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Post by Danjal on Sept 14, 2014 16:20:02 GMT
Thats the thing isn't it. You're doing an admirable job - but if 22cans isn't willing to reciprocate we'll be left where we were. As such I'm simply stating my observations of the current situation. Without sugarcoating it. If 22cans isn't willing to open their doors other than token gestures and band-aid fixes. This isn't going anywhere.
So other than providing them with a list of question and a small degree of expectations/observations on our side, there's nothing more we CAN do but wait... (Again) on 22cans.
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Post by Gmr Leon on Sept 14, 2014 16:54:22 GMT
Thats the thing isn't it. You're doing an admirable job - but if 22cans isn't willing to reciprocate we'll be left where we were. As such I'm simply stating my observations of the current situation. Without sugarcoating it. If 22cans isn't willing to open their doors other than token gestures and band-aid fixes. This isn't going anywhere. So other than providing them with a list of question and a small degree of expectations/observations on our side, there's nothing more we CAN do but wait... (Again) on 22cans. Okay, so I'm not going nuts here thinking there's something in what I've been pushing and Jack's response that somehow flipped things on their head. All these past few responses have been having me scratching my head (and are part of the reason my questions amount to blunt hammers on past issues), because I'm going...Wait what guys, there's nothing more we can do here. We can polish these questions however we want, it's all on them now and we've seen how they've behaved in the past so I don't have the faintest idea how we can have this be any different. All I've got to work with are the questions/requests you guys have posed and the possibility of organizing them about and maybe tossing in something to do with some shared expectations from us, which on that last point I'm not really sure what we could put there that isn't already implicit in the questions.
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Post by Danjal on Sept 14, 2014 17:12:04 GMT
There's nothing we can do other than what we have done or are doing - but that doesn't mean we shouldn't have any expectations going forward is all I'm saying. And part of finding that mutual understanding is sharing those expectations going forward - so we can find a middleground. (In a good compromise nobody is entirely satisfied and all that.)
Some people seem to have been giving off the impression that this is the cure-all solution (namely on the steam boards). While others are holding off not believing and not bothering.
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Post by Gmr Leon on Sept 14, 2014 17:19:55 GMT
There's nothing we can do other than what we have done or are doing - but that doesn't mean we shouldn't have any expectations going forward is all I'm saying. And part of finding that mutual understanding is sharing those expectations going forward - so we can find a middleground. (In a good compromise nobody is entirely satisfied and all that.) Some people seem to have been giving off the impression that this is the cure-all solution (namely on the steam boards). While others are holding off not believing and not bothering. Yeah...I honestly expected significantly more of Stony's responses. Not to say I also didn't expect Tigrismorte, Morsealworth, and CrumpySix's responses here, but I seriously thought the Steam thread would get torn to shreds with yet another, "Okay guys, we hear you, now please fill out forms A-0 and list any concerns in the appropriate areas. Thank you for your time."
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Aron
Master
Posts: 125
Steam: http://steamcommunity.com/profiles/76561198023768234/
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Post by Aron on Sept 14, 2014 17:46:23 GMT
There's nothing we can do other than what we have done or are doing - but that doesn't mean we shouldn't have any expectations going forward is all I'm saying. And part of finding that mutual understanding is sharing those expectations going forward - so we can find a middleground. (In a good compromise nobody is entirely satisfied and all that.) Some people seem to have been giving off the impression that this is the cure-all solution (namely on the steam boards). While others are holding off not believing and not bothering. Yeah...I honestly expected significantly more of Stony's responses. Not to say I also didn't expect Tigrismorte, Morsealworth, and CrumpySix's responses here, but I seriously thought the Steam thread would get torn to shreds with yet another, "Okay guys, we hear you, now please fill out forms A-0 and list any concerns in the appropriate areas. Thank you for your time." that is the Problem most People gave up and rest will give up if this questions things is not going where it should
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Post by Danjal on Sept 14, 2014 17:49:09 GMT
No... they won't... Not all of them... They'll stick around figuring they've already paid and things can't get worse, they might get better.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Sept 14, 2014 18:15:39 GMT
Things haven't been able to get worse for a long time. But meanwhile they have been able to get more and more tiresome.
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Post by greay on Sept 14, 2014 21:50:27 GMT
I'd like to add (although we're probably already pushing past the limits of a 30min video):
Regarding poor communication, do you understand our concerns that this video is not doing anything to help that? Where's the back-and-forth?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 14, 2014 22:51:47 GMT
Yeah, I love how, "Hey 22cans, lets have a discussion where we can work out these issues." turned into, "That's a great idea! But instead of that idea, we'll make another video so we can avoid having a discussion!"
-redacted-
inb4 "wut?!?! we thought video is wat u want?!?!?! ugh!" -22cans-
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Post by Gmr Leon on Sept 15, 2014 2:26:05 GMT
Here's the updated list of questions with a few new additions, with asterisks beside them.. Questions:What are they planning with the Settlement Feature since we're left with awkward Homeworlds filled with farms/mines? -Aron. Are you ever going to make the game that you described in the Kickstarter for the PC hardcore gamers that backed this game? -Qetesh. Can we finally start to expect some degree of consistency in communications? -Danjal. What are you working on right now? -Hardly What's the current status of Hubworld's development? -Hardly. When is the PC sprint expected to be worked on now? -Hardly. When do they envision starting the PC sprint and how long will it last? -Spiderweb75. How will you thoroughly remove free to play mechanics [free to play design from existing mechanics] from the PC version? -Qetesh. What will be different about PC compared to mobile? -Hardly Why the hell would I still give a shit? [Why would I continue to follow this game, if it remains along its current development path?]-Ba'al. Why did you not publish yourselves instead of going via DeNA and Mobage?-ChillCore. Why are we not given the option to buy in and have a full game experience without microtransactions?-ChillCore. Do I really need to be online at all times if my only desire is to play single-player?-ChillCore. How can I communicate intent, using the powers at my disposal in multiplayer/Hubworlds?-MindPirate. How do they intend on improving communication going forward?-Spiderweb75. *Will we see addition settlement types or building types that offer more strategic gameplay and functionality? -Subliminal214. *Will we experience a greater sense of "choice"? -Subliminal214. *Why haven't they revealed the design for hubworld? -Hardly. *How is hubworld going to work? -Hardly. *What analytics do you gather from PC Godus, besides those George has told us of? -Hardly. *How much is forum feedback that is within the scope of the game fully taken into consideration, if at all, and to what extent is some dismissed dependent on the tone of the post? -Gmr Leon. *Did the initial community resistance and backlash lead to the current situation in regards to the PC community, and if so, how was it any harsher than the internal resistance/backlash against ideas pitched to publishers/investors/development team members? -Gmr Leon. *To whom does 22cans feel more obligated, its publishing partner DeNA, its mobile audience/backers, and/or its PC audience/backers or its own/Peter's indescribable, ever-changing vision? -Gmr Leon. *Why has communicating the development process to both PC and mobile audiences been such a challenge to keep clear and consistent, setting aside the company mantra of iterative development/suck it and see/discovering the game and excluding also being utterly overwhelmed working? What are/may be the plans to improve this in the future? -Gmr Leon. *Do you feel we're succeeding in our effort to make a more harassment free channel of communication? -Gmr Leon. *What other types of gameplay are planned between Voyages and Hubworld to keep players interested while other Homeworld projects are underway if they don't enjoy Voyages? -Gmr Leon. Requests:Could there be a single of the Cans assigned to work on the PC version of the game, at any given time, for bugfixing/general maintenance and content adjustments to make it suitable for PC? -Danjal. Could the CMs be given more flexibility to gather answers without needing to pass someone else for permission? -Danjal. Could Peter and Jack discuss feature/mechanic testing failures for a small amount of time in either this or future video updates?-vv [FuMM] *Could 22Cans start doing a weekly/monthly recap of features/mechanics tested/tried and a rundown of what they liked/disliked and why, as well as why/whether they decided to include or scrap it from further development? -Zayfard/Gmr Leon. There are a couple of questions in this thread that I'm not sure if I should include or not, as I think we already kind of have an answer for them, but if you think we should toss them in, give me a heads up. A note, Seeker214 and Subliminal214 are the same person. As to this thread, all I can really say is that the best we can do, I think, is try to receive what answers/responses we do get as coolly as we can, so as to not feed into their existing mindset of us being an insatiable mob. I think while our response to the balance tool wasn't terribly unreasonable, that it may have only served to somewhat worsen the situation. Edit: We're currently sitting at 26 questions total, with 4 requests. In a separate file I have the 26 questions organized under the categories Meta for those relating to general design questions/business decision questions/etc. (13), General Gameplay for all gameplay stuff not Hubworld related (6), Communications for those questions relating to comms (3), and Hubworld for all those questions related to multiplayer stuff (4).
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Post by 13thGeneral on Sept 15, 2014 3:18:32 GMT
I finally managed to squeeze in some energy to think over some questions and write them down. They're more content focused questions, except the last few. - What is the single biggest pressing feature/aspect of Godus that you feel needs the most focus and attention right now, and why?
- What features are you currently working on – not counting bug fixes and/or “balancing numbers” - and why have you chosen them? In other words, how do you see them fitting in the game, and what made you choose them?
- What features/aspects are you about to work on (e.g. in the immediate production schedule)?
- Will you be adding any more ages any time soon, and will the current card structure ever resemble more of a tech-tree in function (not necessarily visually) than a linear one?
- The community isn't100% satisfied with how the Settlements work, and it's been said that it is unlikely that 22Cans will revisit them; however, are there any plans to at least refine how they function, and how they work (e.g. multiple job disciplines in one settlement)?
- Do you plan on adding more variety in the mini-game aspects of the Voyages; essentially, adding in more challenging missions, as suggested and described in many threads (e.g. not more Lemmings maps).
- Why do you feel doing a video (which is time consuming to produce and edit) is better, or even easier, than a simple blog style post (which can take maybe 30 min max) with a few image/art concept samples, scrum idea doodles, or even a short demo of some in-progress features?
- Although the balance tool and the potential of map editors are really cool ideas, in many ways the inclusion of them [at this time] almost seems like you're simply trying to placate the PC players and essentially just passing them the torch so 22cans can focus on other things (mobile) - how do you see the balance files and users maps helping to guide the direction of the PC focus, why do you think it's a good idea, and how do you hope to quell those fears expressed above?
On a glance, I guess my questions are sort of more about the actual game than anything, whereas everyone else seems focused on getting them to own up to the situation they've created. Eh, oh well.
Feel free to condense my long winded phrasing into more manageable, concise questions; I just didn't have time to work on narrowing the scope.
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Post by Deth on Sept 15, 2014 13:02:04 GMT
I give you guys props on doing the work. Not that I expect anything to come of it, which is why I did not put forth any questions. I just hope the CMs and Devs that do put here will return/keep posting so we can gleam some little incite into whats going on. AS to this latest video all I really expect is another Peter putting his foot in his mouth as he dances around the questions because we are bullying him again.
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Post by morsealworth on Sept 15, 2014 13:59:53 GMT
I finally managed to squeeze in some energy to think over some questions and write them down. They're more content focused questions, except the last few. - What is the single biggest pressing feature/aspect of Godus that you feel needs the most focus and attention right now, and why?
- What features are you currently working on – not counting bug fixes and/or “balancing numbers” - and why have you chosen them? In other words, how do you see them fitting in the game, and what made you choose them?
- What features/aspects are you about to work on (e.g. in the immediate production schedule)?
- Will you be adding any more ages any time soon, and will the current card structure ever resemble more of a tech-tree in function (not necessarily visually) than a linear one?
- The community isn't100% satisfied with how the Settlements work, and it's been said that it is unlikely that 22Cans will revisit them; however, are there any plans to at least refine how they function, and how they work (e.g. multiple job disciplines in one settlement)?
- Do you plan on adding more variety in the mini-game aspects of the Voyages; essentially, adding in more challenging missions, as suggested and described in many threads (e.g. not more Lemmings maps).
- Why do you feel doing a video (which is time consuming to produce and edit) is better, or even easier, than a simple blog style post (which can take maybe 30 min max) with a few image/art concept samples, scrum idea doodles, or even a short demo of some in-progress features?
- Although the balance tool and the potential of map editors are really cool ideas, in many ways the inclusion of them [at this time] almost seems like you're simply trying to placate the PC players and essentially just passing them the torch so 22cans can focus on other things (mobile) - how do you see the balance files and users maps helping to guide the direction of the PC focus, why do you think it's a good idea, and how do you hope to quell those fears expressed above?
On a glance, I guess my questions are sort of more about the actual game than anything, whereas everyone else seems focused on getting them to own up to the situation they've created. Eh, oh well.
Feel free to condense my long winded phrasing into more manageable, concise questions; I just didn't have time to work on narrowing the scope.
I find 7 the most important of these 8. It's a the core of a communication problem, after all (which, in turn, is based on scam problem).
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tikigod
Master
Resistance is mean.
Posts: 115
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Post by tikigod on Sept 15, 2014 17:08:55 GMT
Thanks for posting that, Gmr. Been watching the emails as they've come and gone, so glad you were able to get that posted before EoP. I'm sure George wouldn't mind if you posted his email as well. I'll say here what I said on the Steam forums: I see where you're coming from, but to be fair we are far more inclusive of our moderators than most any company I've worked with before. Back in the Lionhead days (I actually started off as a moderator there), I would sometimes go weeks without hearing from anybody on the community team. And that's not a knock against the community team at the time, but that was just the dynamic that was in place. The 22cans mods, however, take part in our daily Skype chats. We converse daily and talk about strategies and joke around together and so on. I think you'd all be pretty pleased with how much Aynen advocates things for the community in our internal discussions. That level of intimate daily involvement tends to lead to mods who, in my opinion, have more a sense of belonging on the team than is seen in many other game communities, which does tend to create a somewhat officious sounding moderating team. But I feel that's a good thing though. I can somewhat appreciate that, as it sounds somewhat similar to when I was an community 'emissary' for Jumpgate Evolution years back. On the European side overseen by Codemasters there was 4 English reps, 2 French community reps, 2 German community reps. On the NA side overseen by the Netdevil (developers), there was 4 English speaking reps. There was a single Skype channel we'd hang out with Codemasters and developer CMs and chat about the game what was going on and other generic BS day in, day out. But at the same time, whilst we 'emissaries' were directly involved with the CMs, we in no way identified ourselves as officials nor aspects of the official community team. We were tools for the community, not tools for the community staff... and yes this did also involve us being blunt and honest even when posting on the forums. If there were massive problems with a certain information release the producer spouted off in a press interview (The 'TV theory to MMO economies' comes to mind), and if we felt the whole thing was BS... we'd be right there with everyone else in the community posting the problems and fears held over what that means. But also at the same time contributing alternatives and ways to salvage what was said to make it work. We were there as active and involved members of the community, discussing the highs and lows of the project. Answering any posts or private messages where information was publicly released, and if information was known and not yet 'public' vetting what could be said with the CMs to try and answer as well as could be done given the information release restraints. We would keep track of the pulse of the community and feed back immediate concerns or keep the CMs aware of the frequent trouble makers (Vocal and worried not being the definition of trouble maker), and did other odd job tasks. That's why what seems to be happening with Godus is so baffling to me, as I've actively been involved in a effort several magnitudes larger and more involved than the one in place here, yet we were kept firmly as members of the community serving to ease the efforts of keeping the community involved and engaged. Not as quiet community overseers who only pop-up to parrot a subject matter previously brought up by an official elsewhere, but now less to get discussion and more to be a tool for the CMs to make indirect statements. Or as recently seen, to just tell the community as a entity they apparently don't see themselves part of, how they should act and behave to get 'one of us' to communicate with the community. The entire thing has quietly and swiftly gone from community reps brought in to involve and give you guys ties to the community, to just spawning more disconnected individuals who no longer really even involve themselves with it and don't identify themselves as being just reps of the community, instead they've time and time again identified themselves as part of the community team, tied to 22Cans and officialised. And I don't get why that would have been encouraged or allowed to take root.
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Post by Qetesh on Sept 15, 2014 18:42:17 GMT
Sigh, I am also just getting sick and tired of asking one simple question, yes or no for a year. How hard is it to say yes or no? Yes, and you accountable to provide what you promised to get the cash, No if not. If you can't say yes, then it is no. They asked for questions...yet again.... and so if they ignore this one or don't give a flat out yes or no, then it is clearly no.
It should take less than ten seconds to say yes or no.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on Sept 15, 2014 19:48:28 GMT
Thanks for posting that, Gmr. Been watching the emails as they've come and gone, so glad you were able to get that posted before EoP. I'm sure George wouldn't mind if you posted his email as well. I see where you're coming from, but to be fair we are far more inclusive of our moderators than most any company I've worked with before. Back in the Lionhead days (I actually started off as a moderator there), I would sometimes go weeks without hearing from anybody on the community team. And that's not a knock against the community team at the time, but that was just the dynamic that was in place. The 22cans mods, however, take part in our daily Skype chats. We converse daily and talk about strategies and joke around together and so on. I think you'd all be pretty pleased with how much Aynen advocates things for the community in our internal discussions. That level of intimate daily involvement tends to lead to mods who, in my opinion, have more a sense of belonging on the team than is seen in many other game communities, which does tend to create a somewhat officious sounding moderating team. But I feel that's a good thing though. *snippity snip snip* Don't want to derail the thread by quoting the entire thing, but you make some extremely valid points, Tiki. I actually really like the kind of culture of moderators that you're talking about having. Under the premise that you've described, we'd be able to get the best of both worlds; mods who are kept in the loop internally but mods who are able to be members of the community in a more authentic way. Gonna brainstorm on this and chat with everyone tomorrow. Cheers for that post, Tiki. Glad you wrote it.
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Post by Danjal on Sept 15, 2014 20:20:35 GMT
Agreed, if we could get to a point where information was shared relatively freely like that. It'd prove to me a milestone towards improving Godus as a whole.
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Matthew Allen
Former 22Cans staff
Full Time Rock Star
Posts: 295
Pledge level: Elemental
Steam: MrMatthewAllen
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Post by Matthew Allen on Sept 15, 2014 21:08:32 GMT
I'd say now is the best time to get them to come across for some requests. A one-off "lets give some random answers" is nice, but even if they answer then fully. Thats gonna mean nothing if they then go under again to hide behind the iOS flowers. For continued coexistence, establishing a level of mutual understanding is crucial. Its something that should've happened ages ago but never did. As such, creating that mutual understanding - so that they know what we're expecting and we know what they're expecting - right now would be the best of times to get that sorted out. Rather than letting things fall back into old habits and letting history repeat itself. If anything, I'd say that getting answers is secondary to establishing continued communications going forward. Since the answers mean nothing unless 22cans actually backs them up with actions. I agree, but I'm not sure if this is the right instance with which to approach that or not. At best, I think that perhaps outlining some agreed upon expectations to submit alongside the questions and then, following the questions up with requests, might be a way to do this? Monkeythumbz/ Matthew Allen, if we approach it this way, can we be assured that you won't cut those parts out to merely provide the questions? Heck, if we organize the questions amongst ourselves, can we be assured they won't be reorganized by you all? =/ What I'd like to see is that you email us a PDF and that we forward that PDF directly onwards to Jack/Peter. We'll be happy to chime in and provide some input prior to saving the final list of questions as a PDF, but I think that optimally we arrive at something you guys are happy with and that we then send that onwards unaltered. Regarding some of Danjal's points up above, I say try to achieve a balance of both. Get answers to things you want answers on (order them by priority and cut anything that can't be handled within 30 minutes) and try to include some verbiage that will future proof both parties so as to promote this kind of interaction to continue. I want this to be a first step, not a one-off.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Sept 15, 2014 21:35:00 GMT
I remain extremely skeptical.
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Post by Gmr Leon on Sept 15, 2014 21:37:35 GMT
I agree, but I'm not sure if this is the right instance with which to approach that or not. At best, I think that perhaps outlining some agreed upon expectations to submit alongside the questions and then, following the questions up with requests, might be a way to do this? Monkeythumbz/ Matthew Allen, if we approach it this way, can we be assured that you won't cut those parts out to merely provide the questions? Heck, if we organize the questions amongst ourselves, can we be assured they won't be reorganized by you all? =/ What I'd like to see is that you email us a PDF and that we forward that PDF directly onwards to Jack/Peter. We'll be happy to chime in and provide some input prior to saving the final list of questions as a PDF, but I think that optimally we arrive at something you guys are happy with and that we then send that onwards unaltered. Regarding some of Danjal's points up above, I say try to achieve a balance of both. Get answers to things you want answers on (order them by priority and cut anything that can't be handled within 30 minutes) and try to include some verbiage that will future proof both parties so as to promote this kind of interaction to continue. I want this to be a first step, not a one-off. Thanks Matthew, if it isn't obvious by the last few posts, I'm very much so just kind of fumbling about everything outside of the questions part because I don't know what to anticipate from all this. I'm a good mix of hopeful and cynical with all of it, trying very much to lean more into the hopeful side of things as I have been the past few weeks. If we can make it through all this, Peter owes us a round of drinks, and admittedly, we might owe him a round likewise. Speaking of which, taverns need to make a comeback to god games, if you catch my drift. On a separate note, I think we may have all the questions that could be asked within reason once Digital Jam revises his. Even then, we might have to figure out some to cut or something, but we'll get to that when we get to that.
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