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2013-06-21, 06:21 AM | [Ignore Me] #1 | ||
Major
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With all the recent rage quit drama about people/outfits pulling the plug because this game being "unfinished" and feature X/Y/Z still not into this game, this video might give us some perspective.
Although it does a lousy job of illustrating the passion that lies underneath a product like Planetside 2, this video probably gives us a good idea of the challenges SOE devs are facing every day and the model that lies behind deliberately releasing an "unfinished" product. It's called "Agile software development" and probably was chosen by SOE because it works well with the F2P business model. In this video: "Product Owner" = Higby/Smedley, "Stakeholder" = We, the players, "User Stories" = Planetside 2 features and "Product Backlog" = Roadmap. Last edited by Rolfski; 2013-06-29 at 10:02 AM. |
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2013-06-21, 07:12 AM | [Ignore Me] #3 | ||
Second Lieutenant
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I'm sad for everyone right now because the dev team is all like "We're working on it! We need time and money!"
And the players are all like, "We gave you time and money, where's our game?" Your video illustrates the point: Concepts get older for players faster than for developers. Now you just have people going "it's an MMOFPS SO WHAT." The devs are still trying to make this game better, but they can't do it fast enough. What THEY (the publisher and devs) need is starting to shift their focus as they try to gain time, while long-term stuff is being worked on. Their focus is being shifted to trying to keep new players in the game. I don't know how much faster new content (Continents) would be hitting the game if they were to focus EXCLUSIVELY on it. I'm not gonna make any calls. Chances are it's not much, according to the devs, but A SHITTON according to many voices on the forums. Both sides have bias. Looks like I'll have to listen to both and neither of them. |
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2013-06-21, 07:23 AM | [Ignore Me] #4 | ||||
I want to quote this in response:
Last edited by NewSith; 2013-06-21 at 07:25 AM. |
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2013-06-21, 08:18 AM | [Ignore Me] #6 | ||
Private
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I agree with the definition of Planetside 2 as an Agile Product. I would go as far as to say that this definition is obvious (as long as you have the knowledge needed to use that term, of course).
The problem here is that there are very few games that are so evidently shaped and managed as such; especially so if we just look at games that use first person shooting interfaces. So many of this game's players are not experienced with this style of development, or do not understand what to expect. Regardless, I feel the team gets way too much critique than they deserve. I do think that some of the people on the team may not be experienced with shooter games from time to time. But they're passionate, and learning more and more with each coming update. I can feel it more and more as time comes by. Patience is a good thing. I would recommend this to many other Planetside 2 players. Also, a touch of optimism and understanding. |
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2013-06-21, 08:21 AM | [Ignore Me] #7 | ||
awesome vid Rolfski, anyone who comes to the development forums should be made watch this as an orientation video before they open their mouths... or flex their fingers as it were heh
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-06-21, 09:08 AM | [Ignore Me] #8 | |||
First Lieutenant
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^^^This, I see this video less for SOE and more for those who want to rage quit. Customers/Players seldom care about the process of product development and just want the end result. I'm sure SOE has a plan and is trying to balance this process. SOE made it clear and has been upfront from the start that this is a long term project for those rage quitting I guess they have no patience and stamina for this process. However by punching out and rage quitting they lose their Stake in the development of the game. |
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2013-06-21, 09:10 AM | [Ignore Me] #9 | |||
next to zero! they took all the stuff that didn´t work over to ps2 and scrapped all the things that worked great and made the game so much fun.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2013-06-21, 03:57 PM | [Ignore Me] #10 | |||
Contributor Lieutenant Colonel
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Over time though the shift to reintroduce systems and mechanics from Planetside, such as lattice, has proven to me at least that even if SOE hasn't jumped to straight up remake Planetside, they are at least learning from their mistakes. Not to mention, by the time it's (Planetside) gotten to the point where it is now, 10 years down the road, the game can be incredibly complicated. It's difficult to remember that when you're immersed in the game but trying to explain the intricate gameplay to someone new can be difficult. Launching with reduced complexity has, in my mind, been beneficial for the game. If we picked up right where Planetside left off then I firmly believe that the game would have a substantially smaller player base than it does now. That said, where's mah Global Lattice (with proper cont locks)?! |
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2013-06-21, 04:09 PM | [Ignore Me] #11 | |||
Major
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For instance, when do you think I drew this: |
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2013-06-22, 07:47 AM | [Ignore Me] #13 | ||
First Lieutenant
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I completely understand. I think where the mistake might have been is the fell behind in speed which lead to money drying up. This forced a release with bad architecture. When that happened, their technical debt was enormous from day one. Optimally, they would have released 6 months later and not had the technical debt, but perhaps finances wouldn't allow. What I hope is, in light of a slowed release schedule, that this technical debt is overcome and they can increase the dev teams delivery capacity.
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2013-06-22, 08:12 AM | [Ignore Me] #14 | ||
Master Sergeant
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Neither are the players, but we know what worked, what was fun, and what would keep us playing over an extended period of time.
Instead the devs have decided what THEY think is fun (pump action shotties even though it was downvoted) and it's biting them in the ass (it taking six months for the devs to finally decide to implement the lattice even after toting that the hex was more fun, this as an effect knocked Hossin from it's earliest announcement date from March-May all the way back to August, and Searhus, which the last ETA I remembered was February to unscheduled). |
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2013-06-22, 09:02 AM | [Ignore Me] #15 | |||
Footholds Archetypes: "Food for Thought" (2012-06-14) |
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