HOW TO SAVE Darketide: Monetization, Content Prioritization - Friendly Advice from a Product Manager

Edit - I thought it might be fun to track the changes made against those I proposed.

As I’ve mentioned before I work as a Technical Product Manager. I had half a big long analysis written up but lets just scrap that. We’re all short on time. Your gameplay is awesome, the product surrounding it is a disaster. As a consequence you are currently eating some pretty bad reviews and are bleeding players. That’s the whole intro.

How do you fix it?
Content. And fast. I will put things in order of priority, and provide some suggestions.

  1. Finish the crafting system ASAP. Top priority. - Finished February 22 2023
  2. Change the item shop. MVP - display one of every weapon available to the player at their level. - Similar solution implemented February 22 2023
  3. Find a way to tie the difficulty of missions to greater item and/or cosmetics rewards. Incentivize taking on the challenge. Give players something to work towards. - Implemented February 22 2023
  4. Mission Menu is a big friction point. I understand what you’re going for here, but you don’t have enough maps to do it.
    4a. MVP always have at least 2 maps of a given difficulty available - similar resolution Implemented February 22 2023 note, the problem remains in a new form via modifiers
    full resolution implemented August 8th 2023 - into the maelstrom
    4b. Reduce run-distance to the mission menu. Fixed by Mods, neds formal solution
    4c. Release more maps, as fast as you can. Why not add new assassinations? they appear easiest to crank out. Implemented May 29 2023 - Rejects Unite
  5. Release the next class ASAP.
    5a. If possible push up your time tables. 1 class this quarter. 2 if you can. 2 each quarter after. Try to close the gap between your last releases and this release. Releasing with just 4 classes feels bad.
    5b. I’ve seen the leaked classes. Sergeant, Gun Lugger, Crusader, Psyker something. Here’s other low hanging fruit:
    * Zealot: Death Cult Assassin: kerillian shade basically. Heck, DCA’s sometimes even use crossbows!
    * Veteran: Specialist: Flamers, Meltas, Plasma guns (oh my!) and a grenade launcher would need to be added.
  6. Design and tease new archetypes and release one by end of year. You can charge for archetypes. Do not charge money for classes, make money on cosmetics for classes.
    6a. People really want: (make big money!)
    * Sisters of Battle
    * Admech - Techpriest or Skiitari
    6b. Low barrier for entry: (consider releasing for free as a sign of good will)
    * Adeptus Arbites
    * Class: Enforcer
    * Add shock maul, and shockmaul + Shield. Can use power mauls. Can use shotguns. Stubbers. Lasguns. Basically mostly stuff already in the game. Most of the cosmetic elements are also in the game I note.
  7. Release new enemies to keep variety high
    7a. Where is the Chaos Spawn? Release it. Implemented May 29 2023 - Rejects Unite
    7b. Why not some kind of squad sergeant that uses a pistol and melee weapon and is more dangerous than the average scab?
  8. Release new weapons with every class and possibly new patterns here and there just to keep weapon variety high. Why not another pattern of Thunder Hammer that has Saltzpyre Warrior Priest’s swing patterns? Just for example. Implemented March 28 2023 - Tools of War

I’ve cut all the chaff from this post and kept it short. If it looks like a wishlist, it is not. It is a curated and prioritized aggregation of what most people would probably be happy with. For more on this please see here:

Happy New Year!

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missing add a scoreboard asap

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I’ll be honest. Your points are valid but misplaced. This would not “save” the game. The issue is that everything surrounding the core gameplay loop is very poorly designed. It restricts player agency. Giving users choice and control so they can cater their experience to their preferred way of playing without negatively affecting others is a core discipline that should be aimed towards. In this case, these things are actively restricted to artificially enforce player retention while sacrificing satisfaction.

From a design point of view, there are many things that REALLY need to be improved before new content is added. If you want to add content on content, you need to have a proper foundation in place. What we have cannot really be called a stable and good foundation. It is super shaky.

Once there is a firm and good foundation, they can focus on adding more on top of it.

For more in-depth: Unfinished concepts? Deliberate restriction of player choice and control? I don't understand

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So Fatshark basically has no product manager by the looks of it… At least you offered them the solution.

I don‘t get it how this could happen after two tide games…

I agree with you to an extent. A good foundation is truely critical. But what i am proposing addresses that point on a rolling basis and provides an actionable set of MVPs that meaninfully improve key friction points in the grind.

A critical reality in product management is that the product is always unfinished in some areas. You always have to make time and priority based tradeoffs. Redesigning the entire loot acquisition and incentive structure sounds great, and it is a real problem. But itll take 6-8 months to design, code, implement and deploy. During that time you will have absolutely nothing new for already agitated players to invest in. You will bleed customers. When youre finally done will you have much of anyone left? Possibly not.

Many players concerns can be boiled into three categories:
Unsufficient content (repetitive maps, 4 classes compared to 13 in VT2, etc)
Unsatisfying loot pursuit system (aka endgame)
Monetization first, gameplay last design

But what are players primarily here for? Mostly to play a fun video game. And there is one here, but there’s a ton of friction points and randomized gates in the way of that experience. I propose here a number of MVPs that could probably be achieved in one or two sprints, thus immediately reducing contact with those friction points and directing players attentions to the strengths of the game. The addition of regular new content will reinforce the direction of player attention to Darktide’s strengths.

An example KPI; most of the complaints lodged against the game are now circling class and weapon balance, instead of meta issues like “monetization” and “rng shops”.

Once you acheive the short term goal of incentivising players to stick around and actually play your game, you can look to the longer term goal of refining the dopaminurgic cycle around loot progression.

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Again I have to disagree to a large portion of this. In essence you are right, just not in this case as the foundation is fundamentally flawed from a design-perspective in disciplines, users dont understand.
Players interpret as deeper design flaws as “not enough content” or similar.

Players are here to have fun, I agree. But that is exactly the point were the existing systems fail. Feeding more content into these systems will make adjusting those systems only harder and more convoluted.

It is short-term vs long-term.

I get you see this from a Product Manager perspective, but I am looking at it from an design executive perspective. You are in essence correct, if there is an at least somewhat functioning framework in place.

There would have to be increased syngergy between the working teams. A lot of smaller issues arise from failed management/direction. For example that the matchmaking prompt to the right of the screen overlays the feat descriptions, so if you want to adjust a build while waiting, good riddance. Or that the descriptions of the hi and lo intensity mutators arent formatted the same way, even tho both have the mostly same amount of characters and certainly allow for same formatting.
These are obv only super minor issues.

Major issues are basic design flaws were player agency is deliberalely taken away to artificially increase player retention to the detriment of satisfaction.

Be it the progression system, the way to obtain gear, the way the emperor’s gift works, the shop works, the premium shop works, the crafting works and yada yada yada. This core issue seeps through pretty much every facet as I laid out in the linked post before.

They 100% NEED to fix the core foundation before going full route on new content. That is the only way to improve long-term health in this case. It is absolutely baffling how these design decisions were even made in the first place. Especially regarding all the things they learned throughout VT2 for example.

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Either way, they need to properly delegate into redesigning and new content. Over time, it needs to shift more towards more content after glaring core flaws have been ironed out (if they will at all)

You are kind of poor Product Manager if you just suggest “more classes, more maps, more enemies, more weapons” without offering a solution where they can get resources for all that. Sure they could hire a hundred top programmers and designers and pump out new classes and stuff every month like another Chinese MMO, but how exactly can they do this?

Well, Fatshark obviously invested quite some resources into hiring cash shop cosmetics team, but since this is long-term cash cow (which is understandable too - people need to paid for all these “more maps” demands and the actual investors want their money back+bonuses for the risk taken), but the micromanagement of priorities while maintaining efficiency is what is their problem. Unless they fix it, they will have a ton of stuff in cosmetics shop to buy, but not enough people caring to do that.

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It seems like they learned exactly nothing from vt2 and from vt1 essentially.

I mean seriously: In VT 2 we complained for the longest time, that there is no targeted “grinding” for specific weapons. But it existed in vt1 in the form of contracts.
I don’t remember their reasoning for the absence of such a system but eventually after A VERY LONG TIME it got added.

Now enter Darktide: We have contracts. And they are the worst. They feel like working. At a shitty workplace!

will it be the same old song and dance again? Community pleading with FS to make the game better and them more or less ignoring us until god knows when? I hate it!

I did the new contracts because i am kind of a masochist. Not masochistic enough for “finish second objective in sector x” though. And the result: I am done. I played one mission toaday and i am out. Kinda Burnt out on the game…

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The biggest one for me is put the conditions(that you have already made) in a frequent rotation. I bet there are many players who don’t even know what ventilation purge is. That’s wasted development. Anyway…

Surprising to see this kind of list from a product manager. Many of the suggestions here are ‘more content, faster’ (eg wishlisting). It should be possible however Darktide is obviously unfinished on release so I have no faith in their ability to meet deadlines, and certainly not shorten them. I honestly don’t understand why game companies struggle with this but it seems that they are at the moment.

I think adjusting the progression systems(crafting, store, mission rewards) is far more realistic scoping for them. It should be possible to fix the store in a week tbh. Add a greys tab that has one of each weapon, done. Remove trait lock from crafting.

Getting into the details of class development…
For a class you need

  • Class Gameplay Design(Benchmark is pretty low for this tbh, Sharpshooter built around grenade spamming why?)
  • 2 Unique Weapons(?)(Honestly this could be the hard part)
  • 1 Unique Ability(Primarily programming, maybe post processing, shader or particle effects, maybe an animation)
  • Some unique perks(A bit of programming depending on how unique)
  • 1 set of cosmetics with variations + terribly designed penances (plausible for an artist in a month)
  • some voice lines(honestly not sure how many the dialogue system is designed, this could be simple or complicated idk, It would require not only voice lines from the classes but other classes talking to the class)

Archetypes are almost the same but maybe

  • Unique body type (plausible for an artist in a month but would need to be staggered, artists cant work on clothing for an unfinished body type)
  • Unique Grenade (Particle effect, some programming, sound effect)
  • More unique weapons(?)(Again this could be where most of the work is)
  • More voice lines

A class every month or two is probably technically possible. Only the difficulty of implementing weapons is highly variable. Weapons also take more design and animation, sound effects etc. Voice lines could be a lot of work idk.

Design and Implementation for
Shotgun Mk 2 - Minor
Hot-Shot Volley Gun - Easy
Long Las - Moderate,(High zoom scopes would be new to Fatshark)
Melta - Difficult, Needs visual effects, Satisfying gameplay, Balance vs Power Fantasy etc

I’ll be surprised if we actually get what was leaked for veteran. I will also be surprised if we see 4 classes a year. I expect a Ratling was in development before release based on how prevalent the dialogue is about it so maybe we get that archetype at the end of the year.

I love this post. Honestly, I’m not sure each of these things are top priority. For example, I think adding a leaderboard is higher priority than fixing the mission menu. And I think that various gameplay fixes should be higher priority than adding new classes.

I have read the replies and I think it would be easiest to simply explain my justification rather than enter each critique line by line. I originally had spent some time explaining my position on why content was more important than redesign, but I scrapped it to save everyone time. If you’ve gotten to this part of the thread then you’re invested now so its on you not me!

Fundamentally I think I have a core strategy difference from many of the posters in this thread. I understand what they (and many many players) are saying and I agree with almost every complaint they make. However as many PM’s know the solution to the problem is not always what the client thinks it is. I do not believe that the shortest road to success (and player retention) is a lengthy redesign of core progression systems, or reworks of systems and classes. Instead I propose amelioration of the most painful friction points by working within what is already there. Then the addition of new features where players are most interested. It is outside of my capacity to know what kind of resources fatshark has and how they can move them around. I do, however, recall listening to the developers discuss their architecture at one point. It appears they have created a highly modern modular system. The stated purpose of this was it would be easy (according to them) to add new classes, voice lines, maps, weapons, missions, cosmetics, etc. My proposal to divert more resources into content as a key priority over other things was based in part on this fact. Ultimately this was the purpose of a prioritized list. My objective is not just “more, faster” but rather to direct the available energy towards the highest priorities, preferably where they overlap with the lowest effort, first.

Alright, lets talk player profiles. By my research so far I have identified several loose player profiles. Though they aren’t :

Experientialists:
Such players are interested in specific experiences. They want to settle in to the story, characters and environments of the universe. They’re the players who ask “hey, can me and my friends be all 4 Guardsmen with lasguns? We’ve always wanted to play that game”. They get excited when they can. An experientialist wants to smell the roses or get those cool gameplay moments. They want to try out all the toys and see what they do.

Grinders:
These players are very interested in getting the best gear. The best endgame loot. Building up that stockpile of max level characters with perfectly rolled gear that suites the playstyle they want, especially when its the best meta build and/or the best possible off-meta build. These players are most driven by striving for perfect ‘endgame’.

Completionists:
These players are your achievement hunters. Their motivating drive is very similar to the Grinder profile except they may have more of an interest in bragging rights than perfect gear. This can, but doesn’t always, include unique cosmetics or paid cosmetics. “I beat all the damnation missions on hi-intensity”. “I got that really hard penance, I got this really cool frame for my character that almost no one has” and so on. Such players are interested in getting to the niche corners of the game and doing the things no one else has, this includes speed runners and your funny exploit finders.

GamePlayers: (I couldn’t think of a better name)
These players focus mostly on the actual gameplay mechanics. Running missions, swinging weapons. They concern themselves primarily with how the experience makes them feel and whether or not classes and weapons are fun and interesting. The gameplay being challenging and giving the player a fun and rewarding victory (or a frustrating loss!) is key.

Now this is just from my aggregation of comments and reviews that I’ve been collating during conversation about the game with various players and fandoms. But these archetypes are, in my estimation, reasonably accurate. I am aware that any player might embody one or more of these archetypal customer profiles but the point is that they are distilled abstractions. The value of these is you can better understand what your customers want. Lets display some paraphrased quotes from players and complaints:

“This game is an unfinished mess that prominently features a completed cash cosmetics shop but not a completed crafting system, effectively gating you from endgame builds”

“I already have fun weapons and love my character. But right now there’s nothing new to do. I’ve done lots of high intensity damnation. I want more maps, classes, weapons. Sure, a better crafting system would be great. Ultimately it counts for nothing if it means I’ll have to do the same things over and over again.”

“Well I got rank 30 in all 4 classes, 90% of penances done, now what?”

“Besides enjoying the difficulty, currently there is no incentive to play Damnation. If completing a Damnation run always results in earning a random purple rarity item, I would be much more inclined to play it”

"I really miss the red quality unique skins for the weapons from V2. They really felt like a nice end game grind to collect and looked epic. "

These are just a selection that I think is representative of common complaints. Here’s a concrete list of compiled complaints that appear actionable:

Complaints

  1. The Incomplete crafting/upgrade system prevents me from engaging with endgame
  2. RNG shop prevents me from getting weapons I want
  3. RNG shop mechanics make getting endgame loot a gamble
  4. There aren’t enough maps
  5. Mission variety is low
  6. Maps have a samey feel and are indistinct or remixes of themsleves
  7. I cannot choose which maps I want to play, especially when new content comes out
  8. I cannot choose which difficulty on a given map I want to play
  9. If a map I want to play has a modifier I do not like I am disincentivized from playing it
  10. My heresy/damnation games are often empty or take a long time to fill with players
  11. Many weapons are not viable in Heresy/Damnation
  12. VT2 launched with 13 classes and Darktide only has 4
  13. When I boot up the mission menu I often don’t feel like playing anything on it
  14. When I boot up the mission menu I feel no incentive to play the game
  15. There are no deterministic item or cosmetic rewards for playing the game
  16. There is no advantage to playing the game especially well
  17. The lack of an endgame scoreboard prevents us all from determining what is and isn’t working
  18. I am still suffering performance problems
  19. It takes needlessly long to load into the mourningstar/lobby
  20. The cosmetics don’t have enough of that over the top 40k feel and there aren’t enough of them

Priorities:
Alright, given all this background lets go to the first 3 items on my list:

  1. Finish the crafting system ASAP. Top priority.
  2. Change the item shop. MVP - display one of every weapon available to the player at their level.
  3. Find a way to tie the difficulty of missions to greater item and/or cosmetics rewards. Incentivize taking on the challenge. Give players something to work towards.

#1 Everyone agrees that endgame is suffering from the inability to (on a reasonable time scale) get good or great or best quality loot items. As a consequence players are stuck interacting with low entertainment systems like random item shops and a general feeling of the game not being complete while the cash shop is. This can and should be addressed first. Before anything else. Implement what was already planned and then lets review it for needed changes after. I would expect this done by end of January.

#2 The item shop’s key friction points for players are in two areas: the first is not being able to get any of a given weapon class due to RNG never displaying it. Some players have reported reaching level 28 before seeing a weapon that unlocks at level 8, for example. A friend of mine wanted to try a voidstrike staff but hadn’t logged on much. Despite around 10 hours of game time he only finally got one as a random emperors gift and to this date still has not seen one in the shop. The other is the feeling of not being able to get good quality weapons you want, due to RNG, thus feeling like you’re standing at a shop doing nothing and you can’t go play missions until you get what you want. Thus adding friction between you and the best part of the game, the gameplay. My proposal here is to take the shortest road to ameliorate the problem. Don’t redesign the shop and everything around item acquisition. Reduce the friction of the shop. Elminate problem 1 by always displaying at least one of any unlocked weapon type a player might have. An even better MVP would be to display one of every possible weapon type a player might have, divided into melee and ranged weapons, and allow the player to see the locked weapons. This would give players a feeling of progress, something to work towards, and knowledge of the scope of options. This doesn’t fix the second set of problems, but it improves it by eliminating the risk of never seeing a weapon of the type you are looking for. Thus shortening the RNG grind. This could be done within a sprint and thus should be done immediately before any redesign of progression and acquisition is attempted. The game is live, FS doesn’t have time to redesign the system while leaving the current one as horrible as it is. Aim for tolerability first.

#3 Finding a way to tie difficulty of missions and their completions to cosmetics and item rewards makes sense. Players often describe getting to the mission board and not having any impetus to click on a mission. This is because once the novelty has worn off a user psychologically needs some push to go bother doing something they feel like they’ve done before. Regardless of the fact that once they start playing they’re going to just have a good time. I didn’t propose anything here because I am not an expert in this particular area. But I might propose something similar to the emperor’s chests. Picking up special items like grimoires, successfully rezzing players, and loot dice/icons dropped by monstrosities are all tied directly to of generating a better emperor’s gift. Emperor’s gifts by default may not even be an item, just more cash. But once a threshold is cleared they generate an item. For example.

Please note none of these proposals are content. They are fixes. They are the minimum of making the game feel “not broken”. But what about making the game feel complete? What about attracting new players and retaining old ones? As a business fatshark needs players to sell cosmetics to to make money. How do you keep those players around? The answer is clearly content.

Content Priorities
Maps and Missions and the Mission board.
#4 I prioritize this next as the key goal of any game (for the players) is to play it. Right now there is a lot of friction in wanting to play. As identified earlier many players don’t find interest in playing the same map over and over again and feel they are very samey which only compounds this feeling. At the same time when new content is released many players cannot play the new content because it isn’t pinned anywhere. Furthermore the current mission board prevents players from playing the difficulty they want to play. In some cases there have been 0 damnation missions to play for example. All of these difficulties have lead players to ask for the system familiar to them in other Tide games - missions select.

However, there’s a key problem, which is splitting the playerbase. Right now DarkTide has 14 maps. Vermintide 2 had 13 maps and now has 24 with all DLC and expansions. I already have trouble getting full missions in Damnation, let alone what would happen if players were distributed through 13 maps at all times, even moreover when there are 24 darktide missions or 36 darktide missions. The mission board compresses the player base by only offering some missions at some times. I propose here two things directly and one to indirectly improve the darktide experience. Always have at least 2 missions of each difficulty available. Release more missions to keep things fresh. Reducing the run time or otherwise simplifying getting to “play game” will help reduce player friction with the somewhat unfinished experience of the hub. Its clear the hub is just a stem of some pretty cool ideas that were cut for time. But the game itself is great. Playing to the strength of the game should be the goal while those elements are added some day. So make queuing for a game easier and faster. I did neglect to mention this but I think a function that pins new maps with a difficulty select on release would resolve the irritation with the mission board that happened when Coms Plex was launched.

This is where I start to get into
Monetization:
Companies need to make money to keep making content. On an ongoing basis. A single set of sales is not enough to keep a studio going forever. Cosmetics is the new subscription model. (I’d prefer subscription models personally). By releasing interesting cosmetics that attract buyers the studio keeps their art team employed and rakes in cash to work on gameplay and other functions. This isn’t a bad arrangement for players despite all the complaints of predatory practices. As long as the developer never forgets that it is fun gameplay content that attracts their playerbase and underpins their cosmetics sales. When a business forgets this, games die on the vine and no one gets what they want.

#5 Its impossible to escape the comparison of this game to previous titles. A lot of negative reviews and even positive reviews make this comparison. Vermintide 2 had 15 careers (classes) on launch within 5 characters (archetypes). A lot of people feel like content was simply withheld from the final darktide product to be later drip fed with low effort. Others feel this was simply incompetence. I have no opinion here, my point is what players believe has reputational aspects to it. Especially when players are complaining about the cosmetics store being available at launch while so much content appears to be missing when compared to the last release. This negative press AND lack of class playstyle options are inevitably going to harm the game’s player base both in recruitment and retention. It is for these reasons I propose a priority be given to releasing new classes and as quickly as is realistic. Eschewing any kind of planned drip fed system or if at a minimum clearly stating that no such methodology was applied to the game design.
#5B I also propose what I consider to be a focus on classes that are both low hanging fruit and will be visually (cosmetically) distinct. A Death Cult assassin should be within the development tribal knoweldge, just steal Kerillian Shade. Weapons might be harder. Give such assassins a power blade (powered dagger) and a 2H mono sword and 2 daggers/knives and maybe a crossbow and hunting rifle, needle rifle and pistol if you’re feeling frisky. But why this class? Because it is very visually distinct. Cosmetics I have seen for such assassins range from skin tight bodysuits/catsuits (for men and women) to hive scum clothing with chameleoline cloaks. Such a class would be unique in play style AND in cosmetics. Allowing Fatshark to attract a broader base of players to pay for things.

#6 I propose new Archetypes within which classes could be generated. I do not think classes should be paid content. I also do not think slots for classes, assuming they aren’t like Careers, should be paid either. However Archetypes should be. Archetypes should be bigger departures from other classes where voice packs, cosmetic armors, new weapons and more will all be required to be built. This extra level of effort to initiate the new archetype, from a business perspective, likely requires some measure of cost recovery. However new classes within that archetype should still be free and thrive mostly off of cosmetics sales.

The Adeptus Arbites: Enforcer is the lowest hanging fruit. They use classical equipment similar to the other characters. Shotguns, Autoguns, lasguns, etc. Most of their cosmetics are already in the game from the shield to the armor. Enforcer also most easily fits the scum-to-acolyte story we already have. While other archetypes are better suited for more of a level 30+ experience.

The Adeptus Sororitas: The poster girls of the chamber militant of the ecclesiarchy and frequent allies of the Ordo Hereticus. Such an archetype and classes all make sense at the level of Acolyte and beyond. The equipment of a Sororitas is not so far outside the bounds of what our acolytes might expect to use at the levels we are at. Bolters, Flamers, Chainswords, Power Swords. The main advantage would be in power armor (tankiness) and whatever faith powers are used as class abilities. Godwyn-Diaz bolt guns, according to my Dark Heresy book, have 30 round magazines rather than the 24 round magazines of the bolt guns we current have access to. Classes could include Sister of Battle, Repentia, Celestian, Sacrescen or even Hospitaler. I would avoid Seraphim. Radical movement changes really can harm a games look and feel.

The Adeptus Mechanicus: Scitarii or Explorator (or other kinds of low ranking tech priest) are known to work with the Ordo’s and not just as consultants and administrative officials but even as cell members. It is easy to imagine the inquisitor’s retinue requesting a member of the Scitarii or Priesthood (level 30+) to assist in defense of the hive and its sacred manufactorums.

But the biggest reason for these last two is because every conversation I enter on the subject of Darktide always has someone going “Man I really wish they’d add tech priests, or scitarii or sisters of battle. They’re so cool!” Everyone wants them, and everyone is probably willing to shell out money for them. That sounds like a win/win.

Alright. I hope I’ve adequately explained my thoughts on these matters and how they tie in to a monetization system that gives both the players and fatshark what they want.
I might come back and try to edit this for brevity but that’s enough time on this for now.

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Easy, someone came on to the team offering player retention and better returns, only to have it backfire. Someone tried to make darktide live service gaming. Vermintide Players don’t want live service gaming. Heck most live service players don’t want live service gaming. Its all a question of when people burnout. It turns out that right now, its really fast.

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Now that’s an excellent analysis, much more useful and detailed than the starting post.
Agreed with most of the points.

Agree with like 95% of your ideas here :slight_smile:

Would love to have you read (https://www.reddit.com/r/DarkTide/comments/102demo/darktide_feedback_essay_or_smt/?sort=new) and hear your thoughts on it in light of this specific post, maybe crossover points or similar. IF you are interested.

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Yep, first thing in my mind too. Crafting and scoreboard are top priority for me, along with better rewards for T4-T5, and a material converter. That would keep me motivated to keep playing the game, specially in T4-T5.

Wasn’t that part of the promise for Darktide? That at least someone premium cosmetics will be obtainable through playing the game - ability to earn the premium currency?

I took some time to read through this post in detail. It was fairly long and I had a busy week so you’ll have to forgive my delay. I want to start off by saying I pretty much agreed with what you wrote. What’s interesting, to me, is the priority with which you gave things attention. I think it pretty clearly demonstrates the difference between Product and Design. As a brief aside before I dive into key points that caught my eye, I’d like to recommend you enumerate your points and perhaps even provide a glossary. The post is long so it may help to summarize.

In your first example, and I realize this is intended to be illustrative of a principle, you choose to discuss UI element placement. These kinds of details can be important to the overall feel of a game. Aesthetics are key to a good gameplay experience. Darktide could have all the same systems but without the art and sound direction the gameplay would feel hollow. Still, I wouldn’t have put it at the top of the article because it just does not strike me as a key concern. It isn’t focusing on what is most important to the players right now. I think that is the generally criticism I would have of the whole article. There are all kinds of valid criticsms, but they are unprioritized. Mixed together with Quick Travel shortcuts is a complaint about the matchmaking prompt getting in the way of feat descriptions. The first of these two proposals is a direct friction reduction for players getting to the play button and avoiding the weakness of the Hub in its current state. The next item is a minor UI consideration. Both matter but which should draw the reader’s (and ideally the Developer’s) attention first? We all know what is important to the players right now:

  1. The feeling of incompleteness and the factual reality of the incompleteness of the game systems
  2. The feeling of padded and insufficient content
  3. A lack of agency in grinding for endgame loot
  4. The inability to play missions that you want to play, or even at the difficulty you want to play
  5. Lack of incentive to play missions (despite how fun the game actually is in a mission).

Basically, if you brought me this list as a Product Manager I would filter it against the highest priorities and the developer/designer resources. I don’t know how the team is structured but not all developers do the same work. In theory some of these design elements could be fixed without negatively impacting content and bug fixes. If it were me I’d go for the big impact, low effort, stuff first. That’s basically what I do for a living, figure out what that is, and say “do it”.

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Thought it might be fun to necro this old post and see how Darktide is doing compared to what I would have expected would rescue it from the declining reviews it had in January.

It looks like we’re running about 1 quarter behind my timeline on most points. Even if we call my timeline aggressive, it seems like we’re running far slower than might be desired and not responding to changes on the ground very well. The key call out I would make is that while the list is mostly ordered in the priorities I think were critical in January I did say at least 1 class should come out in Q1 at a minimum and I assumed that the team making maps would not be interfering from a personnel resource perspective with anyone working on classes.

Having partially addressed 4a. and 4b I would have delayed 4c to focus on 5. A new class, even partially complete (say a single feat tree) would have been far more important to adding flavor to the game over the addition of a new map at this point. Not that I do not love the new map, its great. The team clearly worked hard on it and props to them for a job well done.

Crafting was completed fully 2 months after it was promised and continues to be a major friction point for the customers and is essentially gating off a great deal of content from otherwise interested players.

Tools of war was a good patch.

Proposed actions: Keeping in mind fatshark’s development pace…

  1. Crafting probably demands amelioration now, #breakthelocks.

  2. The key focus should remain on adding content. This will help the game feel alive and as a business Fatshark can then justify to the more icy players why they should buy cosmetics.

2a. It is critical to release 1 preferably 2 new classes. It is worth considering releasing 2 classes with reduced feat trees over 1 “perfect” class if this will actually save time. Variety is the spice of life and the 80/20 rule applies here. This will require careful handling of the messaging.

  1. The mission difficulty selection issue should be addressed as a key friction point but it is not more important than giving people access to the content that is already there by ameliorating crafting and it is not more important than giving people new ways to play the game (classes). It shouldn’t be a big lift though so weaving in a hacked/basic/adhoc solution seems smart.

This is actually my highest personal priority but this isn’t about me.

  1. underperforming weapons, especially iconic ones like chain weapons, should receive a balance pass. This isn’t exactly adding content but it refreshes content with relatively low resource investment.

  2. Resource siloing on classes is a critical progression issue that needs to be addressed, not necessarily before the first few classes are released but certainly within the first few months after they are.

  3. Crafting should be reviewed for a full rework in Year 2.

  4. Mission and Difficulty select should be reviewed for a full rework in Year 3.

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