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The Secret World "should’ve gone more commercial" - designer

The Secret World gambled on the pursuit of a design vision rather than commercial concerns - and lost, according to original lead designer Martin Bruusgaard.

Speaking to the the PA Report, Bruusgaard said a developer's original vision almost never makes it to market.

"It’s a shame to say, but I think it’s very, very few cases where you can sit down and make the game that you really want to do, and it turns out to be a success,” he said.

“Unfortunately I think that in order to be a success in today’s market, you need to make the game a bit more commercial.

"You have to consider what sells. You just have to. Not doing it is a huge risk. Yes, you might get lucky and everything works out great, but I would not do that again," he added.

Bruusgaard feels the end product might have benefited from even more mass appeal tweaking, noting that the famous level-free progression system is problematic.

“I think we probably should’ve gone for something that was maybe a bit more familiar," he said, noting the MMO's unusual lack of classes and suggesting that having levels might have helped.

"It’s all familiar, but with a twist, and I don’t think we should’ve twisted that many things," he said.

"I have to stress I really like the game the way it is now, but if I’m thinking about making the game a more commercial success, I think we should’ve gone more commercial."

In fact, Funcom did compromise on its vision; according to the former staffer, the team was aware that it had to make a game with wider appeal, not just the one it wanted to play, personally. The Secret World went through a significant amount of playtesting and iteration, becoming less "intricate", "complicate" and "convoluted" until it had been "commercialised".

The Secret World is turning a profit but at the cost of a significant portion of Funcom's staff.

Thanks, games.on.net.

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The Secret World

Xbox 360, PC

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Brenna Hillier avatar

Brenna Hillier

Contributor

Based in Australia and having come from a lengthy career in the Aussie games media, Brenna worked as VG247's remote Deputy Editor for several years, covering news and events from the other side of the planet to the rest of the team. After leaving VG247, Brenna retired from games media and crossed over to development, working as a writer on several video games.
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