Destiny Community Podcast

DCP+SideQuest Interview Thomas Mahler CEO of Moon Studio - No Rest For The Wicked - Ori

·59 min·5 clips
Moon Studios CEO Thomas Mahler explains why they bet the entire company on early access for No Rest for the Wicked.
This episode of DCP+SideQuest features an interview with Thomas Mahler, CEO and creative director of Moon Studios, known for the Ori series. Mahler discusses the studio's transition from packaged games like Ori to early access with No Rest for the Wicked, an action RPG. He explains that early access was chosen to avoid cutting features and to test systemic complexity at scale, despite it being a risky bet for the independent studio. Mahler describes the game's vision as a blend of top-down ARPG mechanics, Souls-like combat, and handcrafted Metroidvania-inspired level design, with randomized elements for replayability. He shares that the game's aesthetic, led by art director Michael, uses a painted style to ensure longevity, contrasting with photorealistic trends. Mahler talks about the $40 early access price, noting players get 50-70 hours of content, with plans to add more systems, side quests, co-op, and combat improvements. He reveals surprising early access data, such as players skipping tutorials and misunderstanding attribute systems, leading to frustration. The conversation shifts to player feedback and Steam reviews, where Mahler addresses review bombing incidents and criticizes the permanence of old reviews for evolving games. He compares the vulnerability of indie studios like Moon to larger publishers when facing negative feedback. Mahler discusses the game's development timeline, starting in 2018, and hints at a 1.0 release not too far off, with areas already designed. He expresses interest in Nintendo Switch support and solving couch co-op inventory issues innovatively. Throughout, Mahler emphasizes the team's perfectionism and desire to create a masterpiece, encouraging listeners to try the game and provide feedback.

As heard by us

A candid look at how early access data turns player confusion into design work for No Rest for the Wicked.

Thomas Mahler's DCP Plus SideQuest conversation turns the early access work on No Rest for the Wicked into a useful read on how players interpret a game once it leaves the studio.

Read the full review in PlayNext →

Why you'd press play

You want Moon Studios CEO Thomas Mahler to explain why your two-handed greatsword build may be betraying you.

Read the full recommendation in PlayNext →
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