Post by Deleted on Apr 1, 2015 22:51:16 GMT
I've decided to break this down into what it would mean for each of the staff there at 22cans, the order is the general context and path towards the eventual goal.
PRODUCTION: In all fairness, I have been criticising a bit while otherwise pressing for answers regarding the supposed PC version, but I think there could be an easy answer for an apparently missing part of the game.
DESIGN: This will allow 22cans to revise and balance progression through the other eras each time they make another. After going to each new era they may do gameplay tweaks.
ART & SOUND: This would also be a wonderful opportunity for these artists to strut their stuff and wow the players with new material.
PROGRAMMING & QA: It will also allow 22cans to address some of the backend of the game regularly - carefully so as to not cause a requirement for data to be wiped. (Again, good job to the QA guys on finding the map corruption and watching for it happening again.) My personal suggestion on this note would be to have a manual backup snapshot of the game's state in the game's stored data. It would increase the size of the save proportionally to the number of archives (and the era progression/changed land feature state), along with a minimal indexing requirement for those saves, but shouldn't be too much of a problem. It would be keen if you had a programmer for each platform (mobile/PC) and another for game systems programming, then tap your multiplayer programmer for integrating that and to be on-hand to aid in resolving potential exploits. (Um...bad news about exploits...and multiplayer is going to be FUGLY when it comes to that matter...)
PR: In time, the player base of the game would likely increase with each new installment keeping it fresh upon news sources and Steam's front page regularly, making it talked about in social media and upon forums each time. If the game progresses to a better state with each revision, then that word-of-mouth will turn towards favourable again.
CUSTOMERS: It would give people a reason to play the game and potentially have them reverse previous reviews, instead recommending how the game has changed and gotten better. Being noticed upon your friends list for playing Godus wouldn't be as much of an embarrassment and instead be a promotional start for word-of-mouth like Euro Truck Simulator 2 has spread around from "WTF are you...'playing'?!" "Did I just get rickrolled from Europe?!" has been another bit of fun around the game, after calling into an online station to have them rickroll a friend, part of Europe, and everyone else who was listening to the station as they hauled around.
MANAGEMENT: Routine repairing of your credibility will be your surest path towards money.
You just have make and sell a game in the right order, and so the best way to do that to regain trust is to offer that assurance in regular installments over time. Except that you're not charging your customers for more money - you're giving them incentive to make more customers for you. That is how favourable word-of-mouth works, especially along the social media client aspect of Steam.
PRODUCTION: In all fairness, I have been criticising a bit while otherwise pressing for answers regarding the supposed PC version, but I think there could be an easy answer for an apparently missing part of the game.
DESIGN: This will allow 22cans to revise and balance progression through the other eras each time they make another. After going to each new era they may do gameplay tweaks.
ART & SOUND: This would also be a wonderful opportunity for these artists to strut their stuff and wow the players with new material.
PROGRAMMING & QA: It will also allow 22cans to address some of the backend of the game regularly - carefully so as to not cause a requirement for data to be wiped. (Again, good job to the QA guys on finding the map corruption and watching for it happening again.) My personal suggestion on this note would be to have a manual backup snapshot of the game's state in the game's stored data. It would increase the size of the save proportionally to the number of archives (and the era progression/changed land feature state), along with a minimal indexing requirement for those saves, but shouldn't be too much of a problem. It would be keen if you had a programmer for each platform (mobile/PC) and another for game systems programming, then tap your multiplayer programmer for integrating that and to be on-hand to aid in resolving potential exploits. (Um...bad news about exploits...and multiplayer is going to be FUGLY when it comes to that matter...)
PR: In time, the player base of the game would likely increase with each new installment keeping it fresh upon news sources and Steam's front page regularly, making it talked about in social media and upon forums each time. If the game progresses to a better state with each revision, then that word-of-mouth will turn towards favourable again.
CUSTOMERS: It would give people a reason to play the game and potentially have them reverse previous reviews, instead recommending how the game has changed and gotten better. Being noticed upon your friends list for playing Godus wouldn't be as much of an embarrassment and instead be a promotional start for word-of-mouth like Euro Truck Simulator 2 has spread around from "WTF are you...'playing'?!" "Did I just get rickrolled from Europe?!" has been another bit of fun around the game, after calling into an online station to have them rickroll a friend, part of Europe, and everyone else who was listening to the station as they hauled around.
MANAGEMENT: Routine repairing of your credibility will be your surest path towards money.
You just have make and sell a game in the right order, and so the best way to do that to regain trust is to offer that assurance in regular installments over time. Except that you're not charging your customers for more money - you're giving them incentive to make more customers for you. That is how favourable word-of-mouth works, especially along the social media client aspect of Steam.