In 2019, if a developer with no experience or understanding should happen to come to Wilson and tell him they were making an online game made to compete with big businesses like Blizzard,"he would tell them to find a real job," he said. Eventually, the pair teamed up with Creative and celebrity Director Erik Olofsson, who had fulfilled with Wilson on an internet forum, to make POE Currency vision and direction. They had been inspired by a desire to fill a gap in the market, although from 2006 to its eventual release in 2013, the team struggled.
This is at a demanding industry landscape, and Jonathan believes they survived the harder times of development. "We were in the right time, the right place and with the ideal product," he clarified. While their first span and budgets had been blown out in development, and Jonathan described the development period as"rough" and"very bad", the team continued to work, motivated by their love for its ARPG genre, and their desire to see it grow.
Grinding Gear Games knows that their path to success was wildly unlikely, and made clear that they had been far less specialist, experienced and knowledgeable than their industry peers when they set out to create Path of Exile, but their game came at just the correct moment. It's one which just goes to show that sometimes, you can get by on sheer determination, and only a bit of luck, and a great little story. Full disclosure: This writer attended ExileCon as a guest of Grinding Gear Games.
Grinding Gear Games has declared Path of Exile two... although it is not quite the sequel some of us might have been expecting. As reported by our pals the reveal was created in ExileCon New Zealand today. But despite that very large"2" sitting after the game's name, however, Path of Exile 2 is not a new game as far as it is an expansion, but it brings a number of changes and improvements to the base game, such as changes to Buy POE orbs the Passive Skill Tree and an overhaul of lots of the game's core systems.