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In questo trailer di Sea of Thieves l'executive producer Joe Neate e il community manager Cameron Thomas spiegano la gestione dei feedback provenienti dal pubblico.
Trascrizione
00:05Sponding to player feedback is obviously a big part of Sea of Thieves.
00:08We've always talked about how important it is to get the game into players' hands early.
00:13We can start testing features and testing how things are going.
00:15We're very much still building that core feature set.
00:17So although we're in that technical alpha phase and we're very much testing the early game loop,
00:22we're very much looking at are the features behaving as we're expecting?
00:25And as long as they broadly are, we're like cool, great,
00:26and we're moving on to building the next part of the core feature set and the next part.
00:30And so as the project moves forward and that feature set fills out,
00:33the balance of how we deal with feedback and how we prioritize it
00:37is probably going to start skewing a little bit towards more and more feedback orientated and player orientated.
00:42Yeah, so after I've collected feedback of what people are saying in the forums,
00:46condense it down into specific feedback points like someone said,
00:50the blunderbuss is too slow to reload.
00:54based on like the amount of people that have agreed with a certain piece of feedback or,
00:58you know, have responded to that piece of feedback,
01:00we have an intensity number and then we'll go back into the database of all our tasks
01:05and then we'll add a feedback item and that will have an intensity number attached to it.
01:08So based on that, we can have, say the designers, for example,
01:12they can then look at that and say, okay, so like you say, like the blunt bus feedback,
01:16that's really high in intensity. Maybe we should look at this.
01:18So it's quite a granular way of just basically understanding what are the biggest talking points in the community.
01:26And I think just having it as just like a hard number really helps.
01:30Oh, it does, it does.
01:30Because our roadmap is very visual in the way that we present it, right?
01:34Each kind of feature or user story, it looks a little bit like a post-it, right?
01:38Doesn't it? On our roadmap.
01:39And so you can see them laid out in terms of each delivery that we've got planned.
01:42And two of the ones with highest, kind of the highest numbers, that one is the voice work that we've
01:46got going on now
01:47about how better to kind of display the people using voice for people who aren't.
01:50You know, like we can give them feedback as to why if they've not got a mic plugged in
01:53or their mic's not functioning properly or whatever, or they're not set up.
01:56On the other hand, there's the non-verbal communication system has almost equal amounts of points, I think, right?
02:02It's intensity.
02:03And, you know, and it's us, it's our skill as developers to kind of go, what's our priorities?
02:08What are the things we feel are most important at this stage to kind of go ahead and prioritise?
02:11And that's probably one of the most challenging and has a lot of debate internally in the studio, right?
02:16But it's really cool that we've got this system that allows us to see that it's important.
02:19So we'll never forget because it's got this big flashing number on it, right?
02:23Yeah, exactly. It's true.
02:23Probably a month or two ago now in the forums where people felt we weren't being open and transparent enough,
02:27you know, we did a post about one of the top talking points, which was the personal combat.
02:32And actually recently Mike Chapman, our lead designer, did another post about first versus third person
02:36and the kind of design thinking behind why we want to go first person, why the immersion is so important
02:41to us.
02:41You know, that's very much based on feedback from the community, right?
02:44Yeah. About how we're interacting, the kind of information we're sharing.
02:47And I think there's been a really positive reaction to both of those posts
02:50and it's definitely something we want to do moving forward, right?
02:52That's quite an easy way for us to actually get out there and reach a broad set of people
02:55and answer some of the top talking points, right?
02:57Yeah.
02:57So, yeah, there's lots of different ways we can react to feedback and questions.
03:00Yeah, I think so, because responding to people and letting them know we are listening to them
03:04and just trying to see what we can actually answer right now is just as important.
03:08And seeing, you know, the amount of reaction, like, oh, just thank you.
03:11Like people saying, oh, thanks, you know, it clears things up for people.
03:14With a game like the game we're making, obviously there's all the work that, you know, us as a dev
03:21team are putting in,
03:21but I think without the players it's, you know...
03:24It's meaningless.
03:24It's meaningless, isn't it?
03:25If you don't have players playing your game or caring about it, what's the point, right?
03:28Yeah, exactly.
03:28Just, you know, don't be shy, basically.
03:31You know, just send your feedback.
03:33It can be on our videos, it can be on the game.
03:35We want to hear it.
03:36We're creating this game for players, we're going to be listening to them
03:38and we're going to be shaping this and adjusting things and tweaking things moving forward
03:41based on player feedback and what players do in our world, right?
03:44Yeah, 100%.
03:45So this game is for the players, right?
03:48Yeah, it is.
03:49Is that Sony's tagline?
03:50Oh well.
03:52Oh well.
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