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Payday 3 dev reflects on 'disastrous' launch—'The game just felt unfinished… it was a bad experience'

Payday 3 is now just over a year old and, to put it mildly, has had a rocky start. The botched launch saw major server issues making the game almost unplayable, the overbearing monetisation hacked off all the Payday 2 vets Starbreeze was hoping to transfer over, and the cherry on the cake was a patch deployment issue that meant the first update took weeks to arrive. 

Such was the fallout that CEO Tobias Sjögren ended up leaving the company in March this year. «The board’s consolidated assessment is that the execution of strategy needs a different leadership,» said chairman Torgny Hellström at the time. Last month Payday 3 game director Miodrag “Mio” Kovačević moved on from the role to other duties within Starbreeze. Things are bad, but how bad? Payday 3 currently has around 700 players in-game, while 2013's Payday 2 has just under 7,000. 

Starbreeze has a big rescue job on its hands, and lead producer Andreas Penniger alongside community lead Amir Listo recently spoke to PCGN about what went wrong with that launch, and where the game can go from here.

«Our energy was like 'we’re a rock band, and we’re coming onto the stage, and we’ve got a new album'», Penninger recalls of the launch. «And the whole stage just collapsed and everyone left.»

«We suffered from major technical issues, so the game was more or less unplayable for several weeks,» says Listo. «When you have a launch like we did—a disastrous launch, where nobody is able to play the game—there is no place to hide. But it’s important that we don’t use the technical issues as an excuse because we clearly missed the mark from an experience point of view as well. The game just felt unfinished. It was a bad experience for our players.”

Listo says Starbreeze may have taken the wrong lessons from the 10 year production of Payday 2, and that many of the third game's non-technical issues were because „a lot of small things built up.

“We built Payday 3 while trying to understand what we wanted, in parallel,» adds

Read more on pcgamer.com
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