What can ANet do to improve the process it follows when updating a class?
ANet has started dedicating resources (over multiple patches) to improving Guild Wars 2’s less successful classes – this is a great initiative, and bodes well for the future of the game.
Unfortunately, their first foray into this space didn’t go very well (I won’t provide details – last time I did that the thread was moved to that class’s forum, which missed the point that this is about ANet’s development process not the class it was applied to).
Rather than blame the class that was being updated, it is wiser to look at the process that was followed (to design and develop those updates) and see how it could be improved for the other classes to which it will be applied. Improving this process reduces the risk of repeating the same mistakes with other classes and increase the likelihood that work on those classes will be successful.
There seem to be three key deficiencies in the way ANet went about changing the first class:
- Abstract design philosophies were given precedence over how players actually used the class.
Impact: Changes were delivered that alienated sizeable sections of the player base for that class. - The class forum contained the detail information on what was required to make changes effective, but this information was not used.
Impact: Time and effort was spent delivering changes that were of insufficient value to be used in game. - Changes were not trialled with the community (either on paper or in test environments) before they were finalised and committed to the game.
Impact: Changes were made that a) did not work in game, b) were less beneficial to the class than the aspect they replaced, or c) had unexpected impact in other areas of the class that outweighed the intended purpose of change.
Here’s some suggestions that may help the process of developing future changes to ‘unfinished’ classes:
- The player community are your best guide for how to improve a class – listen to them they know what they’re doing. (This applies both to selecting which aspects most need attention, and to determining what has to be achieved to make each aspect work in play.)
- If the player community says it’s important, its important – ignore this at your peril.
- Adapt your design philosophy to work with how players use the class (not the other way round).
- Test changes with the player community while you still have time to modify or abandon them. (If you can’t do that until live, then accept that you won’t get everything right and will have to reverse some ill-conceived changes after release.)
- If you don’t have a public test environment, then allocate resources to rebalancing changes after release and build this into your development process.
- Err towards over-delivering rather than under-delivering on new buffs, and have resources available to wind them back if you’ve overdone it. (There’s a natural tendency in this environment to be over cautious when delivering buffs. An overly generous buff can be quickly reversed or wound back if required, whereas an inadequate buff is a complete waste of effort.)
What observations do you have about the process Anet is following to update classes?
How could this process be improved?