Starbreeze Cancels Co-Op D&D Video Game

The video game was due out in 2026.
starbreeze dnd.png


A planned cooperative Dungeons & Dragons video game under development by Starbreeze has been cancelled. Starbreeze, the video game studio behind the Payday franchise of games, announced that they were cancelling Project Baxter, a planned D&D video game that had co-op gameplay and was planned as a "Games as a service" product. 44 employees (split between staff and contractors) were laid off as part of the cancellation. Starbreeze also announced that they were writing off SEK 255 million (or $27.2 million in US dollars) in development costs related to the game.

Project Baxter was one of several of several active D&D video games in development. Also in the works is an action-adventure game by Giant Skull, a survival game from Gameloft, and two games from in-house studios owned by Hasbro. Wizards of the Coast also recently announced plans to open a new video game studio in Montreal dedicated to developing new D&D video games.
 

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Christian Hoffer

Christian Hoffer

Is anyone surprised about this #1 It's Starbreeze (has been having a lot of issues), #2 It's Hasbro/WotC... Giant Skull is also a new studio, this might also implode (before or after release). Gameloft might actually bring out a game, but it'll be a mobile game with heavy microtransactions. I have little hope for the two in-house studios, nor for the new studio.

BG3 was an absolute fluke. The last twenty years in D&D computer game land it's been Neverwinter Nights 1/2, the 'enhanced' versions of some classics, maybe the computer version of the boardgame 'Lords of Waterdeep', and the Turbine D&D MMO did quests very well... Most others have flopped so hard that they were de-listed and you can't play them anymore (or certain important things don't work anymore, like co-op in a co-op game). Even the latest 'enhanced' version of Neverwinter Nights 2 is not doing well because Aspyr (of all developers) made a bloody mess at release (which they are trying to fix through patching).

Source for the list of shame: List of Dungeons & Dragons video games - Wikipedia
 

I think they might say “ this looks like a stinker” so cut bait .
Bg3 was the best of the best. Might be a fluke but it’s better than anything the competition rolled out or is rolling out.
I applaud wotc. They might be tossing money around but it’s clear they are trying to find multiple Bg3 and the brxt big game looks like a mass effect killer which could be the end of BioWare
 


You know I have said some times in previous post I don't advice online mutliplayers because it is a too competitive market.

I knew nothing about this project.

I wonder about Paradox-Interactive to get the licence for a economic-strategy videogame set in Cerilia-Birthright.
 

This seems like a sound financial decision. The market for "live service" games has gotten really crowded, only the top games are making money. If you're only laying off 44 people after cancelling the project, it probably didn't have a sufficient budget to be competitive.
 


This seems like a sound financial decision. The market for "live service" games has gotten really crowded, only the top games are making money. If you're only laying off 44 people after cancelling the project, it probably didn't have a sufficient budget to be competitive.
It kind of depends on how you define 'live service games' exactly. The companies behind Path of Exile and Warframe weren't big when the started, something like Valheim is still being developed (still in EA), done by an extremely small team and has been available since feb 2021.

Imho throwing a lot of money at the problem only increases the problem. As the project needs to succeed on such a big scale to earn back the initial investment that it becomes almost impossible to become 'succesful', no matter how good or bad the actual game is. What I've noticed is that a lot of the smaller successful titles have a small, but highly skilled and motivated team behind them that isn't marred in bureaucracy. I often see in larger companies (in other branches), that there is a lot of bureaucracy, a lot hierarchy, a cog in a larger machine mentality and that stifles productivity drastically. There isn't one perfect solution, because smaller teams often have less resources and thus have big issues with that.

To be honest, I've been having a LOT more fun with smaller/cheaper games then the big AAA titles for a LONG time now. I own BG3, still haven't played it, while it might be an awesome game, I'm still more interested in the older games from Larian (which I still also haven't played extensively)...

A Blizzard/Activision threw hundreds of millions against Diablo IV (development AND marketing), but Path of Exile (2) is still going very strong, and according to the SteamCharts, far stronger then Diablo IV (5-10x). Development studios with vastly different budgets and sizes. Big isn't necessarily good, good is good. And good small titles can become good large titles, but bad large titles generally aren't around long enough to become good (with the notable exception of No Man's Sky, but you can consider that a unicorn).
 

I had never heard of payday as a game series and had to search for what it’s about.
The thing that gets me about Payday is...

It's online Cops & Robbers. Like, that's pretty much literally what it is. You would think this would be a competitive space, particularly since being a robber is, mechanically and thematically, much more interesting than being a cop. And yet, Payday is functionally the only series out there actually hitting this market. Which means the PD3 craptacular launch has been a pretty big black eye for Starbreeze, because they really don't have competition.

Because, like, there...just isn't another game out there that does multiplayer PvE stealth missions like this, and the closest you get to cops-n-robbers is Counter Strike, where the community is a cesspool and always has been.

But yeah, with the absolute disaster that PD3 has been, it's really no surprise that Starbreeze cancelled this. They're in risky territory and a D&D-based live service game was a risky project.
 

It kind of depends on how you define 'live service games' exactly. The companies behind Path of Exile and Warframe weren't big when the started, something like Valheim is still being developed (still in EA), done by an extremely small team and has been available since feb 2021.

Imho throwing a lot of money at the problem only increases the problem. As the project needs to succeed on such a big scale to earn back the initial investment that it becomes almost impossible to become 'succesful', no matter how good or bad the actual game is. What I've noticed is that a lot of the smaller successful titles have a small, but highly skilled and motivated team behind them that isn't marred in bureaucracy. I often see in larger companies (in other branches), that there is a lot of bureaucracy, a lot hierarchy, a cog in a larger machine mentality and that stifles productivity drastically. There isn't one perfect solution, because smaller teams often have less resources and thus have big issues with that.

To be honest, I've been having a LOT more fun with smaller/cheaper games then the big AAA titles for a LONG time now. I own BG3, still haven't played it, while it might be an awesome game, I'm still more interested in the older games from Larian (which I still also haven't played extensively)...

A Blizzard/Activision threw hundreds of millions against Diablo IV (development AND marketing), but Path of Exile (2) is still going very strong, and according to the SteamCharts, far stronger then Diablo IV (5-10x). Development studios with vastly different budgets and sizes. Big isn't necessarily good, good is good. And good small titles can become good large titles, but bad large titles generally aren't around long enough to become good (with the notable exception of No Man's Sky, but you can consider that a unicorn).
It's a no-man's-land problem.

The absolute titans of the industry, like Microsoft or Square Enix, can bite the bullet and pay for the enormous cost of a maximum-budget game, knowing that as long as it's at least pretty decent they'll make their money back eventually. And then, as you say, the nimble and probably midnight-oil-fuelled small companies can get away with a bit of a fly-by-night approach, because their fanbase is targeted and tends to be pretty loyal and more patient than the mass market would be.

It's the space between, the mid-size "live service" games, where only the best of the best can survive, and everything else either crumples as a wreck, or fades into F2P obscurity. Because they're having to compete for mainstream market share, without having the titans' budget for soaking up the trials and tribulations that will inevitably arise along the way. They can't do "nimble", and midnight oil alone ceases to be adequate for the size of the task. But they also can't do "$20M is an acceptable up-front cost".

I find a lot of social things end up in a situation like this. The extremes are, ironically, the most stable positions, while the transition between is extraordinarily unstable, and tends to result in implosion rather than settling down somewhere comfortable. There are, of course, exceptions! But they really are exceptions, deviations from the pretty solid norm.
 

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