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Was GOIO A Fluke?

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Mattilald Anguisad:
Mechanics are indeed the base point, but I was confused about all the assets part. Assets generally mean, textures, models, maps, sounds, etc.
I don't hava a habbit of commenting on the parts I have nothing meaning to add to and don't disagree with.

Dev Bubbles:
Well, there are quite a few conjectures and assumptions made about our intent and motivations to do anything at all.  It's hard for me to try to answer every point, or defend or clarify anything here.  I might have to write a 5 page essay.  So, if anyone has any concerns about our intent or motivation behind anything, please feel free to reach out to me directly.  And I can try my best to answer them, preferably in a more conversational format.  It's just more efficient for me. 

For the hate stuff.  I don't mind hate directed towards us, we're pretty used to it.  Does it bother us sometimes?  Of course.  We are people.  But it's the nature of being a game developer and the nature of service.  It's not a big deal.  But seeing the hate by people directed at each other is sad for me.  People have divergent view points, and are willing to share them on the forum.  Forum is a very public space, and disagreement can become heated.  But just because people disagree, I don't think it needs to or should devolve into hate.  Let's do better. 

And there are some comments about us wondering in the woods aimlessly for the last 2 years, and that actually gets me fascinated.  Give me a bit, and let me pull up our release history, and I'll go over that with everyone. 

@Magkel, just in case you're using steamspy, let me give you a quick stat correction for your reference.  The avg play time is actually 13hr 4min.  Not sure why Steamspy displays that incorrectly, but just fyi.  I have the data from Steam's dev analytics, so that should be accurate.  Also please keep in mind that that owners number include all beta and alpha key activations, so that number largely duplicates. 

Thanks everyone, Howard

Dev Bubbles:
@Magkel, also not refuting your post whatsoever.  It'll take me a while to even draft a proper reply, but just saw the stats and wanted to chime in real quick. 

Richard LeMoon:
I agree with a lot of what MagKel said, and have actually told the high level clans that they don't really matter to the game (along with saying I don't matter to the game either). It is just a simple fact. You build for the future customers, the ones incoming and just getting started, the ones with friends still left to invite, not the old fogies like us.

I don't lament the loss of anything. For every change, I try to see it from a new player's perspective, adapt, and move on. That is part of the reason I was so against stamina from the beginning. I knew I would have fun with it (the first days of testing were insane), but was, and still am concerned about new players and those they might invite after having the best time ever. If, of course, we can get to that point.

With the introduction of Co-op mechanics (mainly AI ships), I feel we can vastly improve (actually replace) the tutorial to get new players past that first bump. Getting dumped into your first match can be awesome. I know it was for me. But I took to the game like a natural, testing builds in practice before using them. I also had friends on teamspeak (I would love to get them back in the game, as soon as the things they hated are fixed).

It can also be a horrible horrible experience. Not everyone (likely most people) try builds in practice. Bad builds. Bad crew. Not understanding arcs, damages, tools. Stomps. MM waits. Lobby waits. Etc. It all adds up to a really bad time, which is something that need to be avoided at all costs for new players. I feel we need to shift the entire start game mechanics to cater to new players. Not dumbed down, but simplified and introduced a bit at a time. But that is another topic I am working on. :)

(posting during my lunch time, by the way. I am only actually around after 5:30 Eastern. Well, back to work)

Dev Bubbles:
@Richard, I think you guys matter if that makes any difference. 
But on the issue of tutorial.  Oh yeah.  I'm not sure I need to say more, except to say that I agree.  I'm not sure how familiar you or some of the very experienced teachers are with product development, and can digest stuff at the spec level, but that might be interesting. 
Thanks a lot, Howard

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