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"Expanding for the sake of expanding is not our vision"
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Clair Obscur: Expedition 33 studio Sandfall Interactive doesn't plan on expanding significantly following the breakthrough success of its debut launch.
Talking to Edge Magazine for issue #419, Expedition 33 creative director Guillaume Broche and lead programmer Tom Guillermin were asked whether Sandfall's next game will be bigger than Expedition 33, and they had a pretty decisive answer.
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Clair Obscur: Expedition 33 lead says "it's good to have limitations," so the RPG studio won't "scale up" for any future projects
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Clair Obscur: Expedition 33 director doesn't think sales and awards success should change the studio: "What we want to do is exactly what we wanted to do when we started"
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Clair Obscur: Expedition 33 devs' next game will focus on "what we think is cool" rather than trying to please everyone
Jordan GerblickSocial Links NavigationAfter earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar's west coast Staff Writer in 2021. That means I'm responsible for managing the site's western regional executive branch, AKA my home office, and writing about whatever horror game I'm too afraid to finish.
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Clair Obscur: Expedition 33 lead says "it's good to have limitations," so the RPG studio won't "scale up" for any future projects
Clair Obscur: Expedition 33 director doesn't think sales and awards success should change the studio: "What we want to do is exactly what we wanted to do when we started"
Clair Obscur: Expedition 33 devs' next game will focus on "what we think is cool" rather than trying to please everyone
34-year game dev veteran says Clair Obscur: Expedition 33 "ruined" his worldview on AAA development
Clair Obscur: Expedition 33 studio says it had to hire young because it had no money, but it all turned out ok
Clair Obscur: Expedition 33 lead says the secret of the J'RPG's success is to "not care too much about the players"
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