Dead by Daylight Devs Celebrate 10 Years of Eldritch Evil and Hope for Many, Many More

Dead by Daylight Devs Celebrate 10 Years of Eldritch Evil and Hope for Many, Many More



Dead by Daylight turns 10 this year.

Originally released in June 2016, the asymmetric horror game has had one hell of a — but not a hellish — decade. After what was initially a bit of a janky experience at launch, the support of millions of players over a decade has allowed Behaviour Interactive to transform DBD into a well-oiled generator. It’s gotten dozens of crossovers over the years that have added Killers and Survivors and cosmetics to the game from popular properties such as Stranger Things, Halloween, A Nightmare on Elm Street, Silent Hill, Resident Evil, Hellraiser, Alien, Chucky, Tomb Raider, Castlevania, Five Nights at Freddy’s, The Walking Dead… I could go on and on. It’s also seen multiple spin-offs, including a dating sim, an interactive choice-based story game, a board game, a comic series, and an upcoming film adaptation.

Yeah, I’d say it’s both surviving, and killing it.

At the Game Developers Conference last month, I sat down with Behaviour’s head of partnerships Mathieu Cote, and creative director Dave Richard to talk to them about the milestone. We covered topics such as an upcoming matchmaking rework, how to make a successful live service game, why there won’t be a sequel, and what spinoff they still really want to do but haven’t yet.

If you want to read shortened versions of all those bits of the interview, you can click on the links above to fast track yourself. But if you want the whole conversation, I’ve included it here, lightly edited for lengthy and clarity.

Happy 10th birthday, Dead by Daylight!

Mathieu Cote: I’m Mathieu Cote, head of partnerships at Behaviour.

Dave Richard: And I’m Dave Richard, I’m the creative director.

Cote: Senior creative director.

Richard: No, I don’t say that. I don’t care. It’s just a term. It doesn’t matter. Yeah, Behaviour on Dead by Daylight, and I’m the one on your right.

I don’t think the person who’s going to read this is going to know.

Cote: He’s the one with the beard.

The beard. In the audio-only, written interview. Okay [laughs]. So Dead by Daylight is 10 years old this year.

Cote: That’s insane. It’s a little crazy.

Are you guys going to celebrate? What’s the plan?

Cote: Oh, yeah. Big party in Montreal. For the first time, we’re going to actually invite people to come and celebrate with us in our hometown in Montreal.

Like fans?

Cote: Yeah. Tickets will be on sale soon. We’ve already announced it. [This interview took place March 11. Tickets went on sale March 19.] It’s June 14 in Montreal. It’s going to be a gigantic party. And not only are we going to be putting together a big physical event, a big party for our fans, but there’s going to be a broadcast as we do every year for our anniversary. And that’s where we will be repeatedly dropping the mic with big surprises. Well, I’ve been told I’m not allowed to drop mics, but yeah.

Safe to assume you’ll also be doing things in-game?

Cote: I mean, we haven’t slowed down on that. If anything, we’ve increased the cadence and every time we’ve shoved in more collaborations, and collections, and new types of content, and limited time events, and whatnot. We are not—

Richard: By “shoving,” he means working really hard with respect.

Cote: Yes. Respectfully shoving stuff in. And we’re certainly not slowing down on that. We’re not stopping. So this year is going to be, again, filled with these kinds of things. But on top of that, there’s a comic book, there’s maybe news about the movie. There’s a lot of other things that we want to show people what Dead by Daylight is about. New ways to enjoy it.

Why do you think this game has managed to stick around? I mean, you guys are kind of the envy of everybody. Everybody right now wants a live service game that’s going to stick around for more than five minutes, but 10 years! What do you think is special about Dead by Daylight?

Cote: It’s really good.

Richard: Many, many, many things. Yeah, it’s a good game, for sure, in its space. It would never have worked 10 years ago, or now, if it wasn’t good. Today, being good is not enough. We were at the right time with the right game, with the right people internally, with the right people in our community. All of this came together. So we were extremely lucky that it happened like that.

Cote: Perfect storm.

Richard: Yeah, perfect storm, really. A tornado. A sharknado.

Cote: Yeah, we’re missing a killer Dead by Daylight sharknado. We don’t have that yet.

Richard: That’s not a mic drop.

You guys scaled as well, I think.

Cote: Very much so.

You guys were very small 10 years ago, is that right?

Cote: Yeah, about 30 people. The company was about 275 people. And today, probably between 400 and 500 people work on Dead by Daylight, and Behaviour as a whole is now 1,300 people. We scaled up vigorously.

Richard: So that’s it. So even if DBD is flagship and our first original game of that size and that success, the company at that point when we released was 20 years old. So, we do have experience and people that are ready to support that scale. That’s also part of the success. It’s not like in the studio that’s like, “Oh, my God, we have a success. What do we do?” We knew mostly what to do at that point.

Cote: And we had the luxury at the time also of being able to work on a game, while not worrying about where the next paycheck was going to come from, because it was a small team of 30 people out of 275, and the rest of us were working on projects for other people like we do every day.

Do you feel that the landscape of live service games has changed significantly since you guys launched? Do you feel that you have to do different things to be competitive?

Richard: Yeah, got to keep moving, and reinventing ourselves, and listening to our community. We are in a niche, in a space of our own. That’s part of the strategic choices that we made a long time ago, but also, again, part of that perfect storm. People now in the industry, players, are attached to a single game they always go back to. So, already having people in there is amazing. But we always need to continue to scale up and find new ways to get these people in, and keep them engaged. So it’s all part of that, reinventing ourselves, but also offering new modes, offering new characters, new types of gameplay, lots [and] lots of things to give.

Cote: One thing that’s very important, because you asked the question, “How do you create such a successful live game?” The tricky bit about it is that we didn’t create a live game. We created a game, and then through the years, because people kept coming back to it, people kept interacting with it, we added more and more and more and we turned it, we gave it live game features. But that wasn’t it when we launched, and that wasn’t the objective. We weren’t creating an eternal loop for people to be in and just sort of the hamster wheel, right? That was not the point.

We knew we wanted an infinite moment generator, like a game you could play and replay and replay, and still have fun, and still not exactly be sure what you were up against. But like I was saying, for instance, the in-game store didn’t exist until year three. And the battle pass, or Rift Pass, didn’t exist until year four. And so if it wasn’t already a live game, we wouldn’t have turned it into a live game. So, that’s not a recipe you—



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