Blood of Dawnwalker Dev Says Designing Games For Huge Sales Is Recipe For Failure

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Blood of Dawnwalker Devs More Focused On RPG Vision Instead!

Story Highlight
  • Rebel Wolves says chasing tens of millions of sales can undermine game development.
  • The team believes that sales should be treated as secondary when designing a game.
  • Rebel Wolves’ priority with Blood of Dawnwalker is building a new IP that players care about.

Ex-Witcher 3 Konrad Tomaszkiewicz is close to releasing his brand new game as part of the Rebel Wolves studio. The Blood of Dawnwalker promises an exciting RPG experience that fans would expect of the developer, but the team also faces the weight of growing expectations.

However, the studio’s developers believe chasing sales is a recipe for failure.

Why it matters: AAA budgets have continued to rise, leading to studios prioritizing sales and financial targets. On the other hand, The Blood of Dawnwalker developers don’t seem to be falling into this trap so far.

When asked about potential sales targets, studio founder and game director Konrad Tomaszkiewicz explained that sales remain secondary to Rebel Wolves’ wider creative ambitions.

The developer’s main objective is to create a new franchise that resonates with players, rather than a project around a massive commercial target. Rebel Wolves notes that sales typically follow on their own if a game is good, so designing a title with sales in mind is the wrong approach.

Sales are secondary. I believe that if the game is good and defends itself, there will be sales.

-Konrad Tomaszkiewicz

The developer also stated that setting out to develop a game based solely around commercial success is a recipe for disaster.

Konrad Tomaszkiewicz admitted that a studio still needs money to produce games, but he is more interested in fulfilling the team’s creative and artistic vision with Blood of Dawnwalker.

blood of dawnwalker
Rebel Wolves Is Not Chasing Arbitrary Financial Targets

Because Rebel Wolves is also a smaller team, the former CDPR developers have the liberty to focus on their vision and creative intent over commercial performance. This would be different for a AAA studio, where the team would have less freedom due to the financial aspect of the AAA industry.

Do you think studios make better games when major sales targets are treated as a result rather than the primary goal? Share your thoughts in the comments below.

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