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Highguard’s high-profile mistakes should be a lesson for other developers | Opinion

Highguard’s reveal and difficult launch offer a cautionary case study for developers entering the crowded live-service shooter market. Wildlight Entertainment’s game drew intense online criticism after its announcement, then faced a disappointing launch and reported studio layoffs. The backlash was not necessarily a fair measure of the game itself, but the decisions surrounding its reveal, communication, and release provide useful lessons for other teams.

Highguard’s reveal left the game’s pitch unclear

Highguard received the closing announcement slot at The Game Awards in December, giving an unannounced game an unusually prominent introduction. That visibility could have helped it stand out in a crowded market, but a high-profile trailer also raises expectations. The footage did not clearly explain what made the game distinctive or why players should be interested.

Image credit: Wildlight Entertainment

A trailer does not need to explain every mechanic, but it should give viewers a strong sense of the game’s core experience. Developers can make a reveal more useful by showing a representative match, explaining what players do, and highlighting the features that set the game apart. Clear messaging matters even more when a title is entering a genre with many established competitors.

Timing and communication can shape a launch

Highguard’s announcement was followed by a lengthy period with little public communication. The game launched weeks after its reveal, but the gap did not function as a traditional shadow drop: players had time to form opinions about the trailer without receiving much additional information about the game. When the response is negative, staying quiet can allow uncertainty and criticism to grow.

Highguard was announced at The Game Awards in December. Image credit: Wildlight Entertainment

The developers may have faced constraints that were not visible to the public, including the game’s readiness and available funding. Still, regular updates, gameplay demonstrations, and straightforward answers to common questions can help potential players understand what is being made. Communication cannot guarantee a positive response, but it can reduce confusion and give a team a chance to address reasonable concerns.

Early feedback may be a better fit than a surprise launch

A closed beta or Early Access release can give a smaller studio time to test its systems with real players and improve the experience in response to feedback. For Highguard, the 3v3 format and the scale of its maps raised questions about how well the game’s spaces suited the number of players. Testing with a wider audience before a full launch can help reveal issues like these.

Early Access is not an easy alternative. It requires a team to support a live version of the game before a full commercial release, which takes time and money. Developers considering this route should be clear about what is unfinished, what feedback they are seeking, and how they plan to use it. A well-managed testing period can build trust, but it still needs sufficient resources and a realistic schedule.

Funding matters, but it cannot guarantee success

Wildlight announced layoffs affecting an unspecified number of staff in February, soon after Highguard’s launch. That sequence underlines how difficult it can be to sustain a live-service game, where ongoing updates and player support are part of the commitment. Competing with established publishers does not require matching their spending in every area, but a studio needs enough financial room to develop, launch, and support its game.

Money alone is no safeguard. Concord, backed by Sony, also struggled to find an audience and shut down shortly after release. A large publisher can provide resources and visibility, but neither can ensure that a game’s design and message connect with players. Studios of every size need to test their assumptions and be ready to respond when the market does not react as hoped.

What other developers can learn from Highguard

Highguard’s experience should not be reduced to a single mistake, and online hostility is not a reliable measure of a game’s quality. Its case does, however, highlight several practical priorities: explain the game clearly, maintain communication after a reveal, test important design choices with players, and budget for the work required after launch.

For developers planning a live-service release, Highguard is a reminder that a high-profile announcement can bring attention without building understanding or long-term support. In an unforgiving market, a clear pitch, a considered launch plan, and enough resources to learn from player feedback can make a meaningful difference.

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