Hello everyone,
I’ve been monitoring this (and other forums) for a while mainly as a lurker. At the end of it, 90% of the complaints people have (and I share) are about the weird design decisions the studio has made - especially when comparing it to the state of VT2 and the experiences that they should have had from their previous product.
Now to me there is a certain trend that keeps getting clearer in clearer the more people discuss this and this is the following:
The games launch was too early. If they could they wouldn’t have launched on the date where they did.
And I think if you ask the Devs at FS they would agree! Not about the brass and business roles at FS but the hands-on developers and designers. I think this was a pure business decision.
I’ve been working with software and software development (albeit not gaming) for a long time now and I can see some trends here.
Most of the mechanics that we as players find odd / a regress from VT2 are not by accident. I can not believe that anyone that works in this field will disregard any learnings from previous projects and completely disregard them just bc it is a different setting. They are deliberate decisions made for a specific reason.
And the reason is (imho): they want to buy time (…and get some MTX money while they are at it)
All these randomness and time gate mechanics seem like they are an obfuscation attempt to pad out the game and buy FS some time they need in order to get the game to the state that “they” envisioned it to be. They have been slapping ridiculous amounts of these padding mechanics on top of each other to a point where it tarnishes the player experience and undermines their reputation as a development studio. And I think this is where management gambled too high.
I can not believe that people at FS sat around the table and decided to remove player agency and well-designed systems just because (… don’t nail me down on this… I do not know what to expect of FS anymore).
- Remove the ability of players to select specific missions
- Make various stores work through a countdown (and randomization)
- Make the gearing process (“Emperors Gift”) ultra-random and unreliable
- Eliminate crafting
- Do not share weekly progress between characters // do not share Curios between characters
- Lack of deterministic crafting outcomes // crafting systems
- etc…
And what do all these things have in common? They are layers of padding. There is no “good” thing about these design decisions. They are all objectively badly designed and bring no element of fun or engagement to the table.
This is such an odd and monumental regress from what we already had in VT2 that I can only see two reasons for this:
a) They totally messed up their Project Management and are now reeling to get more time.
Which I can see after the many launch-date-postponements. At some point along the development cycle Product/Project Management is going to raise the point of “how many more postponements can we do without losing face and what is the reputational/monetary loss/gain if we push something, not 100% finished out vs. we are losing player/buyer interest”.
(imho this is the more likely reason)
b) They stuffed their team with Gacha/Mobile-Game devs/managers and wanted to try more aggressive MTX systems. At the moment the mechanics (not the core gameplay) looks and feels 1:1 like a f2p mobile game (and before this is brought up: I don’t see Tencent as the culprit here. I think this would still be with FS).
Just layers upon layers of countdowns, resources, and rng. Sad.
Whatever the reason might have been, I don’t want to defend FS here. What I would like to get out of this is a discussion and (most importantly) some feedback from FS themself.
In my years as first a developer and then a manager/business owner in the IT world, I advise FS to be a bit more transparent. I do not think you can just “sit this out” and keep working in the hope of winning back the good reputation of your company.
If my assessment of point a is right, make a statement. Have an open and honest discussion with your player base. Or at least please explain to us what exactly the design philosophy of Darktide is since you keep referring to it in your “Update posts”.
I honestly feel like game dev took some of the business processes and practices from regular software development but did not go “fully professional”. The expectation management (which should not be with the CMs imho) is really really really not good - but it is so important!
This post could go on for much longer, but I leave it at this.
I am looking forward to the discussion.
and @ FS: if you need someone external to come in and get this whole mess sorted out, you know where to contact me. I’ll even do it for a “friends and family” discount.