
""It's the best way to be the best version of yourself. We could scale up now we have a lot more money, but I would say it's not tempting for us, because even the management team and myself, we'd have to be hands-on and doing things for ourselves," he said. "We love making games more than we love managing, so we want to keep doing that."
"He went on to say that his philosophy is to "adapt the game to the team, and not the other way around." He said Sandfall's ambition with Expedition 33 was to make a game its developers wanted to play. "It's making a game that you want to play. It's contradictory, but [try to] not care too much about the players, because if you care about your game, it means you care about the players ultimately," he said."
Sandfall Interactive declined to expand its studio after Expedition 33's breakout commercial success, citing deliberate creative limitations and a preference for hands-on development. The management team values making games more than managing larger operations, aiming to preserve a working environment that made the past five years personally rewarding. The studio's philosophy is to adapt each game to the existing team and to make games the developers themselves want to play. Emphasis is placed on sincerity, human qualities, and forgivable flaws over polished perfection. Expedition 33 sold over five million copies, won numerous awards, and later faced controversy including a revoked Game of the Year award due to AI concerns.
Read at GameSpot
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