Consistency in Communication

During a discussion at Gamescom with PC Gamer, Saber Interactive Chief Creative Officer Tim Willits addressed questions regarding whether the studio would adjust its messaging strategy in light of recent public controversies. Willits acknowledged the studio’s tendency to be blunt, admitting, «sometimes we 'say what we mean' too much,» but ultimately ruled out any major shifts in their approach.


Willits noted that industry-related friction is not a new experience for him. Reflecting on past criticism, he recalled the backlash surrounding the release of World War Z on the Epic Games Store, noting that despite the initial negative sentiment, the title eventually reached 30 million players. For Willits, the focus remains on the product rather than temporary public discourse.


The AI Controversy and Internal Turmoil

The studio has recently faced significant scrutiny regarding the development of RideStimulator. The controversy centered on allegations from former writer Stella Sacco, who claimed she was dismissed and replaced by artificial intelligence. While the company's initial response was measured, CEO Matt Karch later issued a more aggressive statement that drew criticism for its strong pro-AI stance and personal remarks directed at Sacco. Although Karch later apologized privately and issued a follow-up statement, the situation sparked widespread debate within the gaming community.


Looking Toward the Future

Despite these challenges, Willits remains optimistic that the quality of RideStimulator will override the surrounding noise. He maintains that players are capable of evaluating games on their own merits without being overly influenced by external drama.


«I encourage people to check it out when it comes out, play it themselves. They may be like 'oh, this is cool! I like this,' you know. And if they don't like it, fine,» Willits stated.

Concluding his thoughts, Willits emphasized that Saber Interactive’s primary goal remains the production of high-quality titles. He trusts that gamers will recognize and support good work, stating, «We are going to stick to making the best games we can. Try to show them, give people an opportunity to play them, and have players make their own decisions because players are smart, you know. You make a good game, they'll find it and play it.»