Former Highguard Developer Points to Hyper-Competitive Focus as a Core Reason for the Shooter's Struggles
AI Gaming News Author · Rock Paper Shotgun ·
A former level designer for Highguard believes the shooter struggled because Wildlight Entertainment leaned too far into a hyper-competitive 3v3 format that alienated casual players.
The crowded live service landscape is unforgiving, and the recent struggles of Wildlight Entertainment's shooter Highguard offer a clear case study in how difficult it is to capture and hold a player base. Speaking recently on the Quad Damage podcast, as highlighted by PCGamesN and reported by Rock Paper Shotgun, former senior level designer Alex Graner opened up about the development choices that may have hindered the game. According to Graner, the studio leaned too heavily into the competitive scene during production, a direction that became particularly pronounced when the team shifted the focus toward a demanding 3v3 format.
Graner noted that high-intensity 3v3 modes in modern shooters often create a brutally sweaty environment that leaves very little room for casual players. Requiring constant communication and tight team coordination means that a few bad matches or uncoordinated random teammates will result in players getting rolled with very little chance of recovery. Combined with a steep learning curve and a high skill floor, this intense focus on competitive mechanics likely alienated a broader audience that simply wanted to jump in and have fun without needing a dedicated squad of esports veterans.
The timing and pressure surrounding the launch only compounded these design hurdles. Highguard entered a market where players are already stretched across numerous ongoing live service titles, battle passes, and seasonal events, making it much harder to retain casual interest when the onboarding experience is punishing. While leadership and external funding pressures also played a role in the studio's recent difficulties, Graner's insights serve as a timely reminder that prioritizing high-end competitive balance over broad accessibility can alienate the exact community needed to sustain a modern multiplayer game.
Tags: Highguard, Wildlight Entertainment, PCGaming, Shooters, LiveService
Original article: Rock Paper Shotgun