🐱 Game Developers Say It Helps When Fans Realize They’re Human

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
CatParty


When Cyberpunk 2077 was delayed in October 2020, no one was more disappointed than the developers. Already working 100-hour weeks and crunching hard, the developers at CD Projekt Red were suddenly flooded with an internet-wide freakout topped off with death threats.


Gamers behaving badly online is a depressingly common and decades-old problem for game developers. A big source of the vitriol is the disconnect between creator and consumer: most gamers haven’t got the slightest clue how games are made, who makes delay decisions, or why.
Now, some developers are using Discord in an effort to help protect themselves. Discord, a chat platform where more than 140 million people—mostly gamers—log in every month, is becoming an important channel for community building during development. Developers tell Motherboard that connecting with fans humanizes the game development process and can help shield dev teams from backlash and abuse. A motivated Discord community can also help report bugs, weigh in on ideas, and build momentum for a strong launch.





Wisdom of masses​





"When we announced Descenders … I wanted a place where we could essentially collect feedback together, just generally get players' thoughts on it," Mike Rose, director of the game publisher No More Robots, told Motherboard. "Very quickly, it became clear to me what the benefits [of Discord] were. It's very easy to collect together a lot of people who cared about this thing."


Unlike other chat and video call platforms, Discord allows for permanent servers that function as chat rooms for members, who can then jump into calls with each other. This gives game developers a permanent chatroom to build a community around. For Descenders, a downhill mountain bike racing game, members of the Discord community provided bug reports, early feedback, and an immediate adoption of modding tools to build community levels and mods. After Rose saw how helpful the Descenders community was, he set up another server for the next game published by No More Robots, the Brexit simulator Not Tonight.
"If someone has joined a Discord server for your game, it automatically already means that they're quite into it," Rose said. "It's very easy to like a tweet and never see that tweet again." Joining a Discord server, on the other hand, usually requires a few steps. Many Discord servers ask new members to click a button or type a phrase to confirm that they've read the chatroom rules. Just putting a few small hoops to jump through immediately weeds out people who aren't really interested. The result, Rose said, is a population that "probably gives a shit" about the game in a way that Twitter followers and Facebook fans may not.
As that population fills out with thousands or tens of thousands of people, the informal structure of the Discord universe starts to emerge. Different channels are set up to funnel ideas, fan art or players looking for groups to the right areas. Moderators—usually dedicated members of the game community—are empowered to make sure rules banning hate speech or pornography are followed. Crucially for developers in the early access stage of development, the community turns into an army of volunteer testers and bug reporters helping to make the game better.
This is especially important for any ongoing game, like a sandbox or open-world game, which will be supported by updates for a long time—exactly the kinds of games that are drawn to long periods of early access development. The squads of volunteer beta testers are less useful for a one-and-done story game.





Humans work here​





Speaking to Motherboard from offices in Sweden, Jace Varlet and Snutt Treptow are the community managers for Coffee Stain Studios. Coffee Stain's factory building game Satisfactory is a serious success enjoyed by a massive community—including 150,000 gamers on Discord.


But becoming a viral success in the video game world can come with a lot of new problems, namely: harassment and abuse of the developer team. According to Varlet and Treptow, the intimacy that comes with hanging out and chatting in Discord also helps humanize developers.
"I think having a human face or just maintaining a level of humanity in general … defuses a lot of [abuse], for sure," Varlet said. "We don't necessarily want to stick to, you know, well-crafted messages." ("Yeah, our messages are definitely not well-crafted," Treptow quips.) "We're just people and the dev team are just people. So if we need to delete things, or whatever, that's just how it is," Varlet said. "And that's OK! Right? We're doing our best. We try as much as we can to show people that we're just regular people, and [the Discord community] responds really well to that."
The idea of personalizing the development team is gaining a lot of ground in professional community management circles. For Joe Tirado, the communications and marketing lead for System Era, developer of the runaway hit Astroneer, building human connections with the development team was a top priority for exactly this reason.
"I was looking for any way to make sure that people understood, we are humans, we sometimes make mistakes, but we're trying our best to do the right thing," Tirado said. When mistakes did happen, Tirado said, he could go straight to Discord and apologize, give updates and answer questions. It's a communications strategy that works really well, "whereas, if I just post a tweet that says 'sorry for the inconvenience,' those are two completely different vibes."
After two years of early access development, Astroneer was finally scheduled for a full release at the end of 2018. Unfortunately, the team needed extra time and pushed the launch to the beginning of 2019: a common situation that frequently rains abuse and disappointment down on development teams. According to Gina Cowart, the community manager, the Astroneer Discord was a huge asset when System Era found itself delivering the bad news.
"The dev team was able to say, 'OK, this is what's happening, and here's why.'" Cowart said. "And then when other people from the community come into the Discord to complain, you would have other members of the community standing beside the dev team."
The System Era team explained in a human way that they thought it was better to delay the game and deliver a finished game that they were proud of—rather than rush to meet their original deadline and hand gamers a buggy mess. "So you had the community pushing that same narrative alongside the dev team, and that was very helpful." Those same community members would then often go out into the rest of the online world and join conversations on Twitter and Facebook encouraging people to be patient and repeating the argument.
All of the developers interviewed for this article mentioned that building relationships and demystifying the development process helped reduce abuse and harassment so common in online gaming circles. It certainly seems to work, but not because Discord is in itself an instant cure. It only works if developers actually build those human connections.
"I don't think you can be a studio that is getting PR to write out all of your long-winded messages that are really corporate-feeling," Coffee Stain Studio's Jace Varlet said. "And then when something bad happens, well that's OK because you put a developer in the Discord! That's not just going to do it alone, right?"





One tool in the box​





Discord can't do everything. Especially as Discord servers grow in population, large communities turn into a firehose of messages, and trying to keep up with specific individuals—like providing tech support—can be impossible. Instead, it's best understood as a way to build a trusted inner circle. If Facebook and Twitter are bullhorns for announcements on a public street, Discord can be an intimate dining room or a boisterous town hall.


That makes some conversations best held one-on-one, like getting tech support or tracking bugs, really unpleasant on Discord. Several developers interviewed for this story agreed that these kinds of activities were just impossible on Discord and had to be spun out into standalone websites or forums so they could be tracked and solved by IT teams.
The intimacy of an old-school chat room is key to Discord's appeal to game developers. That includes embracing a somewhat hands-off approach and letting them develop their own internal cultures.
"The big strength of Discord is that it's our community that is driving it, more than us," Coffee Stain Studio's Snutt Treptow said. "We may facilitate it and make sure everything is nice, and our moderators make sure that everyone's happy and good. But then, it's really cool that the biggest part of our platform has a life of its own."
 
lol. "We released incomplete and buggy messes because we're human."

Now explain games from the pre-2005/2006 era.
 
Developers would be better served coming to grips with the realization that they are all autistic automatons masquerading as humans, and that words cannot hurt them. "Humans" that write and code 70+ endings(and the corresponding flowchart of triggers) for Star Ocean games or many dating sim scenarios are decidedly NOT human.
 
CD Projekt Red deserves every bit of negative attention they get.

This is less "people need to remember that developers are human" and more "developers are getting trolled for being incompetent hacks who release buggy, unfinished products." We all used to joke about how bugged Bethesda games are on launch but it's not really funny anymore. All of the game companies who enjoyed a positive reputation for so long built that reputation for delivering good products, now they want that same reputation for delivering shit.

That's not how it works. You deliver good products and people will like your company. Deliver over priced shit that is barely functional and takes months of patches to come close to delivering what was promised? Expect people to call you out for it.

Some angry people said mean things online about the people working for a company who produced a shit product? Build a bridge and get over it.
 
Some devs act like humans, work to develop a fanbase, work their asses off to deliver a good (or as good as possible for them) product, and their fans treat them like humans because of it:
Zach Gage of Zachtronics, ToadyOne of Dwarf Fortress, DarkGod of Tales of Maj’Eyal. All ones that immediately come to mind.

But yes, a lot of studios are full of nameless, faceless programmers and developers. Partly because they don’t TRY to make themselves more than that and partly because outside of certain niches, no one cares.

And guess what? If I screwed up at my insurance job because I was having a shit week and someone’s policy didn’t place or lapsed and they didn’t get their benefits, they wouldn’t care about me either.

Some game studios are shit and ruin their employees. But that’s not my fault as a gamer - find a better job.
 
If anything, shitty game developers get too much praise these days.
It's almost like devs will continue to pump out shit if people keep buying shit. Such is the way of consoomer culture.

Granted, the NES/Genesis era pumped out shit as well, but back then we actually had something called "Standards"
 
CDPR's problem was that they demonstrated that they could put out decent games that weren't a fucking mess previously. As such, there is no reason they couldn't do so with any given release. Obviously they decided to just shit out CP2077, and they got the appropriate wrath for it. Don't want people to shit on you? Don't put out shit. Not a difficult concept.
 
Wtf, why won't my game load?
Why is this game running at 10 fps?
Why am a clipping through things?

Developer: Help, I am being harassed.
 
How do they explain it when a game an online game is released and the servers don't work? Like diablo 3 and outrank/outflank/outlaw - whatever the fuck that game was called that came out a few months ago and was fucked.
 
maybe stop rely/depend on day one patch.
maybe fully disclose your overtime pay.
maybe stop your drama over game >50% movies from assets.
maybe stop making propghanda for game expo show & actually show the game.
maybe stop hitting same way as bord game & comic creators saying-"customer is never right & we don't need you & your already paid for service we just paying the company".
maybe stop being dicks about mods making money.
maybe stop killing male lead of franchise or stop killing the franchise off.
 
People bitch about movies and other media all the time, there's nothing special about game devs getting criticized
 
People bitch about movies and other media all the time, there's nothing special about game devs getting criticized
you forget that they are on a higher pedestal to change the culture of female protaginist & the world .
BY not make her like able but instead main charcter.
Old guard who developed ,cared & made good video games are dead.
Now games propghanda & follow path of Femfeqence.(check box multiple things need for game & marketing)
 
Last edited:
My hot take: games are going to shit because all management is by meetings now. Everyone has to have a say, leading to muddied waters when it comes to goals. And the more people you have in a meeting chipping in with their two cents, the worse it gets. And seeing as more and more studios are hiring Strong Empowered Women for their genitals and politics instead of competence, it’s not going to get better any time soon.

Look at organizations that have to be lean, efficient, and time-to-goal focussed. Probably the best example is the military. Decisions are autocratic- one person decides what’s to be done, that person’s underlings ensure that the decision is implemented and carried out, and the success or failure of the effort falls solely on the shoulders of the person making the decisions. They may ask for advise from their peers but the whole thing is on their shoulders.

Kitchens are another example. There’s a reason that Escoffier designed his kitchen to work like the military (hence ‘brigade’ for the staff, ‘chef’ being French for Sargeant etc).

The problem today is that men instinctively understand their role in an autocratic hierarchy and women do not. Since the times of hunting mammoths, men have worked as teams under the direction and leadership of a single strong figure. In that same time span, women have worked in leaderless collectives in which dominance is established through social manipulation and divisiveness.

So at a time when games like CP2077 are increasingly complex and ambitious, what is needed is an autocratic leadership structure where the decisions are made by individuals, not committees, and the individual is responsible for the outcome of the decisions, good or bad. Instead we have a situation where a meeting is called to make a decision by consensus, and it invariably gets sidetracked or derailed, and the decision is kind-of made while other things get discussed too, and when it all fucks up nobody is clearly to blame.

The fix? Studios need to have extremely clear position descriptions ranked in order of command. They need to have an autocratic leadership philosophy. They need to have clear agendas in the rare instances of leaders seeking input from underlings and ensure that these meetings do not discuss anything outside the agenda. And most importantly they need to make sure that everyone who signs on for a project implicitly understands all the above. So dangerhairs, commies and troons don’t get any more say than anyone else of their ‘rank’ just because they’re speshul.

TL;DR- the problems in modern game design are in the studio structure that uses poor design workflow, and all the genderspecials and feminazis need to fuck off if they’re uncomfortable working in a goal-focussed autocratic environment.

Edit: oh, and focus-grouping with randoms in discord is what you do to tweak the game in beta, not an intrinsic part of the game design process.
 
Last edited:
Back
Top Bottom