Thomas Mahler, CEO of Moon Studios, has found himself in the middle of a fiery debate involving diversity initiatives, creative independence, and gaming journalism. Here’s how the conflict with Kotaku’s Alyssa Mercante ignited and what it says about the state of the industry in 2024.
Thomas Mahler, the CEO of Moon Studios and mastermind behind the beloved Ori games, is no stranger to stirring the pot.
But this time, he’s managed to turn up the heat to a full boil, igniting a feud with Kotaku and its Senior Editor Alyssa Mercante. The whole mess started innocently enough—someone claimed credit they shouldn’t have, and things escalated from there into a brutal clash of words, involving DEI, creative freedom, and gaming journalism’s relevance.
How It All Started: “Who Even Are You?”
It all kicked off when a user on X (formerly known as Twitter) called “xIngenue” implied she had worked on Ori and the Will of the Wisps.
She posted about her experience in the gaming industry, even sharing an image of Ori, which made it seem like she had worked for Moon Studios. Thomas Mahler, not known for mincing words, publicly called her out, asking, “I’m the director behind both Ori games and I don’t know who you are or how you were affiliated with Ori…?”
Turns out, she worked in Xbox User Research, not directly with Moon Studios—an important distinction that Mahler made sure everyone was aware of.
Mahler highlighted the difference between working for Xbox and working on Ori, suggesting that xIngenue was overstating her involvement. He wasn’t mean about it—he even wished her well after she explained herself—but he was definitely not letting her claim more credit than she earned.
Enter Alyssa Mercante: The Gloves Come Off
This is where Alyssa Mercante, Senior Editor at Kotaku, stepped in and made it personal.
In response to Mahler’s post, Mercante went on X and called Mahler a “dickhead.” Mahler responded bluntly, admitting he didn’t know who Mercante was and, sarcastically, assumed she was referencing a Kotaku article that attacked him back in 2022. This piece by Ethan Gach portrayed Moon Studios as a place plagued by poor management, lacking in DEI initiatives, and having a toxic work environment. Mercante brought it up, essentially implying Kotaku had been keeping tabs on Mahler for a while.
Instead of shying away from the exchange, Mahler decided to give Mercante what he called a “masterclass” on game development.
His response was a combination of dismissive jabs and an impromptu TED Talk on the creative process. He explained the realities of working at Moon Studios, where creativity is chaotic but driven by passionate debate—something that he argues is mischaracterized by critics as toxicity.
Mahler on DEI: “Perverted” Approach to Creativity
Thomas Mahler has made it clear that he isn’t interested in forcing DEI (Diversity, Equity, and Inclusion) initiatives into Moon Studios’ games just to check a box. Mahler took to X and expressed his blunt perspective about forced corporate DEI in videos, stating, “I find that entire approach perverted.”
Mahler argued that he wants to focus on making universally enjoyable games without feeling pressured by external expectations of representation.
A Long-Standing Beef Between Developers and Journalists
A key aspect of this controversy is the ongoing clash between game developers like Mahler, who insist on creative independence.
Journalists, on the other hand, call for more accountability and social responsibility in the gaming industry. Mahler made it clear that he sees DEI as something that shouldn’t be forced into game projects, viewing it as more of a checkbox exercise rather than something that enhances creativity.
It’s this sentiment that had initially landed him in hot water with journalists like Mercante.
According to NeoGAF, the argument escalated into a broader discussion about the influence and purpose of game journalists in 2024.
Are these outlets actually serving the community, or have they become more of a gatekeeping mechanism to shame developers into conforming to specific ideals? Mahler’s open disdain for being forced to comply with what he sees as “performative activism” has resonated with a lot of gamers who feel similarly about the state of gaming journalism.
The 2022 Kotaku Hit Piece
It’s worth mentioning the history here: Back in 2022, Kotaku published an article by Ethan Gach that took direct aim at Mahler and Moon Studios, painting the company as out of touch, lacking in diversity, and driven by an abrasive management style. Mercante brought this article up during her X spat with Mahler, insinuating that the studio hadn’t really evolved since then. Mahler used this opportunity to provide some perspective on why creative studios often experience friction—arguing that passion is often mistaken for toxicity when outsiders look in without context.
He also mentioned hiring and then letting go of a few people who didn’t fit Moon Studios’ culture, saying that this might have fueled the negativity found in the Kotaku piece. He seemed genuinely unapologetic, suggesting that some people simply weren’t a good fit for the way Moon Studios operated, and that’s just part of the reality of creative endeavors.
Mahler’s “Masterclass” Response: Controlled Chaos
Thomas Mahler’s response to Mercante on X wasn’t just a dismissal—he took the time to lay out exactly why Moon Studios operates the way it does. He called the process “controlled chaos” where everyone contributes and debates, and, sometimes, arguments get heated because the people involved genuinely care about the project. Mahler suggested that it’s part of his job as a director to occasionally step in and make executive decisions, even if it means some ideas don’t make the final cut.
He also pointed out that any good creative process involves trial, error, and often changing directions multiple times based on playtesting and implementation. He acknowledged that it can be “painful” but that his responsibility, like any game director’s, is to the final product—not to placate critics or ensure that everyone is happy all the time.
Explain It to Me Like I’m Five
Who is Thomas Mahler?
He’s the CEO of Moon Studios and the creative mind behind the Ori games.
What happened between him and Alyssa Mercante?
He called out a user who claimed credit for working on Ori that wasn’t true. Mercante jumped in and called him a “dickhead.” Mahler then schooled her on the realities of game development.
Why did Kotaku publish an article against Mahler in 2022?
They criticized his management style and Moon Studios’ work culture, painting it as toxic and lacking diversity.
Why is this important?
It highlights the tension between game developers who value their creative freedom and journalists pushing for more accountability and social mandates in games.
Let’s Keep the Conversation Going
So, do you think Mahler has a point in defending the chaos of the creative process, or should game developers be held to a higher standard when it comes to inclusion and accountability? And what about game journalism—is it still relevant in holding developers to account, or is it just another voice in an increasingly crowded social media space?
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