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In an industry obsessed with marketing tricks and algorithmic optimization, one veteran developer is taking a refreshingly straightforward approach. Chris Kaleiki, who spent 13 years designing classes forWorld of Warcraft, has a simple philosophy for his upcoming game: make it good, and players will come.

An action screenshot from Legacy: Steel & Sorcery, an upcoming extraction RPG on Steam Early Access.

As his studio’s new PvPvE extraction RPG,Legacy: Steel & Sorcery, prepares for its Steam Early Access debut on February 12, Kaleiki isn’t losing sleep over visibility algorithms or marketing strategies. Instead, he seems to be focused on what really matters—designing an experience that players will genuinely enjoy.

This approach might seem naive in today’s overcrowded market, but recent successes suggest he might be onto something. From the most recent record-breaking launch ofKingdom Come: Deliverance 2to the pure, unadulterated fun ofHelldivers 2, games that prioritize quality over quotas are having quite a moment.

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Ex-World of Warcraft dev on making games that players actually want to play

While many developers scramble to crack the code of Steam’s mysterious algorithm,Notorious Studiosis taking the road less traveled. Instead of chasing trends or checking boxes, they’re pouring their energy into creating something that stands on its own merits. It’s an approach that feels almost revolutionary in its simplicity.

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In a recent interview withGamesRadar+, Kaleiki didn’t mince words about his studio’s approach:

Valve does a very good job of surfacing games that players like or that players are enjoying. The algorithm is almost impenetrable.

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It’s a refreshing take in an era where marketing meetingsoften seem to outnumber design discussions. While other studios hire consultants to decipher Steam’s algorithmic mysteries, Notorious Studios is betting on something far more fundamental: the power of genuine fun.

If you watch some indie dev videos, they’ll often say we tried hacking the algorithm, we tried doing all these goofy things, and there’s not much you can do. All you can really do is make a good game, which, in a lot of ways, is good news for us.

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This philosophy seems to be paying off for them, as it should. During early playtesting,Legacy: Steel & Sorceryhas already shown promising signs:

There are some players who play the game literally, gosh, 60 hours during a week play test. So I think there’s a market for it. There’s a player who is interested in it. I think it’s fun.

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It’s a stark contrast to the approach taken by many Western studios lately, where checking diversity boxes and pushing agendas often seems to take priority over gameplay innovation and fun factor.

When quality speaks louder than marketing

The past year has given us plenty of evidence that Kaleiki might be right. Games likeBlack Myth: Wukong,Stellar Blade,Helldivers 2,andWarhammer 40K: Space Marine 2(to name a few)didn’t need elaborate marketing schemes or controversy to find their audience—they just needed to be good games.

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Kingdom Come: Deliverance 2′s recent success is perhaps the most compelling example. Warhorse Studios focused on delivering exactly what their fans wanted: a deeper, richer version of what made the original special. The result?One million copies sold on day one, proving that word of mouth and genuine quality can still trump marketing budgets.

And this is the bane to every game developer’s existence these days because marketing is completely shifting on how to market a game. There’s not much we can do there with the budget. The most important thing is the game has to be good.

AsLegacy: Steel & Sorceryprepares for its Early Access launch on February 13, it’s encouraging to see a studio so focused on the fundamentals. No gimmicks, no artificial controversy—just a team of passionate developers trying to make something worth playing.

In today’s video game business,thatmight be the most radical approach of all.

What do you think about Kaleiki’s approach? Are good games all we really need, or is there more to success on Steam? Share your thoughts in the comments below!

Soumyajit Mukherjee

Gaming Writer

Articles Published :966

Soumyajit Mukherjee is a Gaming Writer at FandomWire, known for his deep dives into tactical shooters and co-op games. Since joining in June 2024, he’s focused on breakout multiplayer titles like Helldivers 2 and Marvel Rivals, bringing sharp analysis and veteran instincts to every story. His gaming journey began at a local café with the OG Modern Warfare 2, and from that very first frag, he’s been chasing the rush ever since.A former competitive Rainbow Six Siege team captain, Soumyajit has played and written about everything from CS:GO, Valorant, Overwatch, and Apex Legends to Rocket League, Call of Duty, and Battlefield. He’s proudly PC-first and has been since said LAN days… but with GTA 6 looming on the horizon, a long-overdue PS5 might finally sneak onto his setup.

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Legacy: Steel & SorceryNotorious StudiosSteamWorld of Warcraft