
<p>Baldur's Gate 3 stands as perhaps the most towering success story to emerge from Steam’s Early Access program. Its journey from a work-in-progress to a masterpiece has provided a clear roadmap for other studios, including Moon Studios, the team behind *Ori and the Blind Forest*.</p>
<div id="ad-unit-1" class="ad-unit"></div>
<p>Thomas Mahler, the CEO of Moon Studios—who recently launched the acclaimed action RPG *No Rest for the Wicked*—addressed community questions regarding the choice of the Early Access model in a recent <a href="https://x.com/thomasmahler/status/2016459499586855156" target="_blank" rel="noopener">social media post</a>. He was quick to point out Larian's precedent with the third *Baldur’s Gate* installment. "You realize Baldur's Gate 3 spent three years in Early Access, right?" he noted.</p>
<div class="see-more see-more--clipped">
<blockquote class="twitter-tweet" data-lang="en">
<p lang="en" dir="ltr">You know that Baldur's Gate 3 was in Early Access for 3 years, right? It's true that a lot of developers are abusing the Early Access model, but games like BG3 and No Rest for the Wicked would probably never get made if it wouldn't be for Early Access because games like that are just too complex...</p>
<a href="https://twitter.com/thomasmahler/status/2016459499586855156">January 28, 2026</a>
</blockquote>
</div>
<p>Mahler elaborated that while some might misuse the Early Access label, titles with the mechanical depth of *BG3* or *No Rest for the Wicked* effectively require this phase. The complexity of these games necessitates an active, dedicated community that provides the raw data developers need to iterate effectively.</p>
<p>This logic mirrors the stance held by Larian Studios. In fact, Larian’s Swen Vincke has previously mentioned that their next project will likely return to Early Access because of the invaluable creative feedback the process generates. Mahler highlighted that for a studio of Larian's size, it isn't about the funding—it's about testing at scale.</p>
<div id="mid-article-leaderboard" class="ad-unit sm:hidden block" style="height: 100px;"></div>
<p>"Games of this magnitude cannot be perfected in isolation," Mahler argued. "A team of 100 internal testers isn't enough to simulate the sheer variety of player interactions needed to balance complex systems. You need a massive audience to identify flaws and ensure the delicate gameplay balance holds up."</p>
<div id="ad-unit-2" class="ad-unit"></div>
<p>He suggested that players should look at a developer’s history when judging an Early Access title. If a studio with a high-quality track record chooses this path, it is likely for the sake of refinement rather than necessity. This perspective caught the attention of Swen Vincke himself, who <a href="https://x.com/LarAtLarian/status/2016467611240808868" target="_blank" rel="noopener">responded</a> in full agreement.</p>
<div class="see-more see-more--clipped">
<blockquote class="twitter-tweet" data-lang="en">
<p lang="en" dir="ltr">100% - Games that successfully come out of Early Access prove that when players and devs unite around something they genuinely care about, beautiful things happen...</p>
<a href="https://twitter.com/LarAtLarian/status/2016467611240808868">January 28, 2026</a>
</blockquote>
</div>
<p>"Absolutely," Vincke replied. "The success stories of Early Access demonstrate that when creators and players collaborate on a project they love, the results are extraordinary. It’s a positive force for the industry. A few bad examples shouldn't diminish the incredible value of the good ones."</p>
<p>Ultimately, when the model functions as intended, it bridges the gap between a developer's vision and the audience's reality. It ensures the final version of a game isn't just what the studio wanted to build, but exactly what the community wanted to play.</p>
<div id="slice-container-newsletterForm-articleInbodyContent-9U4eDzR9mBYMZz9Jjucw7i" class="slice-container newsletter-inbodyContent-slice">
<h3>Sign up for the Latest RPG Updates</h3>
<p>Stay informed with weekly digests, community stories, and gaming news.</p>
</div>
<p><a href="https://www.gamesradar.com/games/baldur-s-gate/as-highguard-continues-to-get-trashed-online-baldurs-gate-3-boss-swen-vincke-says-i-dont-like-people-s-ing-on-things-as-its-easy-to-destroy-things-its-a-lot-harder-to-build-them/"><em>Related: Swen Vincke discusses why it's easier to criticize than to create in the modern gaming landscape.</em></a></p>
<div style="min-height: 250px;" id="quiz-container">
<div class="kwizly-quiz kwizly-OK6rMW"></div>
</div>
<script src="https://kwizly.com/embed/OK6rMW.js" async></script>
Source: gamesradar.com


