What The Gaming Community Can Learn From 2014, Part 2: Devs And Publishers

Reflecting on the past year is the best way to grow and make the upcoming year a great one. Doing just that in the gaming community could make 2015 one of the best years us gamers have ever experienced. In this two part series we’ll be looking at what the gamers and the game creators can do to improve the gaming community as a whole. In part two, we’ll be focusing on the game developers and publishers. What can they do on their end to improve the video game community? Let’s take a look!


Being Upfront

My first point has to do with the games’ marketers. I understand that it is their job to make sure their titles trend and get huge numbers across the internet, but selling the gaming market on a game that doesn’t meet the expectations that they’ve set only hurts the relationship between these companies and their consumers.

My advice would be focus on what the game does or innovates on. For instance, if your game is all about exploring and a great art style, then sell us on both of those things. If I pick up that game and am expecting a game where you explore the world, but not much else, I won’t be let down because I wasn’t expecting the world.

On the flip side though, if these marketers go out and tell us that the same game is going to change how we look at console gaming and a we’ll be emotionally moved unlike any other game ever and the title turns out to just be a plain, exploration game, they will experience a tremendous backlash.

I think that’s what the problem with Watch_Dogs and Destiny was. The gamers were told by these companies that these two new IP’s would make tremendous changes in their respective fields and when all was said and done, not many gamers felt that there were any key changes. I believe that if those in the marketing departments of these studios would just be more upfront and honest about what their game does well and right, then the general gaming community would eventually start to trust them.

 Setting Realistic Launch Dates

The big one for me is that these companies start to announce games wit realistic launch dates. I’m fine with delays when a developer puts that time to good  use, but I would rather have had a later launch date in the first place. These developers need to give themselves more time to work with.

I don’t know if it’s a cockiness, or publishers and investors pushing down on these studios, but I think that these developers get too confident in themselves and set a launch date that is too close. I believe that we saw this so much in the first year because many thought that they were just programming for mid tier to low end PC’s. Although both the PS4 and Xbox One are just that, I think that creating these games for them turned out to be harder than the developers actually expected.

For instance, we all know that Assassin’s Creed Unity shipped way too early. I can’t say for sure if it was those in upper management at Ubisoft pushing for an early release, or maybe the dev team just got lazy, but the game just wasn’t ready to be played in the state it shipped out.

Although I personally didn’t encounter any crazy bugs or glitches, seeing the number of patches and the size of those patches really makes me scratch my head as to why Unity was allowed to be released in a state where patches could replace entire portions of the game.

So those are my two pieces of advice. I hope that you all agree with me that these two aspects can come together to improve trust in these developers and publishers will improve and in turn, improve the general state of the gaming community.


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