- 14:24 "We added telemetry and feedback systems": in game feedback form, all feedbacks are public
- feedback tickets: https://subnautica.unknownworlds.com/feedback/tickets
- 16:00 feedback includes position on map
- 19:26 "people were telling us we were making a horror game, which was never our intent"
- 19:42 on how to set priorities for increasing sales during early access
- "look at your spikes, focus on what makes your game stand out, do more of that"
- every early access update had one stand out feature
- 21:30 on commuication
- reference to talk on "Community and Communication in Games-As-Services": https://www.youtube.com/watch?v=Fwv1G3WFSfI
- 22:20 open trello board to public: https://trello.com/b/yxoJrFgP/subnautica-development
- 23:00 commit messages go life to twitter
- also to dev portal: https://subnautica.unknownworlds.com/changes-and-checkins
- experimental branch is available for players -> 20% use it -> free play testing
- 24:20 sales increased -> because "streamers are your sales people"
- 24:27 on roadmap - "how do you keep your focus and devliver a great update each month"
- 28:56 finally replaced spaceship in background with real mission because streamers and players showed that they wanted to go there
- 29:50 more details on telemetry
- allows to understand what people are doing and in what order -> important to design pacing and progressing in open world game
- "design based on actual data"
- on tools and GDPR
- 31:47 on quality of feedback
- mark "community suggestions" in patch notes
- 32:57 reference to talk on "Luck and Listening" by Chris Hacker: https://www.youtube.com/watch?v=Tvcm3uUbzAw
- 34:05 how to design and present an implicit main story with progressively evolving parallel story lines
- 38:00 on things that were cut
- they were no really part of the core game
- "we never managed to make them emmotionally impactful"
- 38:24 on survivor bias
- 40:00 on open development
- 41:30 "eaely access is a show, gamers want entertainment"; watching a game evolve is entertainment
- also builds trust
- reduces marketing
- 43:43 summary
- emotions
- streamers
- show
- 46:37 on negative feedback
- defending yourself looks ugly
- you want a community that defends you
- 49:09 question: on how to handle long time features with monthly updates
- "if you don't do a monthly update the long tail goes down and people start screaming 'they abondened the game!'"
- 51:30 What do you see in your analytics (hospital cross sales)? - badically nothing apart from sales numbers and countries
- 53:00 What was the cost of telemetry? - "Yeah, well, that was me..."; in game tickets are processed automatically, for example look for word "stuck" and area
- 57:57 How to you deal with player backclash on removed features? - Yes, people got angry when we announced that there won't be any multiplayer. But you wanna keep your freedom. You need to be upfront and need a good community manager.
- 1:00:00 Is early access applicable to every kind of game (e.g. spoil story of story based game)? - Personal believe: it is possible if you structure your game around it.
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Notes on GDC talk about Subnautica postmortem (Jonas Bötel)
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