{"id":1705936,"date":"2026-09-30T14:24:37","date_gmt":"2026-09-30T14:24:37","guid":{"rendered":"http:\/\/e7hSDUCyd8yXxJtR7XWzpe"},"modified":"2026-09-30T14:24:37","modified_gmt":"2026-09-30T14:24:37","slug":"arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout\/","title":{"rendered":"Arc Raiders&#8217; executive producer explains how he &#8216;wasn&#8217;t completely prepared for how hard&#8217; a live service game would be and warns against the dangers of burnout"},"content":{"rendered":"<article>\n<p>I have a lot of fond memories about <a href=\"https:\/\/www.pcgamer.com\/uk\/arc-raiders\/\">Arc Raiders&#8217;<\/a> release. The world was beautiful, terrifying, and expansive. It provided some of the best community interactions I&#8217;ve had in a game to date, and it was just a refreshingly good time to share with friends. But that didn&#8217;t last as long as I and many others would have hoped, with executive producer Aleksander Gr\u00f8ndal admitting that Embark overestimated its capacity for work. <\/p>\n<p>&#8220;Transitioning to live service is going to be fucking hard. Everyone said that to me. I&#8217;ve even said that to other people. I was mentally prepared for it to be hard\u2014but I wasn&#8217;t completely prepared for how hard it was,&#8221; Gr\u00f8ndal says in an interview with <a href=\"https:\/\/www.gamedeveloper.com\/production\/-we-were-constantly-overshooting-our-capacity-arc-raiders-exec-explains-success-resulted-in-burnout\" target=\"_blank\">Game Developer<\/a>. &#8220;When you build a game up until launch, you build and you test and you build and you test and you fix things and measure results. So the way that we&#8217;ve been building video games was based on that idea\u2014but now the demands of the players are really high, we feel like we really can&#8217;t go much faster.&#8221;<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1920px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"q6AtSSBRu3fBka96kTy7BW\" name=\"Arc Raiders Riven Tides update trailer screenshots\" alt=\"A raider checking traps by the seaside.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/10\/arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout.png\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"1920\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Embark Studios)<\/span><\/figcaption><\/figure>\n<p>Arc Raiders is sadly a very good example of suffering from success. Sure, the devs had an inkling of how big this game could get, but I don&#8217;t think anyone could&#8217;ve <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-breaks-100-000-concurrent-players-in-the-first-30-minutes-of-going-live-and-rising-soaring-to-the-top-of-steams-best-sellers\/\">predicted the heights Arc Raiders would reach<\/a>. Embark also made no secret of the fact that it simply wasn&#8217;t as big or well-equipped as other live-service competitors like Activision Blizzard or Riot, but the team still tried to keep up the pace that was expected of them. <\/p>\n<p>This is a recipe for disaster, with Gr\u00f8ndal explaining how &#8220;the team [was] super tired&#8221; but that they still tried to put &#8220;out content as fast as we can but it&#8217;s not enough, and perhaps it wasn&#8217;t necessarily interesting enough as well.&#8221; Trying to keep pace with players that were completing events, sussing out arcs, and exploring maps faster than Embark could add them led to a very long and very stale period, which then saw a huge drop-off in players. <\/p>\n<p>&#8220;I&#8217;m proud of what we achieved during the first four months of this year,&#8221; Gr\u00f8ndal adds. &#8220;But at the same time, I think we have to be honest at looking at some of the impacts of that. We didn&#8217;t have the time. You also have a lot of the cost of just maintaining the game\u2014implementing bug fixes, exploits, and other constraints. We were constantly overshooting our capacity and so it was hard to plan when there&#8217;s so much to do. There&#8217;s a lot of maintenance and cleanup [that takes up so much of your time].&#8221; <\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"3cxqKDZgCzUL7VdoSxec5d\" name=\"arc raiders arc flex rubber location\" alt=\"Arc Raiders Arc Flex Rubber: A Queen enemy walking on a rocky ledge.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/10\/arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Embark)<\/span><\/figcaption><\/figure>\n<p>It didn&#8217;t just have a negative impact on the game, as the devs also began to feel the pains of overextending. &#8220;The team were super unhappy. To be fair, they were running really hard milestones and that wasn&#8217;t fun and challenging, so we had to do something. The players were also complaining and I don&#8217;t think the consistency was high enough.&#8221; <\/p>\n<div>\n<blockquote>\n<p>Being burned out feels super shitty to be honest. It&#8217;s terrible. I don&#8217;t recommend it to anyone.<\/p>\n<p>Aleksander Gr\u00f8ndal, executive producer<\/p>\n<\/blockquote>\n<\/div>\n<p>The cycle only stopped when the team asked themselves &#8220;why are we doing this?&#8221; and re-evaluated their long-term plan for Arc Raiders. &#8220;Everything pointed towards the fact that we were doing it better before shipping, so we need to play to our strengths [&#8230;] and what we produce will be better, more interesting, and higher-quality across the board. It also gives us time to work things out instead of just shipping, shipping, shipping. We can actually iterate.&#8221; <\/p>\n<p>Gr\u00f8ndal also stresses that they needed to put an end to the ongoing burnout. &#8220;It&#8217;s super important [to protect people],&#8221; he says. &#8220;I can tell you a personal story. I was burned out. We&#8217;d just shipped a Battlefield game [when I was at EA] and I kept pushing so hard that I had to take a break for five months and go on sick leave because I was completely broken. We talk about burnout and it&#8217;s obviously bad, but being burned out feels super shitty to be honest. It&#8217;s terrible. I don&#8217;t recommend it to anyone. Also, it means we lose good people who might be out [of work] for a very long time.&#8221; <\/p>\n<p>There&#8217;s always going to be more to do in a live service game like Arc Raiders. And while there are some very serious reworks needed and problems to address\u2014<a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-has-a-cheater-problem-but-embarks-says-significant-changes-are-coming-to-detection-and-ban-systems\/]\">like its anticheat<\/a>\u2014I&#8217;d never want anyone to prioritise content over their health. It&#8217;s just a game, after all, and more often than not well-rested and happy people create better things. It may take longer to get new content, but a more relaxed and committed approach to Arc Raiders will make for a better game in the longrun\u2014we&#8217;re already seeing the fruits of that tack with <a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/the-arc-raiders-frozen-trail-update-is-bigger-than-anyone-expected-new-arc-gun-upgrades-a-map-and-personal-outposts-you-can-decorate\/\">Frozen Trail<\/a>. <\/p>\n<p>&#8220;It&#8217;s very important for us to create a framework that allows us to be creative while having a good work-life balance,&#8221; Gr\u00f8ndal adds. &#8220;If we think long-term about this product\u2014not just in small increments but big-picture stuff\u2014we need all of these great people. Those are the people who built Arc Raiders in the first place.&#8221; I couldn&#8217;t agree more. <\/p>\n<div class=\"product\"><a data-dimension112=\"cef159ca-bcd9-11f1-87a1-aff282ee9c4b\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/10\/arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"cef159ca-bcd9-11f1-87a1-aff282ee9c4b\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/third-person-shooter\/arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have a lot of fond memories about Arc Raiders&#8217; release. The world was beautiful, terrifying, and expansive. It provided some of the best community interactions I&#8217;ve had in a game to date, and it was just a refreshingly good time to share with friends. But that didn&#8217;t last as long as I and many others would have hoped, with executive producer Aleksander Gr\u00f8ndal admitting that Embark overestimated its capacity for work. &#8220;Transitioning to live service is going to be fucking hard. Everyone said that to me. I&#8217;ve even said that to other people. I was mentally prepared for it to be hard\u2014but I wasn&#8217;t completely prepared for how hard it was,&#8221; Gr\u00f8ndal says in an interview with Game Developer. &#8220;When you build a game&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/arc-raiders-executive-producer-explains-how-he-wasnt-completely-prepared-for-how-hard-a-live-service-game-would-be-and-warns-against-the-dangers-of-burnout\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1705937,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,787],"class_list":["post-1705936","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-third-person-shooter"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Arc Raiders&#039; executive producer explains how he &#039;wasn&#039;t completely prepared for how hard&#039; a live service game would be and warns against the dangers of burnout | Arcader News<\/title>\n<meta name=\"description\" content=\"I have a lot of fond memories about Arc Raiders&#039; release. 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