple of encounters, with four heroes to choose from, including Jessix, a “human ranger seeking retribution” that is apparently a new reveal alongside this release date announcement! Plus, playing the demo will unlock an exclusive cosmetic for your d20s in the full game. Free stuff! Nobody hates free stuff!


If you haven’t even heard of Demeo x Dungeons & Dragons: Battlemarked before, well, it’s a crossover between Demeo, which is also a fantasy, board game-esque tactical RPG, albeit set in its own world, with (you guessed it) D&D! You move little figures around a board while going through different campaigns, a big selling point being that it has online multiplayer, something Dungeons & Dragons: Battlemarked will also have. And you’ll be able to play it in VR too if that takes your fancy!


Demeo x Dungeons & Dragons: Battlemarked is out November 20th, later this year.



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October 4, 2025 0 comments
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Payday Developer Cancels Its Dungeons & Dragons Game Project Baxter, Resulting In Layoffs
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Payday Developer Cancels Its Dungeons & Dragons Game Project Baxter, Resulting In Layoffs

by admin October 3, 2025


Payday developer Starbreeze announced yesterday that it has ceased development of Project Baxter, its cooperative game set in the Dungeons & Dragons universe. The cancellation will result in layoffs at the studio.

Project Baxter was first announced in December 2023 with a 2026 launch window, and was billed as an Unreal Engine 5-developed cooperative multiplayer Dungeons & Dragons game. It was also described as a live-service game, though the extent of which was never made clear. Project Baxter was slated to launch on all major platforms and would have supported cross-play.

Although we don’t know what state Project Baxter was in for Starbreeze to abandon the game, the company states that after a strategic review, its management and the board of directors determined it would be financially healthier to divert the resources allocated to Project Baxter to “accelerate the growth” of its flagship Payday franchise.

“This was a difficult but necessary decision,” said Adolf Kristjansson, CEO of Starbreeze. “Our strategy is clear: Payday is one of the most iconic IPs in gaming, with unmatched reach and potential. By focusing our investment and talent here, we can accelerate delivery, engage players with more content, and reinforce Starbreeze’s position as the clear leader in the heisting genre. This is about sharpening our focus to create the strongest long-term value for our players, our people, and our shareholders.”

Payday 3

Although Starbreeze states that some of the Project Baxter development team will be reassigned to other projects (mostly Payday), it plans to let go of 44 employees and contractors in an effort to “enable Starbreeze to become cash-flow positive in 2026.”

“I want to sincerely thank the Baxter team for their passion and creativity, and express appreciation to Wizards of the Coast for their support,” says Kristjansson. Though we have made the decision to not continue forward with this project, we are proud of what was achieved in Baxter, and those contributions will carry forward into Payday and the future of Starbreeze. By concentrating our efforts on Payday we give Starbreeze and all our employees the best chance to succeed.”

Starbreeze’s last release, Payday 3, was released in September 2023 in a troubled state and failed to hit sales expectations (here’s our review). This resulted in the departure of then-CEO Tobias Sjögren less than six months later. In December 2024, 15 percent of Starbreeze’s staff were laid off. Kristjansson became the new CEO in March of this year. 

Project Baxter joins several high-profile cancellations this year, which include Monolith Productions’ Wonder Woman, EA’s Black Panther, Square Enix’s Kingdom Hearts: Missing-Link, Xbox’s Perfect Dark and Everwild, and Avalanche’s Contraband. 



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October 3, 2025 0 comments
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Payday devs Starbreeze cancel their mystery Dungeons & Dragons game and announce plans to lay off around 44 staff
Game Updates

Payday devs Starbreeze cancel their mystery Dungeons & Dragons game and announce plans to lay off around 44 staff

by admin October 2, 2025


Starbreeze have cancelled Project Baxter, the co-op live service Dungeons & Dragons game they announced back in 2023. Part of the development team have been transferred to other projects with Starbreeze, while the remainder get to “transition to new roles across the industry”.

Starbreeze have told us little about Project Baxter over the years, beyond characterising it as an action-adventure that reflects their “lifetime commitment” to Games-as-a-Service, and stating that it would support PC and console crossplay. They announced it with a couple of artworks – one depicting a close-cropped mage in a cape, the other some pointy roofs and pennants. The game surely would have built upon Starbreeze’s established, albeit recently eroded reputation for co-op heisting. Now, however, Starbreeze bosses have decided that doubling down on Payday is the safer route forward.

“This was a difficult but necessary decision,” comments CEO Adolf Kristjansson in a release to investors. “Our strategy is clear: Payday is one of the most iconic IPs in gaming, with unmatched reach and potential. By focusing our investment and talent here, we can accelerate delivery, engage players with more content, and reinforce Starbreeze’s position as the clear leader in the heisting genre. This is about sharpening our focus to create the strongest long-term value for our players, our people, and our shareholders.”

Around 44 people, spanning employees and contractors, are to lose their roles at Starbreeze in the course of writing off Baxter. The press release adds that “the discontinuation of Baxter, combined with an increased focus on the Payday franchise, will enable Starbreeze to become cash-flow positive in 2026.” For context, cash-flow positive means you have more money coming in over a given period, than going out – it’s not the same as being overall profitable. Starbreeze made a huge loss in their financial year 2024 after a catastrophic launch showing for Payday 3.

Kristjansson ends the release by thanking the Baxter team and D&D license owners Wizards of the Coast, adding that work on Baxter “will carry forward into Payday and the future of Starbreeze”. Maybe they should give the laid-off Baxter team members a Special Thanks credit in Payday 4, assuming that’s next on the agenda. Best of luck to everybody affected.



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October 2, 2025 0 comments
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Payday developer Starbreeze cancels Dungeons and Dragons project to focus on its flagship franchise, two years after it was announced
Game Reviews

Payday developer Starbreeze cancels Dungeons and Dragons project to focus on its flagship franchise, two years after it was announced

by admin October 2, 2025


Starbreeze has cancelled its Dungeons and Dragons project to focus on its flagship Payday franchise.

Codenamed Project Baxter, it was revealed back in 2023 and was aiming for a 2026 release. Few details were available, but it was planned to have “the signature Starbreeze game cornerstones of co-operative multiplayer, lifetime commitment through a Games as a Service-model, community engagement and a larger than life experience”.

However, following a “strategic review”, development has been discontinued as the board of directors and management have “concluded that resources are best deployed to accelerate the growth of” the Payday series.

PAYDAY 3: Second Anniversary BundleWatch on YouTube

As a result, the studio will incur a non-cash impairment of around SEK 255m (around £20m).

“This was a difficult but necessary decision,” said Adolf Kristjansson, CEO of Starbreeze, in a press release.

“Our strategy is clear: Payday is one of the most iconic IPs in gaming, with unmatched reach and potential. By focusing our investment and talent here, we can accelerate delivery, engage players with more content, and reinforce Starbreeze’s position as the clear leader in the heisting genre. This is about sharpening our focus to create the strongest long-term value for our players, our people, and our shareholders.”

The studio stated “part of the Baxter team will be redeployed across Starbreeze’s projects, most prominently within Payday” and where “internal opportunities are limited, Starbreeze will provide active support for affected employees to transition to new roles across the industry”. It estimates there will be a reduction in headcount of around 44 full-time employees and contractors.

Starbreeze boasted the Payday games have engaged over 50 million players globally, generating almost SEK 4bn in lifetime gross revenue.

“We are doubling down on what our players love – and what we do best – owning the heisting genre,” said Kristjansson. “Payday is more than a game – it’s a genre we created and continue to lead. By redeploying talent and capital, we can bring innovation to heisting gameplay faster, while also laying the foundation for the future expansion of the genre.”

Earlier this year, Starbreeze acquired the publishing rights to its Payday 3 game from Plaion, which launched disastrously in 2023. The acquisition would enable the studio to “significantly accelerate [its] content development roadmap, and pursue broader strategic opportunities for the Payday franchise as a whole,” said board member Thomas Lindgren at the time.



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October 2, 2025 0 comments
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Baldur's Gate Character Portraits
Product Reviews

Baldur’s Gate 2 has great dungeons and epic quests, but my real love is for my fake friends: BioWare’s first truly great companions

by admin September 21, 2025



I loved the idea of Dungeons and Dragons when I was young, but can’t claim the same about playing it. Because I didn’t play it: Circumstances—small town boy, limited circle of friends, not very outgoing—meant that while I could and did spend hours poring over rules, sourcebooks, and even a few modules, I got very little in the way of actual playtime. A good, deep D&D adventure as I imagined them to be—basically Mazes and Monsters, minus the moral panic psychosis—was out of reach.

The first Baldur’s Gate changed all that, with great dungeons, an epic quest, and most important of all, a deep cast of characters with their own thoughts, beliefs, and personalities—and who, just like in the real world, would sometimes gel or clash with their fellows in unexpected ways.

Some became fast friends, others would try to literally murder each other, and a handful would just throw their hands up in disgust at my obvious incompetence and leave, after giving me a good telling-off of course.


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Baldur’s Gate 2 raised the stakes with a more focused cast and wider range of interpersonal possibilities, plus an unpleasant kickoff that reminded me just how much these characters meant. Discovering that two beloved* party members from BG1 (your mileage may vary on that point, but they were with me from start to finish in the first game and would’ve been for BG2, too) had been killed in pre-game events—irretrievably, irreversibly, no-resurrecting-thing dead—was a genuine gut-shot: We’re supposed to be the heroes, and now a third of us are just… gone.

It took a while to get my head around that, but I was fortunate enough to find a new companion of poise, ability, and coolness while making my way out of that first dungeon: Yoshimo, an immediately likeable bounty hunter who proved his worth a dozen times over on our adventures across Amn. And then, after weeks of camaraderie and good times, he screwed me!

I trusted you, you beautiful bastard. (Image credit: BioWare, Wizards of the Coast)

I was less upset about Yoshimo’s betrayal than I might otherwise have been for two reasons. One, potential spoiler here⁠—but come on, it’s been exactly 25 years⁠—it wasn’t really his fault, right? Lawyers call it “The Geas Defense.” Two, speaking of spoilers, that major twist had been spoiled for me weeks earlier by a jerk in a Baldur’s Gate 2 IRC channel. I was seriously pissed off at the time and yes, I still harbor a grudge.

Anyway, even though I knew it was coming, I was still heartbroken in the moment. Yoshimo was such a good guy, a solid all-arounder, and I’d grown genuinely attached to him and his presence in my party. It wasn’t the betrayal that hurt, it was knowing that—like Khalid and Dynaheir, victims of the madness of Irenicus—he was gone forever.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Party down

It sucked! But it’s also at the heart of why Baldur’s Gate 2 was, and is, so special to me. No game before or since has so perfectly captured the sense of a gang of pals (or occasional allies of convenience) roaming a massive fantasy world, butt-kicking for goodness.

And what a gang it was: The bloodthirsty berserker Korgan, occasionally setting aside his evil ways to mack on Mazzy Fentan, the halfling fighter desperate to be a paladin; sad Aerie and her broken wings, Valygar and his family problems, insecure Anomen, old friends Imoen, Minsc, and Jaheira, and of course Viconia, the original BioWare bad girl with a deeply-buried heart of gold—all of them and others shared the road with me in Baldur’s Gate 2.

I’d appreciate it if you didn’t bring up what happens to my Dark Elf gf Viconia in Baldur’s Gate 3. (Image credit: Larian)

And yes, I did put the smooth moves on Viconia. Of course I did! Videogame romances can be trite and formulaic these days, but 25 years ago that kind of NPC relationship was new, unexpected, and real in a way that gave it a sense of significance beyond the mechanical necessity of cranking out loyalty missions.


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Best of all, amidst that bantering, bickering crew was me, ostensibly the leader of the pack but also just one among many: Grown from a young half-elf caught up in events beyond my understanding to a seasoned adventurer, but with still so much to discover and learn. I called the shots but my companions had their own ideas, and I ignored them at my peril.

Baldur’s Gate 2 anniversary

(Image credit: Beamdog)

25 years ago, one of the most important RPGs of all time was released onto PC, and today we’re celebrating that prestigious anniversary. You’ll find our thoughts and musings on what makes the game so special to us across the site, and we’ve also talked to the original developers about its ambitious and turbulent journey to release.

That’s what really sealed the Baldur’s Gate 2 deal for me: I wasn’t an unseen hand controlling an anonymous party of min-maxxed randos, I was that guy on the screen right there, and yes I was the boss but I was also getting yelled at by Jaheira on a regular basis and spending more time than I probably should wondering why I’m still putting up with Anomen’s bullshit. Sort out your daddy issues on someone else’s time, bud.

Baldur’s Gate 2 did so many great things: The art, the audio, and the huge, packed game world remain among the best of the RPG genre. But it was the decision to focus on the characters, and to make me one of their number, that elevated it from a great RPG to one of the most important and unforgettable videogames of all time.

It gave the game a feeling of tabletop authenticity I’d never previously experienced, and for someone who spent his youth on the outside looking in, suddenly having a seat at that table was nothing short of magical. That’s the real legacy of Baldur’s Gate 2 for me: Imoen, Jahiera, Minsc, Mazzy, and Viconia: Literally, and without a shred of irony, the friends I made along the way.



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September 21, 2025 0 comments
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The Wizards of the Coast president would love a new Dungeons & Dragons MMORPG
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The Wizards of the Coast president would love a new Dungeons & Dragons MMORPG

by admin September 5, 2025


In August 2024, John Hight became president of Wizards of the Coast, the Hasbro-owned company that’s in charge of two of the most precious brands in gaming: Dungeons & Dragons and Magic: The Gathering.

But it’s fair to say that before his arrival, the company had been through something of a rocky patch.

John Hight, president of Wizards of the Coast

In January 2023, fans were up in arms about leaked plans to restrict D&D’s Open Game Licence (OGL), which permits players to freely use the D&D rules and mechanics. In the wake of overwhelming player backlash, Wizards of the Coast quickly walked back its plans.

At around the same time, the company reportedly cancelled the development of at least five video games. Then, towards the end of the year, parent company Hasbro announced it would cut nearly 1,100 jobs (although the firm didn’t specify if or how the cuts would affect Wizards of the Coast).

The bright spot of Baldur’s Gate 3 notwithstanding, it was a complicated legacy to inherit. But Hight says that “some of the hard bits were past us” by the time he joined.

And right now, he’s ecstatic by the growth of Magic: The Gathering in particular, which has surpassed his expectations, buoyed by the release of Final Fantasy Universe Beyond expansion earlier this year. The much-sought-after crossover cards made $200 million in revenue in a single day.

“I know that in the beginning, I think there was debate about how successful some of these Universe Beyond endeavours would be,” recalls Hight. “Would they overshadow the things that we were doing in our original IP? What was the right mix on it?

“And I think we landed it pretty well. The popularity of our original IP has done extremely well: It wasn’t impacted by the introduction of what we saw with Final Fantasy.”

Hight says that the company knew the Final Fantasy crossover would be big – but it was his call to predict exactly how big, in terms of deciding how many cards to print.

“We wanted to make sure that we had enough cards in place,” he says. “But you don’t want to make too many cards, because it’s a collectible, right? And if you make too many, it’s not like you’re going to discount them and sell them later. You literally have to bury them. So we had to be very careful.

“And then once early signs were that, oh my gosh, this is going to be bigger than we thought it was, we had to move quickly to reprints so that we’d be in place by the time the expansion came out.”

Hight says that for the Universe Beyond expansions have been particularly successful at expanding the audience. “We’ve had a lot of new players come into Magic,” he says.

Digital versus physical

Hight has had a long career in video games, with stints at The 3DO Company, EA, Atari, and Sony. But before he joined Wizards of the Coast, he spent nearly 13 years at Blizzard Entertainment, culminating in him becoming general manager of the Warcraft franchise.

So although he might be comfortable dealing with the digital side of Wizards of the Coast’s business – juggling the various video games based on its franchises – we wonder how challenging it has been to adapt to the physical side.

The Final Fantasy Magic: The Gathering cards have proved extremely popular | Image credit: Wizards of the Coast

“I mean, I’ve been in the gaming business so long that I can still remember what it was like to press discs and put them in a box,” he smiles. “So in terms of that aspect of supply chain, that I’m familiar with.”

But he recalls that the “spectre of tariffs” at the start of this year prompted an urgent look at the dependencies in the Magic card supply chain, in order to assess how the company might be impacted in the wake of President Trump’s wide-ranging import tax measures.

“Fortunately for us, we had made the decisions a while ago with Magic to produce product in-region. A lot of that was to be faster [and more] responsive to our player bases in those regions.”

That panic aside, he has found the physical side of the business intriguing. “One of my first field trips was to go to one of our major print facilities in North America, in Raleigh, North Carolina, and literally see how Magic cards get made, going from the blank sheets all the way through the process,” he says. “It’s fascinating.”

Under one roof

But how does he find balancing the physical and digital sides of the business?

“One of the things I’ve done is effectively move to a franchise view of how we do things,” says Hight. “So all of Magic, whether it’s digital or physical, sits under Ken Troop.”

Troop has been with the company for 20 years, and acts as the global play lead for the game. “Obviously, he knows a lot about Magic,” says Hight. “I wanted to make sure that anything that we did on the digital side was true and authentic to the Magic community. And I wanted to make sure that all of our activities were under one roof, so to speak.”

Similarly, on the D&D side, all of the operations now come under Dan Ayoub, “who’s a longtime D&D player,” says Hight. “He started playing when he was 12.”

Hight notes that by aligning everything Magic-related under one division and everything D&D-related under another, it should allow for better coordination between different aspects of the same franchise: such as making sure TV or film adaptations align with game releases.

He gives the example of the movie Dungeons & Dragons: Honor Among Thieves. “We’d love to have had a D&D book or campaign a part and parcel with the movie,” he says.

He cites Stranger Things as another example. The show led to “fantastic” interest in D&D, he says, “but it’d be nice to have that all lined up, so when this thing rolls out, we’ve got a campaign for you to enjoy that’s something you saw on the show, or the characters in the show.”

Hight’s aim is to ensure that the digital and physical sides of the business are fully integrated – and he anticipates that more gamers will return to in-person play.

“Unfortunately, because of COVID, there’s a whole generation of gamers that has spent a good deal of their time playing only online,” he says. “And they’re re-discovering the joy of being able to play together.

“What I want us to be able to do is have players move fairly seamlessly between in person play and online play.”

Magic: The Gathering Arena | Image credit: Wizards of the Coast

That means ensuring the digital and physical sides are fully linked up. So with Magic, for example, the aim is to debut cards at the same time in both the physical game and in the digital version, Magic: The Gathering Arena.

In fact, Hight notes that the firm’s tabletop group, Studio X in Seattle, has now been combined with the internal group working on Arena.

But in addition to the Magic and D&D divisions, there’s a third vertical: Wizards Digital Ventures.

“That is essentially where we’re going to incubate new franchises,” says Hight, “or take existing franchises from our board games, physical toys, or even some of the digital products that we may have on the licencing side, but now we want to elevate it to a larger digital presence.”

Hight is currently the acting head of the division, but the company is looking for a new VP to lead it. Their role will be to build relationships with the development community and matchmake developers with IP.

Ultimately, Hight says, the key thing he wants to achieve is to make Wizards of the Coast a kind of safe haven for talented people. “What makes games great is the talent behind them, and I think if we can create an environment where they feel appreciated, if they feel like they can do their best work, that will be the key to our success.”

A fresh approach

One of the biggest changes Hight has made is altering the way that the company makes video games. There’s now far more coordination.

He points out that both Wizards of the Coast’s internal studios and the company’s external partners are all working on a common platform: Unreal Engine 5.

In addition, Wizards of the Coast operates a central content development team that any of its internal or external studios can draw on. The idea, he says, is to have a “set of artists and designers that are trained up on the IP, that have a love and affection for the IP and an understanding of it, and can effectively move from one game to the next.”

The move aims to avoid the typical peaks and troughs of game development.

“One of the complexities from a business standpoint for these big games,” he says, is that they require the assembly of a huge workforce towards the tail end of the development cycle. “Then after the game releases, you’ve suddenly got this very large team on your hands.”

The task then is to find something for all those people to do at a point when the next project might only require a few individuals to work on the concept stages.

But by maintaining a central team, he says, “we’ll have this group of people that we can move from one game to the next.” And because they all share a love of D&D and will all be working on story-driven, D&D-themed games, the transitions should be relatively easy. “It isn’t like we’re trying to take them from a football game to a racing game to an RPG.”

Wizards of the Coast’s internal studios include Atomic Arcade in North Carolina, Invoke Studios in Montreal, and Skeleton Key and Archetype in Austin, Texas.

In addition, Hight has just welcomed a team of 15 former Cliffhanger Games employees who had been working on EA’s cancelled Black Panther game. Led by Michael de Plater, former VP at Monolith Productions, the team will be incubating a new title.

Meanwhile, the external studio Giant Skull, led by Star Wars Jedi: Survivor director Stig Asmussen, is working on a single-player action-adventure title set in the world of D&D.

Exodus | Image credit: Wizards of the Coast

Hight says that in addition to drawing on a central pool of Wizards of the Coast artists and designers, its studios have been utilising outsourcing and co-development. He notes that a portion of Exodus, Archetype’s AAA sci-fi action adventure, is being developed by Climax.

Speaking of Exodus, Hight gives it as an example of the kind of joined-up transmedia approach he’s hoping to foster within Wizards of the Coast, noting that celebrated British sci-fi author Peter F. Hamilton has written two “incredible novels” that explore the Exodus universe.

The AI future

We move on to the thorny topic of AI: what role does Hight think it will play in the future of game development?

Hight stresses that both Magic and D&D are “very supportive of the art community” and that artists are the “foundation” of both. “The art that you see in a D&D product will come from the mind of a human, will be made by a human,” he says.

He’s open, however, to the use of AI to come up with ideas. “But the final product, the thing that you see, will be made by a human being. And that’s our position on it. So we’re not using generative AI to create the artwork for our cards or games.”

He thinks that AI could be used to help out in the development process, though. “Absolutely, we’re looking at that.”

He stresses that any uses of AI will be examined “on a case by case basis” that questions how it’s being used.

“Is this displacing the human soul, spirit, creativity in doing it? Because we don’t want derivative work. We want that innovation. We want things that people have dreamt up.

“We’re not using generative AI to create the artwork for our cards or games”

John Hight, Wizards of the Coast

“But on the other hand, is it allowing us to explore different things? Is it allowing us to take the drudgery out of things?

“For instance, generating an audio performance so that a writer can hear their words before we go into the recording studio I think is going to help us make those recording sessions go a lot faster and smoother.”

The idea here would be to see how players respond to AI-generated lines first and to examine how the dialogue works in game, with the recording sessions with real actors being left as late as possible in the development process – so by the time the sessions happen, the dialogue is honed and complete, enabling the actors to give the “best performance”.

He also thinks machine learning could be useful for checking for errors in code, thus helping to avoid ‘breaking the build’ when introducing new elements into a game, or highlighting problems that could occur further down the road of development.

“AI is really good at that,” Hight says. “Humans, it’s a little bit clunky for us to figure out.”

Dynamic difficulty is another area where he thinks AI could be useful. “Right now, it kind of stinks,” he says in regards to difficulty settings, with binary choices between, say, easy or hard difficulties that don’t allow for nuance.

He gives an example. “I’m pretty good at puzzle solving, but I’m kind of crap these days on dexterity stuff, and yet I like games that have both. So wouldn’t it be great if the AI was analysing a little bit about how I’m playing?”

He suggests the game could, perhaps, increase the difficulty of puzzles but reduce the difficulty of dexterity challenges if it sensed the player was breezing through the former, but struggling with the latter.

MMORPG ambitions

Finally, given the huge, resurgent popularity of D&D – and noting Hight’s background with World of Warcraft – we suggest that it’s strange there isn’t a current MMORPG based around the D&D universe.

“I’d love to have that,” he says. “I think that we’ll want to rethink what an MMO is in this day and age. I think the traditional model that Blizzard – well, even before that, Ultima Online, Everquest – pursued, that could use updating.

“I think in our case, it’s probably a crawl, walk, run [situation]. We want to make sure that we’ve assembled the talent, we have the backend technology, we have the plans to pursue. But of course, that’s a glimmer in my eye. I want to see that happen.”

He says he drops hints “all the time” to his team about the possibilities. “I think technology can help us a lot, too, to make some of the things that were difficult to accomplish back in the day a lot easier.”

“I think that we’ll want to rethink what an MMO is in this day and age”

John Hight, Wizards of the Coast

Of course, the modern online gaming landscape is also much more competitive than the one into which World of Warcraft was born. Any new MMORPG would have to compete for attention with ‘forever games’ like Fortnite, Minecraft and, indeed, the still very much ongoing World of Warcraft.

But Hight reckons one of the key strengths of D&D is its flexibility. “We laid the foundation for great storytelling, great world building,” he says. “We can adapt to different styles of play, different distribution methods.”

And he thinks there’s always the opportunity to do something revolutionary, rather than evolutionary.

In the Digital Ventures division in particular, he wants designers to pursue innovation. “What [will] an MMO look like in five, ten years?” he asks. “Where do people go next, after Battle Royale?”

“It’s out there, there’s people working on it right now. And what I’m interested in is, can we tie the ideas that they have for gameplay to some of the worlds and the brands that we have?”



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