Just a little (maybe longer than I expect) note on the relative silence of GBX Devs.
There are very real reasons we don’t hear from the Devs often, I will list a few here:
- Timelines in a game like this are fluid. You might believe you can make a change in a week, and discover it actually takes three. Even giving rough estimates is dangerous because you’ll be held to these.
Funny fact – most public works projects (bridges, roads) go wildly over budget. What’s funny is that these budgets are already padded because everyone knows that they are going to go over.
- The last thing you want as a developer is for a journalist to read something you mentioned in passing on reddit/forums and write an article that you can’t back up because of point 1.
This is a very real concern, and can make you look really silly if it happens.
- There are many people with many different priorities involved in making a product such as this. As a result, timelines and even priorities are apt to change wildly as one group gets their way over another.
Marketing wants different things than the creative team, who want different things than 2k. Everything is about politics and compromise, even the people who should know what is going to happen, don’t always know.
- Bad communication is worse than no communication.
You might not believe me, but if GBX were to start promising things and missing those deadlines, people would be even more upset than they are at the silence. When you are dealing in a world where priorities can turn on a dime and timelines are fluid, it’s often better to just shut up until you know for sure what’s happening.
- There are concrete plans in place for how certain things are communicated.
Even when they know something is going to happen, sometimes they aren’t allowed to talk about it. This happens for various reasons, but it’s usually an edict coming from the top down.
- “Small” fixes are rarely ever small.
The Law of Unintended Consequences and The Law of Large Numbers run rampant in projects like this. Even if something looks like a simple fix on paper, until you know the architecture behind how it is implemented in code, it’s difficult to know how hard it is to make that fix without blowing everything else up.
Not only that, balance fixes are even more difficult because small changes can have a massive effect on how the game plays, effects you can’t know until the change is released to a large number of players.
I’m sure that it’s often a case that balance fixes get re-worked four or five times before they are made live, the last thing you want to do is communicate the interim steps, because people will believe in all cases that those are the final solutions.
I know people want to see more communication.
I want more communication.
I also want all the DLC to be released tomorrow, but it’s really, really hard to make that happen sometimes.
I think the best thing we can do is to keep posting constructive criticism and know that there are people looking at all of it, and that those people want this game to be a success, as much as any of us do.
Thanks for the time.