Games

The Curious Case of Steam's Top Wishlisted Games: Deadlock's Unconventional Reign

Following the recent launch of Subnautica 2, a peculiar shift has occurred in Steam's most-anticipated games list. Surprisingly, the top position is now held by 'Deadlock,' a title that has been actively available and played for almost two years. This unexpected development has sparked discussions within the gaming community, questioning the criteria used for compiling such lists and highlighting an interesting anomaly in how game statuses are perceived.

Valve, the platform behind Steam, appears to maintain an unconventional stance regarding 'Deadlock.' Despite its consistent updates, the introduction of new characters, and a significant player base—boasting a peak concurrent player count exceeding 170,000 and an average of over 50,000 active players—the game is still listed as an unreleased title. This classification defies common understanding, as a game with such a robust and ongoing presence in the market would typically be considered 'out.' This situation creates a paradoxical scenario where 'Deadlock' is simultaneously one of Steam's most-played and most-wishlisted games, a truly unique position.

The discrepancy is particularly noticeable when compared to Subnautica 2, which, upon its early access release last week, was promptly removed from the most-wishlisted category. This standard procedure for launched titles underscores the oddity surrounding 'Deadlock.' It raises questions about why a game, which by all practical definitions is in circulation and actively engaging a large audience, remains in a 'coming soon' status on a prominent platform. This situation brings to light the broader implications for how games are categorized and presented to the public, especially in the context of early access models that have become increasingly prevalent in the industry.

Ultimately, this curious case suggests a need for clearer definitions or adjustments in how platforms like Steam categorize game availability. While 'Deadlock' continues to thrive with its community, its presence at the pinnacle of the wishlist charts serves as a conversation starter about the evolving nature of game releases and the metrics used to gauge player anticipation. In the interim, 'Light No Fire,' a genuinely unreleased game, has rightfully claimed the mantle of the true most-wishlisted title on Steam, offering a more conventional representation of future player excitement.

Witcher Spinoff 'Project Sirius' Hires New Lead Writer from Destiny 2

The highly anticipated Witcher spinoff, 'Project Sirius,' has recently welcomed a new lead writer, Kwan Perng, a celebrated narrative veteran known for his work on 'Destiny 2.' This appointment marks a significant turning point for the game, which has encountered considerable development hurdles since its initial announcement.

A New Chapter for 'Project Sirius'

Strategic Narrative Leadership for Project Sirius

Project Sirius, a Witcher universe expansion first unveiled in October 2022, has brought on Kwan Perng as its new lead writer. Perng, previously a senior narrative designer and lead writer at Bungie, significantly contributed to the post-launch narrative of Destiny 2 over four years, notably on the critically acclaimed 'The Final Shape' expansion. His expertise is expected to infuse fresh creativity into the project's narrative.

Perng's Transition and Industry Impact

Kwan Perng publicly confirmed his new role at CD Projekt Red via LinkedIn and later on X (formerly Twitter). His departure from Bungie occurred during the studio's significant layoffs in July 2024, after which he briefly served as narrative and world lead at Eleventh Hour Games. His move to Project Sirius is a high-profile transition, although specific details about his work on the game remain under wraps for now.

Destiny 2's 'The Final Shape' Narrative Success

Perng's tenure at Bungie included a pivotal role as narrative lead for Destiny 2's 'The Final Shape' expansion. This expansion concluded the game's long-running 'Light and Darkness' saga to widespread critical acclaim. Critics, including PC Gamer's Phil Savage, lauded its strong sense of progression and impactful storytelling, a testament to Perng's narrative leadership.

Navigating Development Challenges for Project Sirius

The development journey of Project Sirius has been anything but smooth. Since its inception, the game has been subject to a financial write-off and a subsequent reboot. Furthermore, Molasses Flood, the studio originally developing the game and acquired by CD Projekt in 2021, has since been fully integrated into CD Projekt, losing its distinct identity. Despite these challenges, CD Projekt's continued investment in the project, underscored by Perng's hiring, signals a persistent belief in its potential.

Future Prospects and Narrative Vision

While Kwan Perng has indicated that it will be some time before he can openly discuss his contributions to Project Sirius, he expressed enthusiasm for immersing himself in The Witcher's rich and intricate lore. His commitment to crafting compelling narratives within this beloved universe, alongside a team of skilled developers, bodes well for the game's revitalized direction.

See More

The Unsung Hero Behind Half-Life: Ken Williams' Pivotal Role

This narrative explores the pivotal, yet often overlooked, influence of Ken Williams, co-founder of Sierra Online, on the creation and initial launch of Valve's iconic game, Half-Life. Despite the common association of Half-Life's success with Gabe Newell and Valve, Williams' foresight and commitment proved instrumental. He recognized the groundbreaking potential of Valve's concept at a time when numerous other publishers dismissed it, thereby providing the crucial early support that allowed the nascent development team to bring their vision to fruition. This historical context reveals a fascinating intersection of industry pioneers and a critical moment that shaped the landscape of modern gaming.

The journey of Half-Life from an ambitious idea to a landmark title in video game history was significantly propelled by the timely intervention of Ken Williams. While Valve, spearheaded by Gabe Newell, had a clear technological direction and a talented team, they lacked a publisher—a vital component for game distribution and market presence in the mid-1990s. Despite numerous rejections from other publishers who deemed their proposal too risky or lacking credibility, Williams, drawing from his extensive experience with Sierra Online, saw something unique in Valve's pitch. His willingness to invest in an unproven studio with big ideas, especially when others in the industry were hesitant, demonstrates a remarkable entrepreneurial spirit. This decision was particularly noteworthy given Sierra's primary focus on adventure games, far removed from the burgeoning first-person shooter genre Valve was pioneering.

The Visionary Bet: Ken Williams' Crucial Support for Half-Life

In the mid-1990s, Valve, a new studio comprising ex-Microsoft talent, was struggling to secure a publishing deal for their ambitious project, Half-Life. Publishers, accustomed to less technically demanding titles, largely dismissed Valve’s innovative approach. However, Ken Williams, co-founder of Sierra Online, recognized the profound potential in Valve's technical expertise and narrative-driven game design. Despite his company’s primary focus on adventure games and a lack of experience in the FPS genre, Williams saw that Valve wasn't just building a game; they were using an existing engine as a foundation for something entirely new. His readiness to back their vision, in contrast to the skepticism of others, was a pivotal moment for Valve, providing the essential backing needed to move forward. This decisive support ultimately enabled Half-Life to overcome early obstacles and embark on its path to becoming a gaming icon, underscoring Williams's significant, though often unheralded, contribution to the industry.

Williams's decision to embrace Half-Life was driven by a keen understanding of technology and innovation, setting him apart from his contemporaries. While many publishers sought artists and designers, Williams appreciated Valve's team of engineers who aimed to push the boundaries of existing game engines, using them as starting points rather than end goals. This alignment in vision proved critical. Although Williams himself departed Sierra shortly after this pivotal meeting, paving the way for Scott Lynch to finalize the deal, his initial conviction laid the groundwork. Lynch, while initially more cautious, eventually recognized the depth of Valve’s narrative and world-building ambitions, confirming that Half-Life was far more than a mere expansion pack. This early endorsement by Williams, followed by Sierra’s commitment, highlights a crucial period where a bold vision from an industry veteran provided the lifeline for a game that would eventually redefine its genre and launch Valve into superstardom.

The Complex Legacy: Sierra's Role and Valve's Ascendance

The relationship between Valve and Sierra, though crucial for Half-Life's genesis, was marked by complexities that ultimately shaped Valve's independent trajectory. Sierra’s initial support was instrumental, but their marketing approach—dubbed “launch and leave”—clashed with Valve’s long-term ambitions for Half-Life. This divergence became evident once the game was complete, as Sierra sought to move on to new ventures rather than nurture the existing title. Valve’s strategic maneuver to reclaim the intellectual property and distribution rights from Sierra proved to be a defining moment. This separation allowed Valve to fully control its destiny, leading to the creation of Steam and establishing itself as a dominant force in the gaming world. Sierra, conversely, eventually faded from prominence, acquired and later dissolved, illustrating the profound impact of this early partnership and its subsequent dissolution on both companies’ legacies.

Despite the eventual parting of ways, the early involvement of Ken Williams and Sierra cannot be understated in its significance for Half-Life. Without Williams’s initial faith and the publishing infrastructure provided by Sierra, Valve might have struggled indefinitely to find a backer for their groundbreaking concept. The challenges faced during development, including a mid-development reboot of Half-Life that Sierra did not fund, underscore the inherent tensions. Valve also made concerted efforts to establish Half-Life as a Valve product, distancing it from Sierra’s brand, hinting at a relationship that was more pragmatic than harmonious. Nevertheless, the bold move by Williams to support a technologically ambitious, narrative-rich FPS from an unproven studio was a gamble that paid off immensely, not just for Valve, but for the entire gaming industry, proving that visionary leadership can indeed reshape the future of interactive entertainment. Much like Gabe Newell, Ken Williams also found a passion for boating in his post-gaming career, a curious parallel for two titans of the industry.

See More