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Post by hardly on Sept 15, 2014 9:37:27 GMT
For the last week we've been appealing to 22cans for a change in how they communicate. This is actually something we've been asking for since October last year.
GODUS mobile released at the start of August , it's now mid September. I politely ask what the hell is going on? Where is the post mobile plan, when is the PC sprint, what design work has been done for the PC sprint? Where is hubworld at? Etc, etc, etc.
Pre mobile launch the excuse for secrecy was that they could spill beans because it would undermine mobile launch. Six weeks on and we have less open communication.
I'm starting to get pissed off at the duplicitous bullshit. Start posting about your plans in an honest and transparent way or just admit you don't want to. No more excuses.
I'm sorry if my language is strong but I haven't even been able to get a straight answer to the question of what analytics you collect let alone anything development related.
If you can't get your CMs posting you don't have a shit show in hell of engaging in dev - community discourse.
Rant over.
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Post by Crumpy Six on Sept 15, 2014 11:01:16 GMT
Let's open the floor to speculation and conjecture, since the CMs won't give us much to work with.
Where is the post-mobile plan?
If this even existed to begin with, I expect it has been obliterated due to being wildly out of synch with the post-mobile reality. There are loads of bugs in the mobile (some of them quite serious) and they need to be resolved. Also, after the initial high-fives and champagne following the successful launch of the iOS version, 22Cans are probably starting to panic that revenue is now dropping and the next major content update to maintain player retention is not in sight.
When is the PC sprint?
One of the CMs mentioned on the Steam forum a few days ago that they still don't really know what they're going to do with the PC version, so there's the answer to most questions really. Some horrible slapped-together bits and pieces will be pushed out to the PC over the coming months to try and prove they haven't forgotten about it but I imagine we'll largely be stuck with the balancing tool (when and if that emerges) for a very long time. The PC sprint is on an indefinite delay while the mobile gets sorted.
What design work has been done for the PC sprint?
None.
Where is hubworld at?
Asks the finance manager of 22Cans, tugging nervously at his collar as perspiration runs down his face. Last we heard about this they hadn't even figured out how Hubworld is all going to fit together, let alone implemented it in a workable way.
Where's the communication gone?
A combination of focusing resources on testing/answering support calls, and not wanting to deal with the community as they don't have answers to any of our questions (at least no answers they dare to confess).
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Post by Gmr Leon on Sept 15, 2014 11:37:04 GMT
I think they have a solid post-mobile plan, in the sense of what they have in mind for its updates, I think where they're stalled is as you say, the PC sprint. Whether or not any design work has gone into the PC sprint, it's hard to say, but I think the unfortunate possibility may be that much of it is riding on the balance tool/modding tool and even this they're hesitant to admit because they think/know/expect us to bash it to hell considering our lukewarm to cold response to its very announcement. Which to be honest, is really unfortunate given what Matthew Allen mentioned during his little work stream (if I'm not to repeat this here, sorry man, couldn't remember you saying otherwise during the stream) about the CMs really vouching for it for us. As to Hubworld, I think they may have it in a decent state despite what we think, but they're also hesitant to release it in that state as decent is decent for mobile/casual, not for us. Yet if they were to release it to mobile first, they'd get us hounding them about it given what they had said before, and let's say decent still has bugs in 22cans' mind, then it spoils it for mobile but makes it okay for us, were it not designed in such a way as to appeal more to casual audiences, or at least so they and we may think. This puts them in an extremely bizarre and unfortunate bind of their own inadvertent creation since they may have mistakenly thought they were accurately conveying the game as always being this sort of pseudo-casuacore game. As such, they're thoroughly distraught that we didn't understand this as well as that they weren't as clear as they thought about it, and since they don't intend for it to be/remain a typical casual/free to play/what have you game, they're very reluctant to paint it as such. This follows with what we consider semi-absurd claims of Peter to try and create a game that sort of bridges some of those gaps, not that he's trying to intentionally paint it as some grandiose social movement thing or whatever, that's just your typical Molyneuxisms coming through, but that he's struggling to figure out how to describe something that's not yet realized yet. He knows the basic outline of it, Homeworld-Timeline progression-Homeworld events/activities~Mini-games/voyages~Hubworld, but the biggest sticking point is getting the intervening details right throughout these different areas. For mobile, the timers and pay to progress stuff is generally okay, albeit the imprecise sculpting and fixed camera are proving problematic, but for PC these things don't fly, especially without much to do either in Homeworld or on the periphery of Homeworld (i.e. Voyages). They no doubt realize this, but they're not sure if what they want to make for it will fly well enough to ship out to us and if that can also work for mobile, I suspect. I think if they were to ship that out to us, with the modding tools also extending to being able to affect it, that it wouldn't necessarily matter too much (depending on how it's designed) if it's a little mobile-casual oriented, though. What do you guys think? TL;DR: 22cans is confronting a year+ of mixups on the PC side and, while it's not all on us, our response thus far has had the unintended effect of making them entrench themselves in their predisposition to hold back on updates and information out of concern for us just lambasting them. The first attempt to try to sort of make up for their stumbling, the balance/mod tools, being met with such a brisk, skeptical and coarse response only somewhat validated their preconceptions about us. So now we're sort of stuck again, but maybe if the mod tools can extend to whatever new stuff we get, we can make the best of it and get them to be more receptive to our feedback, maybe.
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Post by Danjal on Sept 15, 2014 12:11:12 GMT
@ Gmr Leon - I don't know what you're using to back up your assumption on their post-mobile plan. But given the information I have available to me, they infact do not have any significant plans outside of "We really need to work on our player retention and get more iOS players to do IAPs." This isn't even speculation on my part, this is purely going off of observation. The extend to which they may or may not have gone into working out these problems are something that we can't really go into - as that results in a lot of speculation on whether or not 22cans has indeed formulated more of a plan there by now. But I've yet to see any indication that they do have something worked out regarding the generation of new content. Simply put, from where I'm sitting the 22cans design team has forgotten to (or purposefully chosen NOT to) design a game while they were designing their monetization. Much like many additions and changes before, they are focusing on quick-fix bandaids to deal with problems at hand rather than spending some time and effort on resolving the underlying issues that caused those problems. The balance tools being a GREAT example for that. We have balance issues because the game effectively is a collection of loose and disjointed game mechanics thrown together in a box. Now rather than taking these individual mechanics and making them work together. 22cans intends to give *US* the ability to alter the balancing to make the game more playable. While ignoring the larger problem of these disjointed mechanics and lack of content. Granted, doing so would potentially give them time to generate that lacking content while buying time as we occupy ourselves with these self-management tools. However that isn't necessarily conclusive. Regarding your mention of Matthews stream - I'd recommend visiting his twitch channel and look at his past broadcasts (you can watch some of it back that isn't muted by twitch's latest attempts to make VODs copyright friendly). Now if you ask me. There are a handful of major problems that 22cans has to deal with. - First and foremost there's the elephant in the room called Hubworld. Nobody really knows what is going on - but I think its safe to assume that the problem lies with connectivity. Getting people to be able to play together reliably.
- Problem #2 is mostly a PC one, though is also present on mobile going forward. Which is balancing. Getting the loose and disjointed mechanics to work together and then balance them to get an entertaining and cohesive whole. Balancing is tricky when lacking some (most?) of your final content however.
- Which brings is to #3 - the lack of game content. The focus so far has been to generate more of what is already there to occupy people. But more voyages and more expansion will only get you so far. Without introducing new game mechanics and better game mechanics into the game. People will inevitably get bored. Some just take longer to get there.
- And lastly, the one that spans the crown above the former 3 points. Communication. Something we've all been trying to drag out of them for the duration of development and probably the core issue that has resulted in all the negativity surrounding Godus.
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Post by Qetesh on Sept 15, 2014 19:01:42 GMT
The lack of communication is most likely because they have nothing to say to us that make most of very happy. They kind let it slip out a few times, they are focusing on the mobile game and hoping they can get enough cash in from naive players to the debacle that has been this game Godus thus far. We are a pain in their ass and they most likely wish would would all get tired of bitching eat our losses and leave them alone.
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Post by hardly on Sept 15, 2014 19:34:45 GMT
The lack of communication is most likely because they have nothing to say to us that make most of very happy. They kind let it slip out a few times, they are focusing on the mobile game and hoping they can get enough cash in from naive players to the debacle that has been this game Godus thus far. We are a pain in their ass and they most likely wish would would all get tired of bitching eat our losses and leave them alone. That's what I think too. I wish they'd just admit it and stop hiding like they promised not to do.
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Post by Danjal on Sept 15, 2014 20:18:56 GMT
The lack of communication is most likely because they have nothing to say to us that make most of very happy. They kind let it slip out a few times, they are focusing on the mobile game and hoping they can get enough cash in from naive players to the debacle that has been this game Godus thus far. We are a pain in their ass and they most likely wish would would all get tired of bitching eat our losses and leave them alone. That's what I think too. I wish they'd just admit it and stop hiding like they promised not to do. Afraid to tell the truth, afraid to tell a lie, afraid to be open about development because people might assume that in-dev content is a definitive promise (data without context and all that...) No wonder they shut themselves in that ivory tower, one might almost think its agoraphobia or anthrophobia. Considering how strongly Peter responds to interacting with people directly. Its a shame he's denying his own involvement in getting here. We could achieve so much more if both sides acknowledged they made mistakes but are willing to work together towards a better future.
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Post by Qetesh on Sept 15, 2014 20:33:03 GMT
That's what I think too. I wish they'd just admit it and stop hiding like they promised not to do. Afraid to tell the truth, afraid to tell a lie, afraid to be open about development because people might assume that in-dev content is a definitive promise (data without context and all that...) No wonder they shut themselves in that ivory tower, one might almost think its agoraphobia or anthrophobia. Considering how strongly Peter responds to interacting with people directly. Its a shame he's denying his own involvement in getting here. We could achieve so much more if both sides acknowledged they made mistakes but are willing to work together towards a better future. I did not make a mistake, I backed a game. I offered input. I was not given what was promised. I got ignored. I offered input. I got ignored. I won't say I made a single mistake, unless you count backing on good faith.
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Post by Danjal on Sept 15, 2014 20:41:12 GMT
Mostly referring to the groups of people that aren't providing feedback or criticism but remain around purely for mudslinging and laying blame. I can see why Peter feels that these people are out to get him - because infact they are. (I'm not going to argue the validity of their reasoning in this...)
But at the same time, many of us that are frustrated and that give criticism on his game don't do so because we're out to get him - but because we feel that there's so much room for improvement and that he has indeed dropped the ball on many occasion. He's not willing to admit his own faults while heavily focusing on laying blame on ours (as a collective commmunity). Going forward, we'd need to acknowledge that as a community, we have been harsh on Peter at times. And whether deserved or not, we could be slightly more nuanced when giving him a chance to prove himself.
Though it goes without saying that if he wants to acquire this modicum of respect. He'll have to step up himself aswell and provide a degree of respect in return. For starters by treating us like people rather than like spent money containers. And by following up on his side of the bargain as a developer and as someone who has sold a product.
*edit* Which ultimately means he has to let go of his fears that whatever he says will be judged. He should stop trying to coat every single reveal as if its some massive corporate PR-spin. And should instead just be honest and transparant. Provide information WITH context rather than just some hype piece thats designed to sell his as of yet non-existent game.
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Matthew Allen
Former 22Cans staff
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Post by Matthew Allen on Sept 15, 2014 20:56:38 GMT
I'll make an effort to post more often, here and on all the other forums too. We might not always have much to offer in terms of extremely detailed updates, but we generally try to be present even if it means sometimes we're just lurking. Some of this stems from the fact that we've been looking at what our next steps and sprints are going to entail and since that was being discussed there wasn't anything final to really compose any posts or blogs about. I did chat about us having these discussions around the Steam forums I think, but today was the first time I even got a look at what the next sprint even encompasses. And George was out of the office for a couple of weeks and then last week was playing a ton of catch up from that, which is totally understandable. Not trying to throw you under the bus, George, I promise! I read the forums a lot but I don't always reply to each and every post. So I totally appreciate that there's been an appeal in how 22cans communicates in the last week, which Jack replied to via one of the members heading much of that up (Gmr). That, plus the aforementioned settling back in the office going on as well as finalizing all the details of the next sprint so that might be why things seemed a bit more quiet than usual I suppose. Which isn't so much an excuse as it is me just giving an update on the lack of updates I s'pose. Oh, and as far as I know we're still interested in providing an updated roadmap. That said, please please continue the current spirit of communication that recent threads and posts have been trying to promote. Although these wheels turn slower than we or even I would sometimes like, they are turning. Evident by Jack chiming in like he did. Other than Jack, we also have more 22cans staffers posting in the forums than has ever happened before. While they don't always post daily, in the last month we've had Conor, Dave, Fabs, Aynen, Muir, myself, and George popping up in various discussions here and there. And we'll probably be able to get a few others to swing in and post. I think they have a solid post-mobile plan, in the sense of what they have in mind for its updates, I think where they're stalled is as you say, the PC sprint. Whether or not any design work has gone into the PC sprint, it's hard to say, but I think the unfortunate possibility may be that much of it is riding on the balance tool/modding tool and even this they're hesitant to admit because they think/know/expect us to bash it to hell considering our lukewarm to cold response to its very announcement. Which to be honest, is really unfortunate given what Matthew Allen mentioned during his little work stream (if I'm not to repeat this here, sorry man, couldn't remember you saying otherwise during the stream) about the CMs really vouching for it for us. No worries, Gmr! And yeah, we were pretty chuffed about getting the balancing tool stuff considered and approved. I don't remember the exact words George used when he shared the news with me, but it was along the lines that it was a sign we were starting to truly embrace what Early Access could be. Which can't happen just from the release of this one mod tool; I'm not trying to position this as the golden goose, but rather as a positive step and eventual lead up to however the PC sprint is handled. *smokes bubble pipe*
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Lord Ba'al
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Post by Lord Ba'al on Sept 15, 2014 21:09:33 GMT
And George was out of the office for a couple of weeks and then last week was playing a ton of catch up from that, which is totally understandable. Not trying to throw you under the bus, George, I promise! I feel like Monkeythumbz has abandoned me.
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Post by Gmr Leon on Sept 15, 2014 21:31:08 GMT
@ Gmr Leon - I don't know what you're using to back up your assumption on their post-mobile plan. But given the information I have available to me, they infact do not have any significant plans outside of "We really need to work on our player retention and get more iOS players to do IAPs." This isn't even speculation on my part, this is purely going off of observation. The extend to which they may or may not have gone into working out these problems are something that we can't really go into - as that results in a lot of speculation on whether or not 22cans has indeed formulated more of a plan there by now. But I've yet to see any indication that they do have something worked out regarding the generation of new content. My assumption is grounded in the roadmap. Simply because it's outdated doesn't mean that the content laid out there isn't still planned. As I said, I don't know what details they have worked out, but it's stupidly simple to imagine what they intend for the content side of things. More ages, more voyages, more gifts, and so on. Left unmentioned but a good possibility given mobile feedback is expanding the Homeworld size, giving the Astari proper depth and balance to not make it almost entirely necessary to kill them all, and so on. The problem lays in how they want to deal with the details of these different elements and how to roll them out to us in any way that won't just have us bashing them some more. Otherwise the content's mostly a no-brainer, it's just a matter of getting to it and working out all the details. This fits in precisely with your own thoughts. How do we improve retention? Give them more Homeworld to expand across. How do we get them to use IAPs more? We make a slightly cheaper gift to buy to place around to boost Happiness. Following all this, move on to the bigger stuff like ages. In general I think we agree, it's just I'm more comfortable seeing broad strokes as being somewhat substantive in their indications of what's up, whereas you want more of the meat which is entirely reasonable...Well, in normal situations. In this situation, I feel the reasonable response is the roundabout nearly irrational, but patient, response. Like I've said before, trying to think of this in average terms leads you astray, you gotta think like a madman or something. (Attending Whispering Rock really did teach me something!) Mostly referring to the groups of people that aren't providing feedback or criticism but remain around purely for mudslinging and laying blame. I can see why Peter feels that these people are out to get him - because infact they are. (I'm not going to argue the validity of their reasoning in this...) But at the same time, many of us that are frustrated and that give criticism on his game don't do so because we're out to get him - but because we feel that there's so much room for improvement and that he has indeed dropped the ball on many occasion. He's not willing to admit his own faults while heavily focusing on laying blame on ours (as a collective commmunity). Going forward, we'd need to acknowledge that as a community, we have been harsh on Peter at times. And whether deserved or not, we could be slightly more nuanced when giving him a chance to prove himself. Though it goes without saying that if he wants to acquire this modicum of respect. He'll have to step up himself aswell and provide a degree of respect in return. For starters by treating us like people rather than like spent money containers. And by following up on his side of the bargain as a developer and as someone who has sold a product. *edit* Which ultimately means he has to let go of his fears that whatever he says will be judged. He should stop trying to coat every single reveal as if its some massive corporate PR-spin. And should instead just be honest and transparant. Provide information WITH context rather than just some hype piece thats designed to sell his as of yet non-existent game. And this is the bulk of it. Those of us who have tried to be patient with the situation aren't really to blame, besides standing on the sidelines nodding to every angry rant that popped up because, well, it's not like we were terribly happy with how things were going either. While I'm not sure to what extent many that have been about the community are accustomed to the brashness of online discourse (if you can call it that), those of us that have been around forums/comment sections for awhile had no real reason to expect this to have any huge effect on development, especially considering plenty of games catch this sort of flak on a daily basis. Even more, it's Molyneux, we figured he was extremely used to this kind of trashtalking by now, considering how his past works have gone over with people and how he always seems to rebound eventually, admitting the faults in his decisions albeit often awhile afterward. That doesn't excuse either some of the community's behavior (much of the worst of which have grown tired of mocking the whole development and have left by now, for the most part, from what I can tell) or 22cans', but I think it makes it somewhat more understandable. Who would have expected this from a seasoned veteran of the gaming industry? It's one thing for some relative newcomers to the industry to retreat away (e.g. most recently, Notch, semi-infamously, Fez's creator), but for someone many like to call a top game developer and even a legendary designer, it seems incredible. It'd be like if Sid Meier kickstarted a game and withdrew from some utterly nasty rants about his game, people wouldn't believe it. I think that's why much of the community has such a hard time with this situation, it just seems thoroughly unbelievable. That being said, we've got nothing much to lose from trying to improve the situation so that we can maybe see where this game is going and maybe get ourselves heard more so that we may influence its development. After all when you go into a Molyneux venture, I think it's safe to say that you must be ready to experience the thoroughly unbelievable, whether that's in what's found in the game or, it would seem, the developer to community interactions.
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Post by hardly on Sept 15, 2014 22:16:19 GMT
Matt I appreciate your response, and that the team are busy and the AL which I do understand is a mitigating factor. However, I also believe that 22cans (although not necessarily te CMs) have entered another period of unnecessary secretiveness.
For example, I'd estimate you've been working on hubworld for 9-12 months perhaps longer and we still know nothing about the design. We can sumise that it's been unexpectedly delayed but we don't know why. So I'm asking why haven't you shared the design with us or explained the delay?
If the reason is it's not working design wise then perhaps we can crowd source some solutions.
We offered to reset the relationship. The proviso was that 22cans be more open and actively share design details before they are committed to development. Since we propose the reseting of the relationship 22cans have been as silent and as evasive as they have always been. So really the ball is in 22can's court and it's time to open up and share.
If you don't tell us anything we just assume there is nothing good to say and you are just working 100% on mobile features you know we won't like.
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Post by Gmr Leon on Sept 15, 2014 22:26:04 GMT
Matt I appreciate your response, and that the team are busy and the AL which I do understand is a mitigating factor. However, I also believe that 22cans (although not necessarily te CMs) have entered another period of unnecessary secretiveness. For example, I'd estimate you've been working on hubworld for 9-12 months perhaps longer and we still know nothing about the design. We can sumise that it's been unexpectedly delayed but we don't know why. So I'm asking why haven't you shared the design with us or explained the delay? If the reason is it's not working design wise then perhaps we can crowd source some solutions. We offered to reset the relationship. The proviso was that 22cans be more open and actively share design details before they are committed to development. Since we propose the reseting of the relationship 22cans have been as silent and as evasive as they have always been. So really the ball is in 22can's court and it's time to open up and share. If you don't tell us anything we just assume there is nothing good to say and you are just working 100% on mobile features you know we won't like. I know you're not looking for a response from me or anything, but from my perspective, I don't think things will fully reset until we pass off the questions to them and then not rip them to shreds over what we receive in return, despite however much we may find ourselves wanting to. I realize that's also probably not what you want to hear, but I think that's sort of the situation we find ourselves in, much to our dismay.
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Post by Qetesh on Sept 15, 2014 22:29:13 GMT
Matt I appreciate your response, and that the team are busy and the AL which I do understand is a mitigating factor. However, I also believe that 22cans (although not necessarily te CMs) have entered another period of unnecessary secretiveness. For example, I'd estimate you've been working on hubworld for 9-12 months perhaps longer and we still know nothing about the design. We can sumise that it's been unexpectedly delayed but we don't know why. So I'm asking why haven't you shared the design with us or explained the delay? If the reason is it's not working design wise then perhaps we can crowd source some solutions. We offered to reset the relationship. The proviso was that 22cans be more open and actively share design details before they are committed to development. Since we propose the reseting of the relationship 22cans have been as silent and as evasive as they have always been. So really the ball is in 22can's court and it's time to open up and share. If you don't tell us anything we just assume there is nothing good to say and you are just working 100% on mobile features you know we won't like. I know you're not looking for a response from me or anything, but from my perspective, I don't think things will fully reset until we pass off the questions to them and then not rip them to shreds over what we receive in return, despite however much we may find ourselves wanting to. I realize that's also probably not what you want to hear, but I think that's sort of the situation we find ourselves in, much to our dismay. That is going to depend on the answers.
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Matthew Allen
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Post by Matthew Allen on Sept 16, 2014 0:14:49 GMT
Matt I appreciate your response, and that the team are busy and the AL which I do understand is a mitigating factor. However, I also believe that 22cans (although not necessarily te CMs) have entered another period of unnecessary secretiveness. For example, I'd estimate you've been working on hubworld for 9-12 months perhaps longer and we still know nothing about the design. We can sumise that it's been unexpectedly delayed but we don't know why. So I'm asking why haven't you shared the design with us or explained the delay? If the reason is it's not working design wise then perhaps we can crowd source some solutions. We offered to reset the relationship. The proviso was that 22cans be more open and actively share design details before they are committed to development. Since we propose the reseting of the relationship 22cans have been as silent and as evasive as they have always been. So really the ball is in 22can's court and it's time to open up and share. If you don't tell us anything we just assume there is nothing good to say and you are just working 100% on mobile features you know we won't like. No worries, hardly, no offense taken. Part of the docs I looked at today included a plan for the next few months (around three) and according to that doc Hubworld is a few sprints away. I imagine the design of hubworld will start to become a bit more evident once we approach the hubworld sprint itself. These docs are current as of the last 24 hours, so I don't think there's any risk of hubworld getting the axe. Though, to be fair, its associated sprint is further down the pipeline than I think any of us intended when we first starting talking about time frames with the community some months ago. So I completely understand if this "new and updated, no really, for realz" time line spurs some raised eyebrows, but I'm just reporting on what I saw in the docs I read today. Regarding the relationship reset and its associated proviso, are we talking about Gmr's latest thread? That was posted five days ago (September 10th) and Jack sent a personal email to Gmr two days later (September 12th) and it seems that right now they're organizing a series of questions to send back for a half hour Q&A video. Also, now that a handful of the most recent docs were put in George and I's hands for the first time today, I suspect we'll be able to provide some additional updates now that we've had a day to comb over all the info. Trying to usher in a culture shift in communication is great and I've been pretty vocal about how I do genuinely hope it'll do some good. It'll just take more than 5 days to turn it completely around though. And yes, the sooner the better. Totally. But as awesome as the community team can often be, there's some things that are out of even our hands.
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Post by Gmr Leon on Sept 16, 2014 0:26:18 GMT
Matt I appreciate your response, and that the team are busy and the AL which I do understand is a mitigating factor. However, I also believe that 22cans (although not necessarily te CMs) have entered another period of unnecessary secretiveness. For example, I'd estimate you've been working on hubworld for 9-12 months perhaps longer and we still know nothing about the design. We can sumise that it's been unexpectedly delayed but we don't know why. So I'm asking why haven't you shared the design with us or explained the delay? If the reason is it's not working design wise then perhaps we can crowd source some solutions. We offered to reset the relationship. The proviso was that 22cans be more open and actively share design details before they are committed to development. Since we propose the reseting of the relationship 22cans have been as silent and as evasive as they have always been. So really the ball is in 22can's court and it's time to open up and share. If you don't tell us anything we just assume there is nothing good to say and you are just working 100% on mobile features you know we won't like. No worries, hardly, no offense taken. Part of the docs I looked at today included a plan for the next few months (around three) and according to that doc Hubworld is a few sprints away. I imagine the design of hubworld will start to become a bit more evident once we approach the hubworld sprint itself. These docs are current as of the last 24 hours, so I don't think there's any risk of hubworld getting the axe. Though, to be fair, its associated sprint is further down the pipeline than I think any of us intended when we first starting talking about time frames with the community some months ago. So I completely understand if this "new and updated, no really, for realz" time line spurs some raised eyebrows, but I'm just reporting on what I saw in the docs I read today. How many sprints are stuffed in around three months?
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Matthew Allen
Former 22Cans staff
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Post by Matthew Allen on Sept 16, 2014 0:30:41 GMT
No worries, hardly, no offense taken. Part of the docs I looked at today included a plan for the next few months (around three) and according to that doc Hubworld is a few sprints away. I imagine the design of hubworld will start to become a bit more evident once we approach the hubworld sprint itself. These docs are current as of the last 24 hours, so I don't think there's any risk of hubworld getting the axe. Though, to be fair, its associated sprint is further down the pipeline than I think any of us intended when we first starting talking about time frames with the community some months ago. So I completely understand if this "new and updated, no really, for realz" time line spurs some raised eyebrows, but I'm just reporting on what I saw in the docs I read today. How many sprints are stuffed in around three months? Well, there's long sprints and short sprints, and we've actually got two sprints that are in progress as we speak. So it varies as to how many sprints we can knock out in any given three month period. I'll probably have more granular detail to share tomorrow on the next three months once I get through all the docs and once everyone starts comparing notes tomorrow.
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Post by Gmr Leon on Sept 16, 2014 0:35:15 GMT
How many sprints are stuffed in around three months? Well, there's long sprints and short sprints, and we've actually got two sprints that are in progress as we speak. So it varies as to how many sprints we can knock out in any given three month period. I'll probably have more granular detail to share tomorrow on the next three months once I get through all the docs and once everyone starts comparing notes tomorrow. But...But that's two things! At once! Three things if those are going on with note comparisons at the same time! I didn't think 22cans could do that! =P
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Post by Deth on Sept 16, 2014 0:37:57 GMT
Regarding the relationship reset and its associated proviso, are we talking about Gmr's latest thread? That was posted five days ago (September 10th) and Jack sent a personal email to Gmr two days later (September 12th) and it seems that right now they're organizing a series of questions to send back for a half hour Q&A video. Also, now that a handful of the most recent docs were put in George and I's hands for the first time today, I suspect we'll be able to provide some additional updates now that we've had a day to comb over all the info. Trying to usher in a culture shift in communication is great and I've been pretty vocal about how I do genuinely hope it'll do some good. It'll just take more than 5 days to turn it completely around though. And yes, the sooner the better. Totally. But as awesome as the community team can often be, there's some things that are out of even our hands. I would ask at times that you are starting a new design doc, most of the time you guys go silent it seems, could we at least get a heads up? Just a "Hey we are looking at what we are going to do next, so we might be a little quite." I know that will probably set off some people going "Well what are you doing?" which is better then the "Oh look they have dived deep again and are running silent."
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