some constructive feedback
Posted: Sun Sep 20, 2015 10:23 pm
OK, I've cooled off enough to offer some considered, non-snarky feedback. The following post will have lots of detailed feedback on aspects of the iphone implementation. Before I get there, though, can I offer a few overall thoughts.
First, it seems to me that many game designers have basically outsourced testing to the public. This is crazy - I mean, imagine a book publisher releasing unedited books, and relying on the public to pick up all the typos, edit the flabby paragraphs, and point out the inconsistencies in the plot!
That's not to say some public feedback isn't useful. But rather than using feedback from a public beta as input to the testing process, too many developers are using the public beta as the testing process itself. This will never work out well. Testing a game has to involve a rigorous, systematic, and utterly and completely mind-numbingly boring process of trying to break the game, over and over and over again. Most public beta-testers, even if you do get them signed up, don't have the time or interest for this sort of thing.
Iain, you yourself have said that issues may not have been picked up because you were "too focused on beating your opponent" during pre-release tests. But playing a game and testing a game are totally different activities. You should have focused on breaking the game, and viewing the game - one screen at a time - from dozens of different perspectives. ie, "what does this window look like if I'm colourblind? What does it look like if I'm somebody who pays close attention to graphical details? To a first-time player? To somebody who doesn't understand the rules and needs to know what just happened?" Etc etc, and all of that repeated an as many different platforms as you can stand without vomiting. Testing requires delving into every single corner of the game, every navigational pathway. It means intentionally trying the break the game by doing things no rational user would ever do.
This sort of work can not be outsourced. Public feedback will give you a very limited lens on what is working and what isn't. And game developers neglect this sort of testing at their peril.
I have no idea what your actual testing process for the iphone version was like, but I suspect you relied mostly on a few play-throughs, and/or very limited public feedback, and/or emulators. The backlash you're getting on the iphone is a result.
Second broad point: any product designer (for anything) needs to understand in detail who and how their product is being enjoyed. You may have detailed metrics on this already, I don't know. For what it's worth, here's how I was enjoying BotB:
- I'm sitting on the train, on the morning commute. I open my iphone, and immediately see a turn waiting for me from zzxx, somebody half a world away who I didn't know previously, but have now played many games with. ZZxx is a good player, skilled, and I enjoy sending quips back and forth as we're playing. eg, "enjoy bastogne, you won't be there for long!", sort of thing. But in between turns, we've also found out a little about our opponent - where he lives, what he does, etc. I open the turn, see his move and his comment, and immediately respond with my move. To my delight, he's online at the same time, and his response comes through automatically, as I still have the app open and am having a look around the map, doing a bit of analysis of the situation. We follow with about 12 turns, playing turns and commenting back and forth. It's all a casual interaction, each of us know the other can be pulled away at a moment's notice. But while we're playing, it's close to real time, with no interruptions or prompts needed to keep going. My train reaches the destination, I flick a final turn his way with a note "gotta go, see you". When we're done with that game, I can initiate another by a direct invitation to him, and he'll get an instant notification of it.
OK, that's BotB. For PC games, the experience and the setting is very different. I love playing Decisive Campaigns, for instance, but running a single turn there takes an hour or more, so it's not a casual or real-time sort of game. I play a turn in the evening, send it off by email with a longer note, etc. I won't play BotB while I'm at my PC, because when I'm at my PC, I'm either working or doing games that require greater focus and time.
Now, the above BotB experience just doesn't work under your multi-platform system. No push notifications, no chat box that automatically appears at the end of every turn, no real-time game play when xxzz and I are both online at the same time. No direct game invitations to a persistent list of friends, with whom I might play other games as well. Not even a persistent login.
So, pretty much everything that facilitated a seamless and pleasant multiplayer experience on BotB is gone from the current iphone implementation. I for one don't mind if there are different user communities for the same game - ie, one the iphone using GC, one on PC using a different multiplayer platform - if it means my user experience on the iphone version is preserved.
Third broad point:
Underlying my anger and others' disappointment with the game is a sense that CiC was a work of extraordinary craftsmanship, in an age where we are subjected to a constant stream of throwaway, mediocre content of all kinds. Truly outstandingly designed objects and pieces of art - and I include games as pieces of art - are very rare. I just re-read the design diaries for BotB, and was struck again by the intense dedication and very close attention to detail that went into all aspects of the initial implementation.
You say that this business model is unsustainable, and that may be so - although I would certainly have paid far more for BotB than I did. Nevertheless, to have taken something that was so well crafted, and to have replaced it with something that feels very slapdash... well, it felt to me like you were defacing a wonderful piece of art.
OK, that's my last word for a while. On to some specific feedback
First, it seems to me that many game designers have basically outsourced testing to the public. This is crazy - I mean, imagine a book publisher releasing unedited books, and relying on the public to pick up all the typos, edit the flabby paragraphs, and point out the inconsistencies in the plot!
That's not to say some public feedback isn't useful. But rather than using feedback from a public beta as input to the testing process, too many developers are using the public beta as the testing process itself. This will never work out well. Testing a game has to involve a rigorous, systematic, and utterly and completely mind-numbingly boring process of trying to break the game, over and over and over again. Most public beta-testers, even if you do get them signed up, don't have the time or interest for this sort of thing.
Iain, you yourself have said that issues may not have been picked up because you were "too focused on beating your opponent" during pre-release tests. But playing a game and testing a game are totally different activities. You should have focused on breaking the game, and viewing the game - one screen at a time - from dozens of different perspectives. ie, "what does this window look like if I'm colourblind? What does it look like if I'm somebody who pays close attention to graphical details? To a first-time player? To somebody who doesn't understand the rules and needs to know what just happened?" Etc etc, and all of that repeated an as many different platforms as you can stand without vomiting. Testing requires delving into every single corner of the game, every navigational pathway. It means intentionally trying the break the game by doing things no rational user would ever do.
This sort of work can not be outsourced. Public feedback will give you a very limited lens on what is working and what isn't. And game developers neglect this sort of testing at their peril.
I have no idea what your actual testing process for the iphone version was like, but I suspect you relied mostly on a few play-throughs, and/or very limited public feedback, and/or emulators. The backlash you're getting on the iphone is a result.
Second broad point: any product designer (for anything) needs to understand in detail who and how their product is being enjoyed. You may have detailed metrics on this already, I don't know. For what it's worth, here's how I was enjoying BotB:
- I'm sitting on the train, on the morning commute. I open my iphone, and immediately see a turn waiting for me from zzxx, somebody half a world away who I didn't know previously, but have now played many games with. ZZxx is a good player, skilled, and I enjoy sending quips back and forth as we're playing. eg, "enjoy bastogne, you won't be there for long!", sort of thing. But in between turns, we've also found out a little about our opponent - where he lives, what he does, etc. I open the turn, see his move and his comment, and immediately respond with my move. To my delight, he's online at the same time, and his response comes through automatically, as I still have the app open and am having a look around the map, doing a bit of analysis of the situation. We follow with about 12 turns, playing turns and commenting back and forth. It's all a casual interaction, each of us know the other can be pulled away at a moment's notice. But while we're playing, it's close to real time, with no interruptions or prompts needed to keep going. My train reaches the destination, I flick a final turn his way with a note "gotta go, see you". When we're done with that game, I can initiate another by a direct invitation to him, and he'll get an instant notification of it.
OK, that's BotB. For PC games, the experience and the setting is very different. I love playing Decisive Campaigns, for instance, but running a single turn there takes an hour or more, so it's not a casual or real-time sort of game. I play a turn in the evening, send it off by email with a longer note, etc. I won't play BotB while I'm at my PC, because when I'm at my PC, I'm either working or doing games that require greater focus and time.
Now, the above BotB experience just doesn't work under your multi-platform system. No push notifications, no chat box that automatically appears at the end of every turn, no real-time game play when xxzz and I are both online at the same time. No direct game invitations to a persistent list of friends, with whom I might play other games as well. Not even a persistent login.
So, pretty much everything that facilitated a seamless and pleasant multiplayer experience on BotB is gone from the current iphone implementation. I for one don't mind if there are different user communities for the same game - ie, one the iphone using GC, one on PC using a different multiplayer platform - if it means my user experience on the iphone version is preserved.
Third broad point:
Underlying my anger and others' disappointment with the game is a sense that CiC was a work of extraordinary craftsmanship, in an age where we are subjected to a constant stream of throwaway, mediocre content of all kinds. Truly outstandingly designed objects and pieces of art - and I include games as pieces of art - are very rare. I just re-read the design diaries for BotB, and was struck again by the intense dedication and very close attention to detail that went into all aspects of the initial implementation.
You say that this business model is unsustainable, and that may be so - although I would certainly have paid far more for BotB than I did. Nevertheless, to have taken something that was so well crafted, and to have replaced it with something that feels very slapdash... well, it felt to me like you were defacing a wonderful piece of art.
OK, that's my last word for a while. On to some specific feedback