Datamining lives in the awkward space between player enthusiasm and developer headache. If people are digging through a game’s files, it usually means they care deeply enough to hunt for every possible clue about its systems, upcoming content, and abandoned ideas. But a filename, icon, model, or line of text extracted from a build is not the same thing as a finished feature with a confirmed purpose. The missing context is where excitement can turn into rumour, and rumour can turn into an expectation a studio never actually promised.

Chris Wilson, the Path of Exile co-creator, has offered a remarkably practical view of that tug-of-war based on his time making the original action RPG at Grinding Gear Games. His answer is not that developers can build an impenetrable wall around their games. Rather, they can make sensible efforts to ensure that the files shipped to players contain as little irrelevant material as possible. They can remove leftovers, avoid packaging future-facing assets unnecessarily, and keep what remains focused on the version of the game people are presently playing.

It is not the most dramatic answer. It is, however, probably the one least likely to create another production problem while attempting to solve the first.

The lure of the decoy asset

Wilson acknowledged that he once participated in a more mischievous strategy: planting decoy assets intended to make dataminers uncertain about what they had discovered. The concept has obvious comic potential. Someone pulls an unusual asset from a game client, communities begin connecting red string across a corkboard, and eventually it becomes clear that the supposed secret was a deliberate false trail.

Wilson described that approach as “a pretty wasteful process,” while also calling it “very good” for trolling.

That assessment captures both sides of the tactic. A decoy needs somebody to conceive it, create it, place it in the build, and account for it during development. Those are small tasks in isolation, but game production is built from vast numbers of small tasks. Every hour spent manufacturing bait is an hour not spent improving an actual asset, fixing a bug, testing content, or polishing an update. The joke might land, but it is still extra work attached to a situation that has no permanent technical cure.

There is also a broader risk to treating false clues as a normal defensive tool. Datamining already encourages audiences to interpret unfinished material with more certainty than it deserves. A deliberate fake can make the surrounding conversation even noisier. Players may spend days discussing an item or character that was never meaningful, while genuine work-in-progress elements may be dismissed as another prank. The short-term satisfaction of fooling a leak-hungry audience can compete with the long-term value of clear communication.

That does not make the idea hard to understand. Developers can be frustrated when fragments of internal work are broadcast as though they are release plans. A clever dummy asset offers a tiny chance to reclaim the joke. Yet Wilson’s conclusion is a useful reminder that entertainment value and efficient development do not always point in the same direction.

Related coverage includes Chris Wilson Says Decoy Assets Are a Wasteful Way to Tackle Datamining.

Cleaning the build is a more durable response

The more sustainable approach Wilson discussed is automated scrubbing: processes that remove files and data which are not necessary for the player’s experience. This could include obsolete material, unused pieces of a prior plan, or content related to an update that is not ready to be part of the current public build. The goal is not secrecy for secrecy’s sake. It is to make sure a shipped client represents the game that is actually being delivered, rather than an accidental archive of every detour taken during production.

That distinction matters especially in games that evolve for years. Path of Exile has a history of ongoing additions, balance adjustments, and complex systems, all of which create plenty of opportunities for assets to enter development before their role is settled. A concept can change names, change function, be delayed, or disappear entirely. When raw materials become public evidence, players may understandably read them as a roadmap. The studio, meanwhile, has to decide whether to correct every assumption, remain quiet, or reveal plans earlier than intended.

Automation is less flashy than a fake treasure chest full of nonsense, but it addresses the roots of the problem. Keeping only necessary data in a release build reduces the amount available for interpretation in the first place. It also helps avoid a familiar development hazard: old files that linger long enough to confuse not only players, but potentially the people working on the project.

The underlying lesson reaches far beyond loot-driven action RPGs. Any connected game with frequent patches faces the challenge of distinguishing what is playable now from what is merely being explored internally. The same tension appears around realism, presentation, and community expectations in major releases; GTA 6’s realism balancing act is another example of how tiny details can become outsized talking points before audiences have complete context.

Encryption has a clear limit

Wilson also addressed encryption as a barrier to early datamining. Encryption can be useful before a game is released, when developers are trying to prevent unreleased information from being read directly from pre-launch files. It can slow discovery and help preserve an intended reveal. But it cannot indefinitely hide the contents of a game once the public needs to run it.

A player’s machine must eventually access the information needed to display assets, process rules, and operate the software. In other words, the game has to be decrypted in order to function for the customer who owns it. That does not mean every file is equally easy to inspect, nor does it mean studios have no tools available. It means the endpoint is fundamentally different from a private development environment. If data reaches a player’s device in a usable form, determined people may eventually examine it.

This is why promises of total post-launch anti-datamining protection should invite skepticism. Developers can raise the effort required, trim unnecessary materials, delay the delivery of sensitive files, and clarify misleading discoveries. They cannot reliably make a released client unknowable forever. The more popular a game becomes, the more people may be motivated to investigate it, compare findings, and circulate theories.

Players need room for uncertainty

The community side of the equation is not simply a matter of telling people to stop looking. Curiosity is part of how game communities operate, particularly in mechanically deep games where players already examine numbers, build interactions, and patch changes closely. Datamining can sometimes help players understand systems. It can also become an early-warning siren for content that never arrives in the form imagined by the first person who uncovered a stray file.

That makes interpretation more important than discovery. A mined asset may be real without proving that it will be used. It may point to something planned without confirming its launch window. It might be a leftover, a placeholder, a test object, or a vestige of a direction the team abandoned months earlier. Treating every discovery as provisional is healthier than treating it as a surprise announcement.

For studios, communicating that uncertainty is difficult. Denying every rumor can amplify it; saying nothing can be read as confirmation. But build hygiene gives a developer more control over the starting conditions. The fewer irrelevant clues left in a client, the fewer opportunities there are for speculation to harden into a false consensus.

Wilson’s remarks ultimately frame decoys as a knowingly silly detour, not a blueprint for a lasting defense. Planting a prank may be satisfying when a community is overly confident about a mystery hidden in the code. Still, careful file management and realistic expectations are more useful than fighting an endless secret war with fake assets. Once a game is in players’ hands, absolute concealment is out of reach. The best available answer is to ship what the current game needs, explain what can be explained, and leave a little room for the possibility that a mysterious icon is just an icon.