Path of Exile Co-Creator Re-evaluates Live Service Games After a Decade of Experience

Chris Wilson, formerly of Grinding Gear Games, acknowledges the complexities and drawbacks of the live service model, citing Baldur's Gate 3 as an example of successful game completion.

Jun 24, 2026
Industry & Business
Path of Exile Co-Creator Re-evaluates Live Service Games After a Decade of Experience

Chris Wilson, a co-creator of the popular action RPG Path of Exile, has publicly revised his stance on the live service game model. Having departed Grinding Gear Games in 2023 to establish a new studio, Wilson shared his evolving perspectives during a recent Q&A session on his YouTube channel. He admitted that a decade ago, he viewed live service as universally beneficial, highlighting aspects such as free-to-play accessibility, variable monetization options, and continuous content updates as major advantages.

However, Wilson acknowledged that extended experience within the industry has revealed significant drawbacks. "There are also some drawbacks related to a game constantly needing to change to keep up with stuff and the relationship that community feedback has on the way that a game changes," he stated. This pressure can sometimes force developers to implement changes they might not otherwise deem beneficial for the game, driven by the fear of community backlash, boycotts, or review bombing. He contrasted this with finished, complete games that do not face similar pressures as they typically do not receive ongoing patches.

Wilson clarified that his commentary is not an indictment of live service games, especially given Path of Exile's success. Instead, he emphasized a greater appreciation for the nuanced nature of game development and monetization. "This is a far more nuanced field than I thought it was 10 years ago, where I just basically thought live service games were the future and I would've scoffed at something like Baldur's Gate 3," he reflected.

He pointed to Larian Studios' Baldur's Gate 3 as a compelling example of a different approach to game development and player engagement. While not a traditional live service game, Baldur's Gate 3 benefited from an extensive early access period that incorporated community feedback, followed by significant post-launch updates. Wilson suggested that games which begin and end as complete experiences, rather than constantly evolving live services, hold a distinct appeal. The industry's current landscape, marked by numerous live service titles that have failed to sustain themselves, may indicate a shifting player preference back towards more self-contained, polished releases.

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