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Players having fun is "working as intended" was the recurrent theme throughout the entire presentation. They stressed the importance of not falling into a trap where developers are making the game for themselves, but as one for the players to constantly enjoy. The only reliable gauge of enjoyment is qualitative or quantitative data coming from subscribers of the game, and people who quit usually do it quietly.
Recording and tying all this data together "to find the knobs that quickly recognize development mistakes" is a huge undertaking, but we got the impression that BioWare and LucasArts are fully committed to tackling this through constant data analysis. The reality of data management and analysis is that the more you do it, then more new questions crop up. The data can potentially get unwieldy in a game development situation where changes have to be made quickly, so game developers have to create methods to discern real trends that indicate positive or negative impact on retention from ones that don't really add anything except for development overhead. One of the biggest data analysis pitfalls Walton succinctly pointed out that developers shouldn't glom on to a data point and then amplify it (or reduce it) dramatically, and he stressed changes must be made gradually rather than drastically -- and test the heck out of it in focus groups before rolling it out system wide.
One sign of this is the re-branding of the "beta testing" concept to "game testing." We were shocked to learn that the decades-old practice of A/B split testing wasn't done in the game industry until around the year 2000. One concept we want to stress to the Darth Hater community is that yes, you do need to find bugs and potential exploits if you are selected for game testing, but that doesn't seem to be the primary objective of the focus group testing. The developers absolutely need to find out if the majority of the game aspects are a compelling and enjoyable experience for you. If the data says something different, they need to fix it before the game launches.
Walton's explanation of the retention backlash SWG received over Jump To Lightspeed makes us confident that if space combat is in the game, it will be in at launch and you will learn to master that system as a form of gradual progression. We also think the objective of this system, if implemented, needs to be well integrated with the ground game in a way where it doesn't enable two separate games or a drastic segregation of the community. It is imperative that there is unity and flow between all play styles for it to be successful.
We had the opportunity to ask a few questions at the end of the presentation, and one of them was "do you think MMO developers recognize they are direct marketers?" And the answer was surprising: "not yet, but we're getting there when it comes to keeping customers happy."
While we would love to post the entire presentation for our readers, copyright and intellectual property laws prevent us from doing so.
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Posted 4/18/2010 4:03:17 PM- View User Profile
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Posted 4/26/2010 6:17:58 PM- View User Profile
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Posted 5/4/2010 12:22:29 AMTime spent in game is, and should always be, a contributing factor in player success, but once it becomes the most important factor then you're basically making a game for mindless, grind-tastic, morons.
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Posted 4/16/2010 5:38:58 PMSeriously, all the new dungeons, bosses and gear mean nothing if there isn't an active community to make it all worth experiencing. It seems like BioWare is aware of this, so we can hope we will see the importants of the game's community take a front seat in the development.
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Posted 4/18/2010 4:04:32 PM- View User Profile
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Posted 4/16/2010 5:46:29 AMAn as for GW talking about UO an what it does well I tend to think if UO was had such good things then the player base would have been better. I didnt find anything good about the game threw videos an reading.. An so I feel I saved money. Just hope that if player house are all instance based if that is put in. An I also hope they dont add in guild perks. I feel that would be horriable an make me feel forced to join a guild.
Good article though I enjoyed the reading.
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Posted 4/18/2010 4:18:37 PM- View User Profile
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Posted 4/16/2010 4:33:32 PM- View User Profile
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Posted 4/18/2010 5:17:26 PM- View User Profile
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Posted 4/16/2010 4:41:00 AM- View User Profile
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Posted 4/15/2010 7:39:38 PMI found this part of the article interesting and recently commented on the official forums regarding this same topic. All too often developers get caught up in world building without checking to see if players are actually having fun in their worlds. They could not be more spot on when they say that people who quit usually do it quietly. Most never go post on the official forums complaining and threatening to quit to try to make a point. Most just simply quit.
Great article DH!
Mezentius
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Posted 4/15/2010 10:01:05 PMAnd I assume this is because the team/person behind it did it for there sake with out truly asking if it was relevant to the gamer playing the game as a whole.
Good post Mezentius
Wound in the Force::GoHann (lvl 35 Maurader)
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Posted 4/15/2010 7:38:38 PM- View User Profile
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Posted 4/15/2010 5:54:57 PMhttp://www.youtube.com/watch?v=QxIaQevKJBA
http://www.youtube.com/watch?v=ekSzHLYIGR8
http://www.youtube.com/watch?v=ShQzV17Vres
http://www.youtube.com/watch?v=yoe2SccDleA
http://www.youtube.com/watch?v=a4X_VMOp2b8
http://www.youtube.com/watch?v=EHgMXWscnKII
http://www.youtube.com/watch?v=C7kjepymDqU
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Posted 4/16/2010 12:39:02 AMI love that Ithorian.