Sandfall Interactive, the studio behind the BAFTA and DICE award-winning RPG Clair Obscur: Expedition 33, is approaching its next game with a philosophy that prioritizes creative vision over broad appeal. Guillaume Broche, director and founder of Sandfall, stated in a recent interview that the studio does not aim to please everyone with its future projects, a sentiment echoed by lead writer Jennifer Svedberg-Yen. "Maybe people won't like it. That's life," Broche remarked, adding that the studio "didn't make the first game to please anyone, and I think that's why it worked."

This stance comes after Clair Obscur: Expedition 33 achieved significant commercial and critical success, with over six million copies sold and recognition from prominent industry awards. Despite the pressure that such success can bring, the studio's leadership remains outwardly unfazed. "We didn't make the first game to please anyone, and I think that's why it worked," Broche reiterated.

The studio's approach is rooted in the belief that compromising artistic vision to satisfy a wider audience can dilute the core of a project. Svedberg-Yen commented, "I've seen too many TV shows and books be swayed trying to please a lot of people, and in the process you end up losing the heart of what's there. So [we] feel like we need to trust our instincts and continue to trust the vision behind the studio."

Sandfall's commitment to creative independence is seen as a refreshing counterpoint to current industry trends. While many major publishers and platforms are reportedly focusing on established, iterative franchises, Sandfall's success with a more personal and distinctive RPG suggests an audience appetite for original experiences. The studio's COO and production director, François Meurisse, has previously stated that the pressure from Clair Obscur's success is "not so important to us," and that the team is "excited to explore" new ideas.

Clair Obscur: Expedition 33 itself drew inspiration from titles like Persona 5 for its camera work and UI, and Lost Odyssey and Blue Dragon for their integration of quick-time mechanics into turn-based combat. This blend helped to re-popularize turn-based battles within the RPG genre. The studio's future direction remains undisclosed, though Broche has expressed a personal fondness for Final Fantasy 8, hinting at potential influences on future projects.

This dedication to artistic integrity stands in contrast to a challenging period for the broader industry, marked by studio closures and shifts in focus toward established intellectual properties. Sandfall's trajectory suggests that an unwavering commitment to a unique creative vision can resonate strongly with players, even in a market often perceived as driven by profit-seeking trends.