This interview is fascinating to read, further validating the view point that this developer doesn’t care about its players. At first, I was under the impression that perhaps there’s a communication issue via players and developers - maybe community managers aren’t doing a good job of relaying our feedback; hence why some things don’t get listened to, but after reading this; I now understand it’s not the community managers are doing a poor job of relaying information, no, it’s that this developer actually doesn’t like its own fans. The developers detest our guts. They see us as a nuisance. A germ to be abhorred. Indeed! What a shocking truth this interview has beholden me to! My senses are being over stimulated by this revelation of truth and despair! It’s all too delicious!
Let’s start, shall we?
Exhibit A:
“The creators explain some concerns that it is difficult to develop for PC, where there are a lot of hardware combinations to take into account. A bug that affects half a percent of users may never be detected in the test environment, while it becomes abundantly clear when hundreds of thousands are running the game.
…
but I don’t know how it would have been solved before”
The pre-order beta was handled poorly. This is a fact. You can’t argue this. I personally was having awful performance issues which lead to terrible experiences in-game. Fps drops were down to sub 40s then swinging back to 70 fps, sometimes it breaks 100 fps threshold then drops; it’s inconsistent. It was so bad I almost puked a couple of times. See:
The developer response to the performance?
They dedicated a blog to how to optimize PC settings - gee thanks, it’s not like I’ve been PC gaming for years and not know how to look into the config file within the game’s directory in order to tweak the game’s settings. Furthermore they would later release hardware specifications of what is required to run the game. The moment I saw that list I knew something wasn’t right. For Pete’s sake, Darktide requires hardware that most users don’t even have access to. As is clarified in steam’s survey: Steam Hardware & Software Survey
Later responses would downplay the issue or put the blame solely on the consumer.
They’ve received many a report about this and yet refused to delay the release. From Closed Beta to Pre-“Beta”. You should have delayed to address these issues.
Exhibit B:
"Fatshark invests long-term with Darktide
…
It should feel like a live game, where it’s exciting to jump in every time because you never know what’s going to happen”
Oh how easy one can misconstrue this statement. The implication here is focused mainly on the cash shop. They have no content to speak of, except for the cash shop. It’s the only “feature” that is fleshed out, semi-works, and has content in stock for it. Fatshark’s priorities is monetization. This is what live service entails to them. It’s not about delivering content within a timely manner for fans, which has new complete features that serve to enhance the player experience. Consider the following: Darktide didn’t even have a Christmas or New Year event; for a live service game, that’s hilarious. Usually these events are supposed to be prepared in advance, but you know what was prepared with loads of content: cash shop, baby!
Exhibit C:
“Like its predecessors, however, cooperation is still the focus when you together with three others shoot monsters en masse.
…
It’s a legacy we got from (zombie game) Left for dead. There are probably a lot of people who don’t really get it when they make a similar game. You have to let the game require you to cooperate.”
Why is this worth highlighting you ask, because the so called penances are a nice cherry on top to this statement. You’d assume this developer has breached a new undertaking in cooperation that no game has ever reached by the statement; but nay I say, for penances that serve to create an unwelcoming environment for players is not cooperation. Penances that force players to work in anti-team play-style is the antithesis of cooperative play. A weekly quest system that incentivizes people to play on lower difficulties thus ruining the fun of unskilled players is not cooperation. Then there’s the awkward coherency system which is exactly the opposite of fun.
Of course, can’t forget the balance between classes which hurts that whole cooperation design.
Exhibit D:
“Magnuson says that he is satisfied with the response that Darktide has received.”
Yes, having a player base as low as 8k players is satisfactory - not even a full month into release, mind:
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Having a 59% overall steam score, which continues to drop, is satisfactory:
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As I said in my opening paragraph. They don’t care about us. They made a profit from the simpletons who spent money on the cash shop as well as the sales from the game. That’s what they consider as a success. This is what he’s referring to as satisfactory. Not from us telling them this game is an unfun experience. Not from us exclaiming to them that Darktide is a downgrade to Vermintide. They don’t care about the poor reception this game has been receiving from the community. Darktide is a cynical product blatantly manufactured to reap you of your hard earned monies. They pushed for a holiday release for a reason. They ignored feedback for a reason. They implemented a cash shop on day one of the game’s release despite the technical issues that plagued the game, for a reason. They burned their Vermintide community for a freakin’ reason.
A most cynical, sinister, insidious reason that.
Exhibit E:
My favorite part:
“Fatshark has used the lessons learned from the previous games to build Darktide from the ground up with the plan to grow the game”
Oh really! Tell us more about the incomplete crafting, inability to select missions, inability to customize difficulty to one’s preference, lack of solo host, inability to outfit bots, no scoreboard, no optional game modes such as Chaos Waste, Fortunes of War, or Deeds - I can go on and on.
Conclusion:
Once again I am disappointed in video game journalism. From the embarrassing PC interview to this. Journalism is supposed to be asking the hard hitting questions. Putting these companies to scrutiny. Applying critical analysis processes to the information that a company releases. Instead, video game journalism has been turned into a farce. A marketing tool used to advertise rather than scrutinize. It’s this weakness of being afraid of losing access to pre-release versions in order to get an article out early for clicks. It’s this inherent flaw of being afraid to scrutinize for fear of someone losing their job. All of the above has turned video game journalism into a mockery of affairs.
As for Fatshark, remind yourself why Arrogance is a sin: it blinds you to the truth. Remember, overconfidence is a slow and insidious killer.