00:06Grazie a tutti
00:32Grazie a tutti
01:05Grazie a tutti
01:07Grazie a tutti
01:15Grazie a tutti
01:45So for example when we revamped Black Castle we decided to try and focus on team work
01:50We wanted this to have a team going inside this dungeon, having a bit of an Indiana Jones experience for
01:56this dungeon
01:56And feel that we really had to work together, we had to be cooperative and enjoy this as a team
02:03Not only throughout the dungeon, not only throughout the dungeon to be able to go through each of the rooms
02:09There are lots of traps and lots of things that we need to figure out, lots of things that, you
02:13know, require some certain abilities from certain players that others actually cannot do
02:17And each of them will actually find their own strength within this dungeon as we play through
02:22So what I get the team to, or ask the team to focus on is very much on always asking
02:28the question, is it fun?
02:30Remembering that the players are here for a reason and that we have to make the content fun, interesting and
02:36dynamic for the players
02:37If we can get that right, everything else kind of slots into place after that
02:41The players were a lot happier with the dungeon after the revamp compared to the way it was just after
02:47launch
02:47And it actually gave us a bit of support knowing that we are going in the right direction
02:51We were actually doing things that the players wanted to see and that people enjoyed playing
02:55And this is something now we really keep in mind
02:58It's good when the players actually tell us when we're doing things right
03:01Because we're going to try and do it a lot more in the end
03:10Lastly, we've worked on a new RPG system for the game
03:12A lot of the feedback early on was that the items and statistics in the game didn't really mean enough
03:17to the players' progression
03:18They didn't feel that there was enough of a motivating factor there
03:22In how the items and statistics played together to allow players to develop their characters
03:27So with that in mind, we developed a whole new RPG system
03:30So that the items and statistics that you see on the live servers now are much more meaningful to the
03:35player
03:35And they're actually able to feel a sense of progression as they gain levels
03:40And gain new armor and items and weapons as they move along
03:50I really feel like there's a lot of content in the game
03:53And there's a lot to be done from levels 1 to 80
03:55But what really keeps players after they've reached level 80 is the community
03:59And that's really what ties a massively multiplayer game together
04:04And so the dynamic team is really looking at how to tie players together
04:09And really get them to feel like their choices in the world are meaningful
04:12And the players around them are more the game than the monsters and the dungeons
04:18And that's the flavor
04:20But the community is really what drives a game like ours
04:27I think we're definitely seeing a positive trend in how the players are reacting to the game
04:31I think the players are acknowledging the hard work that the team are putting in
04:35We've been going to great ends to listen to the players
04:38And make sure that we take their feedback into account
04:40When we design the new encounters
04:41When we design quests
04:42When we've made the RPG systems changes
04:44You know, that feedback channel is very, very important
04:47Because at the end of the day, I can sit here and make videos
04:51And talk to the press and interviews
04:52And say how great the game is as much as I like
04:55Nothing beats that player experience
04:57You know, trying it for yourself
04:58You know, so the one thing we can say to players is
05:01You know, don't listen to me
05:03If the game's any good or not
05:04Listen to your friends
05:05Listen to the people who are playing the game
05:07And more importantly, try it for yourself
05:12And more importantly, try it for yourself
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