Arc Raiders’ executive producer explains how he ‘wasn’t completely prepared for how hard’ a live service game would be and warns against the dangers of burnout

Arc Raiders’ executive producer explains how he ‘wasn’t completely prepared for how hard’ a live service game would be and warns against the dangers of burnout


I have a lot of fond memories about Arc Raiders’ release. The world was beautiful, terrifying, and expansive. It provided some of the best community interactions I’ve had in a game to date, and it was just a refreshingly good time to share with friends. But that didn’t last as long as I and many others would have hoped, with executive producer Aleksander Grøndal admitting that Embark overestimated its capacity for work.

“Transitioning to live service is going to be fucking hard. Everyone said that to me. I’ve even said that to other people. I was mentally prepared for it to be hard—but I wasn’t completely prepared for how hard it was,” Grøndal says in an interview with Game Developer. “When you build a game up until launch, you build and you test and you build and you test and you fix things and measure results. So the way that we’ve been building video games was based on that idea—but now the demands of the players are really high, we feel like we really can’t go much faster.”

(Image credit: Embark Studios)

Arc Raiders is sadly a very good example of suffering from success. Sure, the devs had an inkling of how big this game could get, but I don’t think anyone could’ve predicted the heights Arc Raiders would reach. Embark also made no secret of the fact that it simply wasn’t as big or well-equipped as other live-service competitors like Activision Blizzard or Riot, but the team still tried to keep up the pace that was expected of them.

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