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Post by 13thGeneral on Jul 5, 2014 0:29:30 GMT
Not sure where else to put this, and I didn't want to point it out or comment on it in the Steam forums just yet, so I'll simply plop it here for now for discussion among the more... level headed members of the community. I started this thread [my first!] to point out something that I was not fully aware of in regards to the PC sprint. We've been hearing quite a bit about how it will be at some undetermined, vaguely non-unspecific point in the future, and that much of the wishes, suggestions, concerns, currently planned and temporarily removed features would then be discussed and examined. However, there's apparently something that I perhaps missed or misinterpreted - unless it wasn't made specifically clear at all in the first place, which could certainly be the case given the track record of this whole project. Something that George said in the Steam forum, in the Totems or leashing...? topic thread posted by Gmr Leon, was a bit of a shock to me - an aspect that I was heretofore unaware of in regard to the PC sprint. And it potentially sheds some (admittedly dim) light on a little bit of the inside workings of 22Cans, and how they think/operate. Edit: Georgie Porgie (we have the same name by the way ;-)) is what I said in the start of my reply a possibility? Could it be forwarded to the devs? Waaaaay ahead of you. Just bear in mind my notes won't be reviewed until just before the start of the PC sprint. Wait, wait. Say what? Did I read that correctly? They won't even review your notes until just before the start of the sprint? Tell me that statement was just constructed poorly. Do you mean they won't thoroughly examine and discuss them, or the won't even look at them until then? I'm a bit floored by this, supposing that it's true. Perhaps I'm late to the realization party, but when we had been told that certain things wouldn't be reviewed until that time, it hadn't occurred to me that it could literally mean they wouldn't even look at the information until such time. Again, I've possibly misunderstood something yet again, but I'm a literal sort of person; I generally take what someone writes (not says, because verbal is a completely separate beast) at face value, only interpreting when it seems appropriate. This may have been one of those things, but it flew way over my head. So, not even a peak? Surely that can't be accurate... Say it ain't so, because that just seems ridiculous!! I honestly can't imagine that was meant literally. Please shed some light on the meaning of your words, I'm quite interested to know the accuracy/validity of my interpretation. ... I'm almost certain I'm just reading too much into the phrasing. Almost. <Hmm. This could certainly be phrased better for clarity, or less rambling, I suppose.> EDIT: Corrected the quote authors.
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Post by Deleted on Jul 5, 2014 1:37:36 GMT
Assuming he was speaking clearly and not just throwing out marketing glib, that is concerning. However, their entire community team has a habit from time to time of throwing half-baked thoughts out and swiftly redacting them when they get called out, so if this was typed in haste I'm confident we'll get a clarification. That clarification may be longer or shorter depending on how damaging the answer will be. I've noticed they have a habit of over explaining things or fluffing over things when there could be a possible $#!%storm over a previously undefined or unconfirmed talking point.
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Post by Gmr Leon on Jul 5, 2014 1:40:09 GMT
That quote should be MoonTheLoon, not me, but that aside...As much as I don't care for it either, I've generally been taking them to suggest they won't thoroughly process much of what we've mentioned regarding say, UI/resources/"deep" gameplay, until then. Stuff like belief~sticker amounts/timers/etc. anything that can somewhat run between platforms (but still mostly mobile-oriented), will be given more consideration than anything PC specific.
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Post by 13thGeneral on Jul 5, 2014 1:47:26 GMT
Assuming he was speaking clearly and not just throwing out marketing glib, that is concerning. However, their entire community team has a habit from time to time of throwing half-baked thoughts out and swiftly redacting them when they get called out, so if this was typed in haste I'm confident we'll get a clarification. That clarification may be longer or shorter depending on how damaging the answer will be. I've noticed they have a habit of over explaining things or fluffing over things when there could be a possible $#!%storm over a previously undefined or unconfirmed talking point. That quote should be MoonTheLoon, not me, but that aside...As much as I don't care for it either, I've generally been taking them to suggest they won't thoroughly process much of what we've mentioned regarding say, UI/resources/"deep" gameplay, until then. Stuff like belief~sticker amounts/timers/etc. anything that can somewhat run between platforms (but still mostly mobile-oriented), will be given more consideration than anything PC specific. Thanks for pointing that out; I think it was just due to a mishandled copy-paste than anything. I'll fix it. I'm pretty sure - or, at least hopeful - that we're correct in assuming they won't "thoroughly process" the info, and not to mean they won't even look at it until then. Hopefully George will clarify what he meant by it, probably by next week given it's now the weekend.
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Post by Deleted on Jul 5, 2014 2:13:00 GMT
Assuming he was speaking clearly and not just throwing out marketing glib, that is concerning. However, their entire community team has a habit from time to time of throwing half-baked thoughts out and swiftly redacting them when they get called out, so if this was typed in haste I'm confident we'll get a clarification. That clarification may be longer or shorter depending on how damaging the answer will be. I've noticed they have a habit of over explaining things or fluffing over things when there could be a possible $#!%storm over a previously undefined or unconfirmed talking point. That quote should be MoonTheLoon, not me, but that aside...As much as I don't care for it either, I've generally been taking them to suggest they won't thoroughly process much of what we've mentioned regarding say, UI/resources/"deep" gameplay, until then. Stuff like belief~sticker amounts/timers/etc. anything that can somewhat run between platforms (but still mostly mobile-oriented), will be given more consideration than anything PC specific. Thanks for pointing that out; I think it was just due to a mishandled copy-paste than anything. I'll fix it. I'm pretty sure - or, at least hopeful - that we're correct in assuming they won't "thoroughly process" the info, and not to mean they won't even look at it until then. Hopefully George will clarify what he meant by it, probably by next week given it's now the weekend. I hate to ride the negativity train as I really do think Monkeythumbz and Matt, as individuals and professionals, do a good job in many areas. So take these comments as directed at 22Cans as a whole. If it is true that the design team won't even see those notes until right before the sprint starts, it's no wonder they have been so out of touch with what the community wants. I had to laugh earlier in the week when they were prancing around the Steam forums glad-handing each other about that analogy of Jack's that Godus was a "tabletop game played by the Gods" like it somehow justified stickers or really solved anything. That entire thread, in my mind, was a testament to just how nose deaf, willingly or not, the design team is. Considering their statements about community involvement on Kickstarter and Steam EA, Its unconscionable that their base level planning wouldn't included modes for inserting community feedback into the iteration process on a constant basis. I realize this is an unfinished product. I realize a settlement revamp is on the way. Therefore, I'm going to withhold judgement until we see it and can actually gauge whether they have been taking our critiques seriously. Like Aynen said, "the proof is in the pudding", although I have a hard time believing they are including us in the pudding making process as much as we'd like.
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Post by hardly on Jul 5, 2014 3:05:14 GMT
Yeah I realised a while back that not only had they stopped focusing on the PC version code wise, they weren't even thinking about how to improve it either. That is why I wrote this:
They just aren't working at any level on how to improve the PC version. The only exception is things like the settlement improvement which runs across both platforms. It is an improvement of course as George has pointed out, just not one focused on making the PC game more worthy of PC.
They don't talk about the mobile game but I don't think that is going very well at the moment either. There have been no patches in weeks to the NZ trial version. The upshot of that is I bet their mobile efforts will run over time and the PC sprint due for late Autumn will run into Winter. TBH I'm not sure that will ever happen since the PC sprint is surely dependent on a successful mobile release. We'll see.
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Post by 13thGeneral on Jul 5, 2014 4:39:31 GMT
Considering their statements about community involvement on Kickstarter and Steam EA, its unconscionable that their base level planning wouldn't included modes for inserting community feedback into the iteration process on a constant basis. I was thinking the same thing. If they profess to having an " iterative and flexible design process" but can't even include current concerns or requests into at least a brief overview of the state of matters, there's something misaligned within their process. And honestly, and sadly, at this junctures I think it's safe to say they may be so far behind - with a backlog the size of Jupiter (see what I did there?) - it's probably a bit too late to attempt to change up their procedures to include more current information on a consistent basis. I try not to dig up old dirt, but this fits the subject; One major thing that was an area of contention, once they returned from the long period of silence this past Winter, was that their entire focus had been on addressing outdated or misinterpreted concerns and requests that were months out of alignment with the community's collective conscience and experience. They seemingly cherry picked minute vagaries from the four months prior [arguably the year prior], and took them in a direction that was vastly different than both the original project outline and the player [Backer] expectations... and essentially missed the mark almost completely. It's not that everything that came from that "iterative sprint" was bad or poorly done, only that much of it seemed as though they had a poor understanding of a great deal of the issues surrounding the game's core function (or deliberately ignored it, though that's debatable and unproven). Had they even attempted to discuss, or at least disclose and share their ideas with the community - briefly outlining the fixes and new features they were spending so much time, effort, and resources working on - they would [should] have easily been able to adjust and guide the end results into a more unitedly acceptable path. Instead, they went dark, worked on whatever they pleased (or assumed we wanted), using whatever information they supposedly gathered [mostly via analytics, apparently], and slowly churned out something that was immanently (and nearly unanimously) viewed as a the wrong direction. I'm not saying, nor have I ever inferred, that they should completely alter course and code - just that they could certainly be more flexible within the scope of the design process; at least from what I know about "round table briefs" within a creative [design] process. They don't have to make the changes right away, just address them (i.e. specify the WHAT, HOW, and WHY of the ideas they're playing with/thinking of), and then propose and share (through the community delegate) the conclusive (but in no way definitive) directives that stem from reviewing such feedback and suggestions. It's just odd to me - whom currently works in an engineering design division of a large company, worked in a web design firm, and was a graphic designer for years - that they can't seem to adjust, or even address, even the slightest issues at hand without halting all work to focus strictly on a singular feature. That just seems like a very narrow scope to work within, and almost never works - especially when dealing with product as publicly exposed as this project. Al though, perhaps that's why they keep so much enclosed and private; to restrict the damaging public influence over the "current" development. If that's the case, this game will likely never resemble way we imagined they envisioned from the pitch. At least, not any time within then next year. Perhaps things will change (even slightly) for the better starting with this "Settlement Update" that is supposedly addressing a range of issues, not just Settlements. We can only wait and pass judgement after the fact. <Ugh. I have done a lot of rambling today.>
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Post by hardly on Jul 5, 2014 5:18:54 GMT
Interpreting the situation really depends on when you think they started focusing on mobile. A charitable version is probably October 2013. I say that because every change made since then has really served the mobile version first rather than the PC version. There has also been little discussion of changes in a PC context since then.
GODUS's development doesn't sense if you think of it in terms of two games - GODUS mobile and GODUS PC (how the community see it). If you look at as GODUS mobile with a cheap port to PC then things make absolute sense. 22Cans are directing all their design effort to the mobile version. There is only one version of the game (the PC version is ported from the mobile version) so there is no point talking about PC centric changes because that would require there to be two separate versions.
The way I see it the mobile version is their financial lifeline. The plan is to release mobile, make lots of money and basically use that money to fix PC and their reputation. They committed to this approach back in October (at that point they could have invested in PC and tried to redeem that but then would have had to forgo the mobile opportunity until PC became profitable which may have never happened).
I haven't really explained this very well but the point is if you recognise there is only one game and that they are dedicating all their resources to this game then you can appreciate why all our feedback goes into a blackhole. Yes George is passing it on but its not being acted on even at a design level.
None of this makes sense in a traditional development context but it makes absolute sense in a kickstarter/EA context. Basically Peter got some money in Kickstarter to deliver a product which was nowhere near enough to do so. Then they went to EA and got some more money which was again not enough to finish it seems. This leaves them in a difficult position - A collapse the company or B reach for any opportunity to develop another cash flow. My reading of the situation is that mobile is their last gasp.
I hope their plan works and the comeback and fix the PC game in Autumn/Winter (NH) but I don't see this happening. I just don't think they have the chops to pull off this mobile release.
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Post by 13thGeneral on Jul 5, 2014 5:52:36 GMT
I hope their plan works and the comeback and fix the PC game in Autumn/Winter (NH) but I don't see this happening. I just don't think they have the chops to pull off this mobile release. I hope so too. Although, if your observation holds any bearing or merit, it may already be too late.
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Post by earlparvisjam on Jul 5, 2014 6:25:52 GMT
It's interesting to go back and track things down. For example, anyone remember GDC and the walking down the street video? This was back in March and things sure look like the situation was playing out different in private than what they were saying in all the interviews. This was the era where we were first finding out that there was a mobile release in the works and just heard about Hubworld coming to mobile before pc. The pc first announcement was in the AMA recap and a direct reversal to placate the community, to clarify in case people weren't around back then. Reality shifts back and forth for this project. This is all before G.K. but I'm curious how Matthew feels about the situation since he was here. He was brand new and it'd be interesting to know just what the development team was telling him at the time. Since we still have no Hubworld and they're focusing on mobile release right now, it's anyone's guess what will actually pan out by this autumn. We sure can't trust the development team's promises...
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Post by Deleted on Jul 5, 2014 7:10:58 GMT
I hope their plan works and the comeback and fix the PC game in Autumn/Winter (NH) but I don't see this happening. I just don't think they have the chops to pull off this mobile release. I hope so too. Although, if your observation holds any bearing or merit, it may already be too late. I am fully aware this sentiment has been repeated a thousand times... But let me aire my grievance to you storm beaten forum friendlies before I set off to fish my face off tomorrow. If I had known for a certainty through clear communication and up front marketing on 22Cans part, that when I backed this train-wreck, Godus was a single game being developed on Marmalade for Mobile and PC at the same time, and not two separate yet similar games with individual design goals, teams, and development cycles for multiple, separate platforms, 22Cans would have never seen a penny of mine. (and I'm sure they don't care, but I'm going to whine like a little butthole anyway.) The reality distortion field you'd have to be walking around in every day to actually believe that everyone that is up in arms about this simply didn't read the description properly or doesn't have the capacity to understand early access is a mighty one. "fuzzy facts" and circular reasoning be damned!
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Post by Crumpy Six on Jul 5, 2014 9:21:25 GMT
The "PC sprint" is a disaster waiting to happen, and here's why:
1. We have already been gently prepared for the possibiltiy that 'Autumn' may not be when we all think it is. It's going to depend on so many factors! Iterative design and things not going according to plan and this is just the nature of game development and so forth...
2. 22Cans has consistently been unable to deliver anything in accordance with promised timelines. ANYTHING. From relatively trivial things like the Steam store page update, to documentation that should have been available almost immediately (design documents - as I understand it we still don't really have these, though admittedly that's because in all likelihood they don't exist), to the development roadmap, to bug fixes, to weekly opt-ins. Really the challenge is to come up with anything that was delivered on time.
3. 22Cans has been consistently unable to deliver anything that accurately reflected what was promised/what the userbase was led to expect. It almost seems like they do exactly what they want then try to make up some far-fetched justification for how that activity reflects user feedback. I suspect no one is fooled. See also: cards becoming stickers, the "shrine of belief collection"
4. George and Matthew have worked very hard for the community and the community-to-CM communication channel is brilliant. The CM-to-dev channel, however, has so far proven to be extremely ineffective. Dev will not listen to the community team until the designated time, which is whenever they want it to be - 'Autumn', or possibly never. Feedback from the community can be overruled (and apparently frequently IS overruled) by senior members of dev/production and no clear explanation is offered. We have literally NO REASON to have confidence that any of our feedback or requests or critiques will be reflected in any future update to Godus.
Some of this might change with the upcoming settlements update. According to Matthew, this update will prove that 22Cans has "read your comments, digested your feedback and [been] sprinting hard to bring them into reality." The explanation of the vision for settlements is ok, though the only definitve thing we've been told to expect is followers building "vertically instead of just horizontally". The problems he identifies with farming misses one key area of confusion, which is how our followers managed to survive up to the point without food of any kind. "Exploring new lines of thought as to how your followers harvest wheat" could mean anything. I'm excited about this update but only because George and Matthew have enthused about it so much. Without the backing hype, the description of what we can actually expect is underwhelming.
My "Unofficial development roadmap" pretty much conveys my expectations for how the Autumn PC sprint is likely to transpire.
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I don't like: Ignoring a unpleasant question or answering with something that is only loosely related or way to vague to actually answer something. Mods that Cherry-pick in discussions. Banning people for minor offenses.
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Post by splitterwind on Jul 5, 2014 10:40:13 GMT
Then they went to EA and got some more money which was again not enough to finish it seems. This leaves them in a difficult position - A collapse the company or B reach for any opportunity to develop another cash flow. My reading of the situation is that mobile is their last gasp. I hope their plan works and the comeback and fix the PC game in Autumn/Winter (NH) but I don't see this happening. I just don't think they have the chops to pull off this mobile release. Afaik even the alpha version the kickstarters played had gems and a shop. So the earliest playable version of godus had F2P elements.
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Post by hardly on Jul 5, 2014 11:10:59 GMT
I did say I was being charitable.
The main point of my post was to say the reason we aren't seeing our feedback register in the game or the design is because there is effectively one version of the game. All suggestions/ideas currently have to conform for the vision for mobile. This is why they appear to be ignoring us. They aren't actually ignoring us, they are more likely taking our feedback and either considering it or delaying considering it as the OP says. I believe the mobile requirements have a veto so if it doesn't make sense for mobile it doesn't get considered.
Let's hope this changes in autum but by the time you factor in design and 22cans development time a much improved release of the game is going to be early 2015.
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Post by Monkeythumbz on Jul 5, 2014 11:52:19 GMT
By "review" I meant a formal process by which we go through the 70+ notes Matthew and I have collated about the various features and functions requested by the community, work which ones are both technically feaible and desirable from a gameplay design stand-point, and then whittle them down even further so that the sprint has a specific, measurable, achievable, relevant and time-bound (a.k.a S.M.A.R.T.) focus. That doesn't mean they haven't been shown them so far, or that particular features and functions aren't on their rader - just that they haven't been reviwed yet. I doubt one PC sprint will be enough to cover off all community generated requests and suggestions, so we'll need to priortise those that will give the greatest benefit for the greatest number of PC players (e.g. off the top of my head, I'd say that fixing timers is more important than adding the totem back in, IMHO).
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Post by 13thGeneral on Jul 5, 2014 18:12:46 GMT
By "review" I meant a formal process by which we go through the 70+ notes Matthew and I have collated about the various features and functions requested by the community, work which ones are both technically feaible and desirable from a gameplay design stand-point, and then whittle them down even further so that the sprint has a specific, measurable, achievable, relevant and time-bound (a.k.a S.M.A.R.T.) focus. That doesn't mean they haven't been shown them so far, or that particular features and functions aren't on their rader - just that they haven't been reviwed yet. I doubt one PC sprint will be enough to cover off all community generated requests and suggestions, so we'll need to priortise those that will give the greatest benefit for the greatest number of PC players (e.g. off the top of my head, I'd say that fixing timers is more important than adding the totem back in, IMHO). That's good to know, and very relieving to hear. Thanks for chiming in and clearing it up a bit. Granted I'm still a bit concerned about how their iterative design process works - or doesn't - since they seem to have difficulty addressing seemingly minute issues within an even generous time-frame; but I'll hold off on further dissemination of that until such time as the Settlement release drops. At least that will/may show us exactly how much they have/haven't been listening, and what they are capable of doing in a (roughly) 30-60 day span of time.
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Post by Gmr Leon on Jul 5, 2014 18:45:27 GMT
By "review" I meant a formal process by which we go through the 70+ notes Matthew and I have collated about the various features and functions requested by the community, work which ones are both technically feaible and desirable from a gameplay design stand-point, and then whittle them down even further so that the sprint has a specific, measurable, achievable, relevant and time-bound (a.k.a S.M.A.R.T.) focus. That doesn't mean they haven't been shown them so far, or that particular features and functions aren't on their rader - just that they haven't been reviwed yet. I doubt one PC sprint will be enough to cover off all community generated requests and suggestions, so we'll need to priortise those that will give the greatest benefit for the greatest number of PC players (e.g. off the top of my head, I'd say that fixing timers is more important than adding the totem back in, IMHO). Out of curiosity, as this seems the best running discussion in which to ask this, do the devs in their off time glance over the forums at all? Or do you and Matthew do much of the heavy lifting in that regard?
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Post by Deleted on Jul 7, 2014 9:07:09 GMT
By "review" I meant a formal process by which we go through the 70+ notes Matthew and I have collated about the various features and functions requested by the community, work which ones are both technically feaible and desirable from a gameplay design stand-point, and then whittle them down even further so that the sprint has a specific, measurable, achievable, relevant and time-bound (a.k.a S.M.A.R.T.) focus. That doesn't mean they haven't been shown them so far, or that particular features and functions aren't on their rader - just that they haven't been reviwed yet. I'm really glad you are sitting down with the design team to give us a voice. From the sounds of things that might take quite a bit of time to review 70+ notes, hope it goes well. At the end of this review period, is there a way we could get a list of things that get chopped for being unreasonable/impossible, etc? I know this may come across as baiting or w/e, but I'm sincerely interested as I think being up front about what your Engine/Design Team/Funding is capable of offering is important for setting expectations for the community. I think it would definetely cut down on some of the things we have been griping about if they simply aren't possible. Thanks
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Post by 13thGeneral on Jul 7, 2014 11:53:57 GMT
I'm really glad you are sitting down with the design team to give us a voice. From the sounds of things that might take quite a bit of time to review 70+ notes, hope it goes well. At the end of this review period, is there a way we could get a list of things that get chopped for being unreasonable/impossible, etc? I know this may come across and baiting or w/e, but I'm sincerely interested as I think being up front about what your Engine/Design Team/Funding is capable of offering is important for setting expectations for the community. I think it would definetely cut down on some of the things we have been griping about if they simply aren't possible. Thanks That's definitely a great suggestion, and one I think we'd all like to see. Unfortunately, it's also yet another thing we've asked for repeatedly since the Alpha release, and so far they haven't really addressed it. Perhaps now with the designated CM's handling our requests, and the dedicated "PC Sprint" promised to be coming up (Soon™) in the presumably distant near future, such things might actually have a chance to get answered. We'll just have to wait and see.
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Post by sidara on Jul 8, 2014 3:42:01 GMT
I remember there was a suggestions list on the 22cans forums with stuff that had been marked as "To-do", "We'll think about it" and "Not in a million years". Even if it was hugely frustrating to see some things that (presumably) Peter had shot down, it was still a good list to have.
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