So, typically I want to avoid this sort
of stuff. Generally blog posts that are rants/examinations don't fit
an all purpose area like this, and I have no intention as to delve
into either of those fully. Today, we're going to be taking a good,
hard look at how Blizzard fucked up in their latest Overwatch patch,
and examining what this can tell us about how to handle a multiplayer
game in general. If you don't play Overwatch, I'm gonna try to keep
it understandable, but no promises.
Source |
So patch 1.8 came out a while ago, and
take one look at the forums at the time... oof. People were not happy
with this update, and I'm honestly fully in their court here. I'm not
here to rant or get mad, though. Let's take a calm look at the
individual aspects of what mess the two weeks leading up to the
update were. Obviously the response from Blizzard to fix this stuff
has been swift and responsible, but I still feel it's a good idea to
examine what not to do.
So let's start with the elephant in the
room, or in this case, omnic: Bastion. The general community
consensus was definitely that he was at least a tad overpowered
before a hotfix brought him down a notch. While this might seem to be
just a simple bad balancing issue, I don't think that's what you
should be taking from this alone. Bad balancing happens all the time
in every game, and the real issue lies elsewhere, I feel.
This is a prime example of a negative
player behavior loop, one that is plain to see because the test
server completely failed to catch this. The root cause is a lot more
general and I will get to that, but right now let's look at why
offering a direct incentive is a lot more important.
So when it comes to what is beta
testing, in essence, there needs to be a big incentive for players to
get in on it. Remember that it can be a big ask to get players to
even load up the PTR in the first place. An entire 2nd
copy of the game needs downloading, plus any and all time you spend
on it won't affect your progress in the actual game. Not to mention
that it can be buggy, and a low player count means worse matches, and
so on. It's a big barrier to entry for many, and what rewards do they
get? The satisfaction of helping the game maybe?
What we're looking at here is what
would be instantly identified as a poor rewards system inside any
actual game. When all you have to offer is the vague satisfaction of
maybe helping, that's going to be a nonexistent incentive for anyone
not caring about high level play, for one. It's easy to forget that
people will still follow said systems outside of the direct game, but
this is a great example of this in action.
So, what about Bastion himself? The
main issue that sprung from him was ultimately swinging the balance
hammer too hard, too silently. Balance is already a tricky thing to
do, but what I think a lot of people forget is that the developers
have to take into account the community reaction when implementing or
even suggesting changes.
Now, the community is often wrong when
it comes to what they think is right for balance. Rightfully so, as
we're not game designers, nor do we get paid to do this. However,
that fact is a tricky one indeed to balance with what's right for the
game. What's right is not always what will be percieved as
right, and outrage among the playerbase can run rampant, making
forums a mess and from an outsiders perspective making your game and
playerbase look a lot worse.
Now in this case
specifically, the community turned out to be very correct in their
assumptions, and Bastion did swiftly receive nerfs a mere days after
his buffs went live. So why the outrage? Point number 2:
communication.
See, generally
Blizzard are pretty good with communication, providing regular
updates and posts for the community. However, developer updates and
the like can be a bit sporatic, which makes sense. However, get a
change the community doesn't like and have it line up with an
unfortunate 2 week radio silence on it, and, well...
It was like a weird
microcosm of a really resentful community for 2 weeks, let me tell
you. Players got frustrated at the changes, frustrated at the lack of
communication, and frustrated at how vague everything felt. It went
from a pleasant relationship to a one sided shouting match.
That is lesson
number two from this whole mess. Communication, however small,
matters. You cannot rely on your community to moderate their feelings
nor can you assume the best. If you set a standard of communication,
stick to it. Doubly so when you're introducing huge change. Those are
the times when the community is at the most volatile, when it's at
its worst and most emotional. That's when the real legwork by community managers needs to be put in, and that's when you can make
your game and community truly great.
And to cap this all
off, the community outrage seemed to disappear in one simple dev
post. That's all it took. Players are not anger machines. It is
possible to control them and their emotions, odd as that sounds. With
the right updates and openness, anything is really possible when
you're making a multiplayer game in the community.
Short and shallow
post this time, been busy, sorry bout' that! Hope you enjoyed anyway.
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