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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Increasing concerns about community suggested scope creep
Liniker
Member, Alpha One, Alpha Two, Early Alpha Two
I'd like to voice my concerns about this, maybe others might share the same thoughts,
I have a feeling after every livestream with community feedback on the forums, office hours, and content creators that people don't really think about scope creep and don't appear to worry about pushing this game for a 2030 release with the sheer amount of details, gameplay layers, complexity that they want to see in every single system that is showcased,
using this latest artisan showcase just as an example, I was watching a Narc video and the guy is suggesting Intrepid to add a unique gameplay layer each of the 22 professions as well as real-time interaction with people being able to interact and see the minigame plus he doesn't like that we only have 3 pieces of artisan gear he wants a full 8 piece set for all the professions, he wants a skill trees with unique path specialization for each profession etc etc
and all I can think about besides a big no for crafting minigames/gameplay layers is jesus.. this game is already so huge in scope and theres still so much to develop, imagine if Intrepid starts taking a lot of this feedback from what players want to see in the game, isn't that what started to happen with Star Citizen like 10 years ago?
this isn't just about this artisan stream, I got the same concerns when I was reading/watching stuff when nodes were showcased, the event system, caravans and freeholds, theres always so many things being asked and no thoughts about how this would impact development time/cost, but with that said,
I hope Intrepid can keep a realistic approach to these systems and keep scope creep in mind, you don't need to make the most complex, ground-breaking MMO with every system being extremely detailed, just make a good game, deliver a core viable product that has solid systems and fun gameplay loops, no P2W and staff that actually perma-ban cheaters/RMTers and thats it, expansions will make the game better with time and expand the systems,
the road for trying to make everyone happy and developing all these crazy complex systems is long and dangerous, but hopefully the team is aware of this
I have a feeling after every livestream with community feedback on the forums, office hours, and content creators that people don't really think about scope creep and don't appear to worry about pushing this game for a 2030 release with the sheer amount of details, gameplay layers, complexity that they want to see in every single system that is showcased,
using this latest artisan showcase just as an example, I was watching a Narc video and the guy is suggesting Intrepid to add a unique gameplay layer each of the 22 professions as well as real-time interaction with people being able to interact and see the minigame plus he doesn't like that we only have 3 pieces of artisan gear he wants a full 8 piece set for all the professions, he wants a skill trees with unique path specialization for each profession etc etc
and all I can think about besides a big no for crafting minigames/gameplay layers is jesus.. this game is already so huge in scope and theres still so much to develop, imagine if Intrepid starts taking a lot of this feedback from what players want to see in the game, isn't that what started to happen with Star Citizen like 10 years ago?
this isn't just about this artisan stream, I got the same concerns when I was reading/watching stuff when nodes were showcased, the event system, caravans and freeholds, theres always so many things being asked and no thoughts about how this would impact development time/cost, but with that said,
I hope Intrepid can keep a realistic approach to these systems and keep scope creep in mind, you don't need to make the most complex, ground-breaking MMO with every system being extremely detailed, just make a good game, deliver a core viable product that has solid systems and fun gameplay loops, no P2W and staff that actually perma-ban cheaters/RMTers and thats it, expansions will make the game better with time and expand the systems,
the road for trying to make everyone happy and developing all these crazy complex systems is long and dangerous, but hopefully the team is aware of this
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Comments
Idea's for launch and post launch.
yea but I'm specifically talking about suggestions people make are making right now for what they want at launch, in most cases expressing why Intrepid's ideas are bad and why they should change to X, Y and Z
How about removing half of them?
There is a world of difference between talking about something you'd like to see or giving a suggestion about something you'd like changed and expecting the developers to act on that feedback.
They're just expressing their idea's just like many have before and could down the time-line. Dont worry I get it
I'd prefer if Intrepid put way harder limits on what they wanna do, but most of the time I go from thinking "do THEY even know those limits?" to "they've promised open development + listening to the audience, so they can't just tell people to fuck themselves and their suggestions".
Definitely a precarious position to be in, given the delays, and the fact that the appeal of Nodes themselves is dependent on so many other things, for many people.
Hopefully (for the sake of Ashes) AA2 will also be delayed or less ambitious.
yea... see, thats the exact same thing that you will hear in star ctizien's reddit/forums whenever you raise concerns about scope creep, their community is ok with crazy complex ideas being added left right and center and theres no one pushing the breaks and saying maybe we should stop with all these suggestions and start asking devs for the game to come out in the next 10 years ahah
I'm not saying thats case here, intrepid has been doing a good job of keeping the scope realistic while taking feedback, I'm just sharing that I hope that stays the same
I think AA2 is completely out after they said the game is not following AA1 steps, and is now going to focus on console and single-player experience, that's the opposite target audience that AoC is going for,
maybe FF14 or Genshin might compete with AA2 but again... AA2 is from Kakao so..
That's not what I'm saying though. I'm saying it's perfectly okay for the community to talk about wanted features and changes, and to provide feedback and suggestions. Not that every idea or suggestion should be added or that the community should be okay with all of that being added. It should be up to Intrepid to decide what ultimately goes into the game, but the role of the community in open development like this is specifically to provide feedback and ideas. I get that filtering through that feedback can be a daunting task for the studio but this is specifically what they were wanting from the community when choosing this development approach. The community absolutely should not stop with suggestions or feedback. Intrepid just needs to know when to put their foot down and not just say yes to everything.
With all that back and forth I would "suggest" this: The Alpha 2 will run for a considerable amount of time. Seeing how big chunks of the game will still be missing, Intrepid should at some point hold adding new artisan content and see how engagement with the systems develops. If they find that certain professions become ignored or rarely practiced they can question the testers on why their engagement has dropped off and go from there.
Will this be a slow process? Yes. Is it a necessary process? If we want the whole artisan gameplay cycles to feel rewarding instead of just important but somewhat annying chorse, then yes, I think that time should be invested even if it means that the game takes longer to finish.
I'm sure you're used to being called the smartest most thoughtful person around by your personal guild or whatever, but outside of your own bubble that kind of perspective is so many steps behind the real world...
Just as a reminder, Intrepid constantly has to consider things like how their Alphas match up to new game releases, payroll, flow of money in general, the ever shrinking niche they can carve out for themselves due to new MMOs coming out and so many other things. There is literally no one who is in a better position to viscerally feel the risk of additional delays than Intrepid themselves, on a daily basis. It's kind of insulting to assume they don't share these worries already.
On your specific question about the full set of artisan gear, according to a dev in twitch chat a few weeks back, this was pitched during ideation but Steven said no (for reasons not known to us). Just an example of even internal scope creep being every present but Steven needing to stay strong as the Creative Director.
ngl, after reading about AA2's focus on the "console and single-player experience","abandoning Large-Scale PVP" and "straying away from AA1" it greatly diminished my expectations for AA2.
Aren't we all sinners?
i agree with you, but many of the ideas here are kind of bad. also a lot of people post things like "this is my idea, if its not implemented, the game will fail blah blah boo whoo". imagine thinking the game will fail because your idea wasnt implemented XD
Yeah, there are definitely a lot of bad ideas, useless feedback, and people that are just full of themselves lol I'd take that being present and Intrepid just ignoring that stuff than them not wanting users to provide feedback or suggestions at all though. I get that people don't want the game to increase in scope so dramatically that it basically never releases but ultimately that comes down to project management and is going to happen regardless of if that scope creep is the result of user feedback being added, developer feedback being added, or any of the AoC leadership just deciding that they want to add a new feature or mechanic because it seems neat
From Day 1, Steven has explicitly stated or strongly implied.
1. We will have the most open development you've ever seen.
2. We will relentlessly request and expect player feedback and suggestions.
3. We are making a game WE want to play, based on our own MMO experience, and hope others will too (based on No 2.).
4. We will take our sweet time and get it right before launch.
5. It will not contain p2w elements and minimal monetization.
6. AOC is a flagship development of an independent studio, and hopefully it's success will spawn future developments.
7 Based on all above, it will change/revitalize the dead and dying MMO landscape.
What I really HAVENT heard him state are qualifiers on feedback. I'm sure there are present internally in the studio and in Steven's mind, but I'm equally sure they can handle the filtering process. We have to trust in that because that's where our choices end.
Its a free market of community ideas. The bad ones wont sell and will die away. Good ones will rise to the top. If there are some outliers of craziness, well that's free speech for you.
Lets not go all Russian/North Korean here, because all you''ll get are empty shelves or too much of what you don't want.
The stranger's eyes lifted to the blood red cloud on the horizon.
'We have to move. It's not safe here.'
ehh I'm not sure about that, its not the most open development at all, they literally have NDA testing phases and don't show/tell us a bunch of stuff - which is good
yea and from that comment, I'm sure no one ever called you that, at all
I get what you are saying, at the same time, the game is not out yet, so the "community" is built from all kinds of players that in the end, many are not going to be the target audience, but for now they think they are, and everyone wants this game to be their dream mmo which it can never be,
I think there is a reason why other studios struggle so much with community feedback, scope and identity, its not something easy to handle
I’m a firm believer that “we listen to our players” used to be a badge of honor for developers. But over time it became more important than the basics of project management. Developers these days, in my opinion, are too afraid to step up to their communities and say, “this is our game, our vision, our goal… we welcome you to join us, or not.”
I long for developers to be firm, even if I don’t like it. They are the experts. Not us. Far too many crap games released, especially MMOs because Devs tried to juggle the impossible expectations from every forum post. And I don’t want to hear “well, if they don’t listen to us, they won’t have any subscribers”… I’d ask anyone who thinks that to define who “us” is. We players can’t agree on a damn thing. The devs need to provide the direction of a game… not the players.
There are plenty of devs that are not gamers.
There are plenty of devs who are not veterans gamers.
There are plenty of devs who are not top tier PvPers, PvErs, Econ and Logistic players.
Yes, they may better at the coding portion, but they may not be as experienced in the gaming side.
Having bad or no competition is not an excuse to make an average game.
Also its up to the company to not over work on stuff at the beginning of the game... Surely they know when to draw a line to what they can do now and what they might do in the future