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turning round your recreation’s opinions, post-launch

[The GameDiscoverCo game discovery newsletter is written by ‘how people find your game’ expert & GameDiscoverCo founder Simon Carless, and is a regular look at how people discover and buy video games in the 2020s.]

It’s mid-week insanity over right here on the GameDiscoverCo E-newsletter. As soon as once more, we’re working round with our heads minimize off, yelling about ‘CCU’ and ‘SKUs’ – whereas regular individuals attempt to keep away from eye contact and go about their each day enterprise.

Happily, you’re among the fortunate initiates who perceive the overly convoluted language of the sport discovery clan. So let’s get going right here. We begin with an interview with a dev who’s labored laborious to grasp and alter the participant’s perspective to their recreation, post-launch.

Pathway & post-launch expectation administration

One thing we’ve been fascinated by right here at GameDiscoverCo? The idea that 90% of video games have a ‘Hype’ drawback (not sufficient individuals learn about it.) However 10% of video games have an ‘Expectation’ drawback (individuals learn about it, however what you ship may not be 100% what they anticipated.)

And we have been fortunate sufficient to speak about this to Simon Bachmann of dev Robotality about his workforce’s Chucklefish-published title Pathway. The sport is a fetching pixel art-based 2D title the place you “unravel long-forgotten mysteries of the occult, raid historical tombs and outwit your foes in turn-based squad fight!”

Pathway’s first month on sale on Steam again in April 2019 had about 350 Optimistic and 210 Adverse opinions – a Blended outcome that might change into an anchor weighing down gross sales. However the workforce saved engaged on it, with solely about 200 extra Adverse opinions throughout its LTD on Steam from the 1,100+ opinions since launch month, a method higher share. (It additionally launched a Swap model final yr.)

So we talked to Simon about a few issues – each expectation administration (why he thinks individuals didn’t get the right impression of the sport at launch), and what occurred after that (the path to bettering evaluate scores & lengthy tail gross sales!) Like so:

After the preliminary 2019 launch of Pathway, it looks as if opinions have been simply ‘OK’, or a bit blended. Do you will have a powerful feeling about why that was – did you launch a bit too early, have been individuals anticipating various things from what you delivered, and so on?

A: I believe it was a mixture of each: we knew that the sport had some tough edges and components we might have favored to have polished up earlier than the discharge. However we have been on a decent deadline because of our finances, so we needed to transfer forward and launch the sport.

We weren’t anticipating that a lot damaging suggestions, although. Together with some improper expectation dealing with on our facet, this led to an unlucky mixture.

We began out very sturdy – going proper as much as the highest on Steam’s international charts. We additionally had loads of media protection and large streamers taking part in the sport at launch. However quickly, an increasing number of damaging opinions began coming in.

And after we lastly hit a blended total evaluate rating gross sales began to take a dive. In fact, we took a really shut look and tried to analyse what went improper right here. The outcome was fairly clear:

  • The gameplay core loop was not as enjoyable as we had hoped, and loads of gamers complained that it felt like a grind.
  • Gamers anticipated a unique recreation with extra content material than what we had. The sport felt repetitive, though it had loads of content material. Principally, we didn’t current it the easiest way doable and that mixed with the sensation of getting to grind… it felt like a chore. Content material typically was simply missing a bit, and we had stretched it too skinny.
  • A whole lot of gamers anticipated an FTL and X-Com mash-up in an Indiana Jones outfit. What we aimed for was a quick paced, approachable turn-based recreation as a substitute. After seeing the media additionally use related descriptions, we tried to alter the best way we communicated the sport. However sadly, comparisons have been nonetheless drawn.
  • Although the story occasions had loads of choices, not most of the decisions felt significant.
  • Some gamers skilled technical difficulties, as our recreation was constructed on a customized engine to assist the visible model we’re going for.

Are you able to clarify what plans you had for post-release content material initially? Did they alter after you noticed the reception to the sport?

We at all times deliberate to attend and see what the gamers loved most, earlier than deciding what we’re going to do subsequent. And we did have plans to have some extra content material after launch.

Earlier than we launched the sport we thought it might be within the type of new adventures. However after the preliminary suggestions we determined to as a substitute deal with making the present content material extra significant and fascinating. We reworked and rebalanced loads of facets of the sport.

How did you retain the morale of the workforce excessive after a blended launch? Have been you certain you needed to maintain engaged on the sport?

Nicely, that was a tricky one clearly. Particularly within the distinction of being the worldwide prime vendor on Steam and 24 hours later having blended opinions and never promoting many copies anymore…

So yea, that sucked. It helped so much that we have been all skilled in releasing video games, and we knew that this was going to be probably the most anxious half. We simply didn’t count on it to be *that* anxious. 😉 We finally simply hunkered down and began to repair the obvious and simple to repair points that got here up. We began speaking as a workforce to seek out out what we will do to enhance the sport long-term.

It additionally helped enormously that we had a companion within the type of Chucklefish. They have been tremendous supportive and helped us to navigate all this. Communication with the group was a problem throughout these occasions, and we relied closely on Chucklefish to assist us with this.

So the primary one or two months have been a blur and we addressed a ton of smaller points. Then we actually started to deconstruct the entire recreation and rebuild elements from scratch. Once we lastly had a good suggestion of what we needed to make, issues got here again into focus. We had a objective in sight and simply labored in direction of it.

We additionally knew that if we managed to get the sport again to a optimistic reception, we had a a lot, significantly better likelihood of creating it commercially profitable. We invested an enormous chunk of the preliminary income from Pathway again into the sport and began engaged on a number of larger updates that basically improved the core of the sport.

Might you establish the key recreation updates you ended up doing after launch, why you determined to do them in that order, and the final reception of them?

Our first main content material replace was “Adventures Needed”. It launched a brand new character system. We additionally almost doubled the quantity of content material you can encounter, rebalanced loads of issues from the bottom up. At this level we had a reasonably improbable group that was additionally invested within the recreation and helped us form a few of these facets instantly.

Apart from including lots of of recent occasions, we additionally touched each present occasion and added new choices to them to make them extra fascinating and really fascinating to play a number of occasions.

That replace was the one which turned across the total ratio of recent opinions being primarily optimistic. We adopted up with extra updates that added a Hardcore mode, controller assist and extra. Across the time we launched the Hardcore mode to the general public we additionally lastly reached an total optimistic evaluate rating once more.

This took loads of time, because it’s almost unimaginable to get individuals to alter their evaluate as soon as they put one down. So you need to persuade new gamers to play the sport and fee it. It’s additionally troublesome to drive consciousness of those adjustments, as media aren’t as prone to cowl information about such updates.

Profitable the German Developer Award for “Greatest Story” on the finish of 2019 proper after we launched the “Adventures Needed” replace generated loads of optimistic suggestions, and it was a really cool method for us to complete off a slightly anxious yr. 😊

Q: We see you added group language assist comparatively lately, and the sport initially shipped in a number of (however not all) of the key languages. Are you able to clarify why you determined to do this?

A: That is an fascinating one. We had at all times deliberate to solely have assist for the 5 preliminary languages, as they have been those that mirrored the participant base from our earlier recreation: English, German, French, Chinese language and Japanese. Sooner or later, followers began to translate the sport into Italian and different languages with out us prompting.

And let me inform you – Pathway is a monster to translate. There are over 150,000 phrases on this recreation. So, one participant contacted us a yr or so again and requested whether it is okay for him to translate the sport to Italian in his free time. We in fact had nothing towards that, and offered him with the instruments he wanted. After that, a number of different individuals began translating the sport, so we made these instruments out there for them as nicely.

To our shock, they really completed translating the sport and releasing them to the group. We thought of find out how to finest assist them get the translations to as many gamers as doable, with out us having to patch them in recreation. We didn’t wish to add the fan-made translations on to Pathway, as this might have required proof-reading and testing assets we don’t have – to not converse of any potential authorized hurdles.

So we determined to combine Steam Workshop into Pathway, in order that followers translating the sport may share their work simply with different gamers. That method in addition they stay in full management over their very own work. The choice was primarily to assist our group who had devoted an enormous quantity of their free time to translate a recreation they loved taking part in. We felt like giving them a little bit of a platform to share their work was the least we may do.

Do you assume the advance in optimistic evaluate % after launch reveals the success of your technique of updating the time over time? Is it additionally that individuals now understood what to anticipate from the sport based mostly on all the opposite opinions – or each?

I believe a number of issues made this a [post-launch] ‘success story’, in the event you’d wish to name it such. With the primary huge replace, ‘Adventures Needed’ we handle to create an objectively significantly better recreation that’s simply extra enjoyable to play than the preliminary launch was.

Second, we put loads of effort in managing participant expectations: One factor we did for instance was a second gameplay trailer we launched with our first main replace. It explains what Pathway is (and perhaps extra importantly what it isn’t), so gamers can resolve if the sport is for them with out having to play it.

This goes again to the earlier level: gamers anticipated X-Com model fight, however that simply wasn’t our objective with the sport. With this video we tried to clear these issues up for gamers within the recreation.

I believe by way of advertising and marketing, making an enormous hype round a recreation is just one facet of the story. Managing expectations on what the sport really is could be simply as vital if you wish to have blissful prospects. In some methods we have been fairly profitable in build up pre-launch hype, however missed the second half a bit. To sum up: I’d slightly have one much less buyer than an sad one.

[We’re GameDiscoverCo, a new agency based around one simple issue: how do players find, buy and enjoy your premium PC or console game? We run the newsletter you’re reading, and provide consulting services for publishers, funds, and other smart game industry folks.]

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