I have the fortune of being able to chat about game design with a lead designer at a very influential game developer. One of the most interesting things he’s told me is that while a lot of gameplay problems have fairly simple solutions, the true challenge is delivering these changes in a way that doesn’t frustrate a large portion of the playerbase. Though I didn’t understand at the time, I’ve come to realize that managing expectations is extremely important to the long-term happiness of the playerbase, and that failing to do so can create more problems than whatever you were trying to fix in the first place ever did. What solidified this belief is what I’ve witnessed in the defiant response to Bloodlust in the Borderlands. Whether you agree or disagree with the implementation of Bloodlust, it’s hard to argue thakittenrepresents a major change in WvW. It’s also hard to argue that this change hasn’t fractured the community and engendered resentment between various groups of players. I feel like, regardless of the new gameplay, WvW is worse for it because of the damage it has done to the community. These problems could have been avoided by better managing the expectations of the players.
Something that content developers (be it game designers, writers, artists, etc.) struggle with is the concept that their creations are not entirely theirs. The communities around these works guide their direction just as much as the people who created them. Often, only minor adjustments are required to accommodate the communities, but sometimes there are more extreme cases. Take Super Smash Bros. for example; it was designed as a casual party game, but it developed a large tournament scene. Another example is My Little Pony; it was designed as a television show for young girls, but it developed a large adult male fanbase. I feel like WvW also belongs in this group. It was designed as a more casual PVP environment that simulates war (and all of its unfairness), but it became the place where competitive players went to have large-scale, evenly matched, open field battles with few objectives involved. In cases like these, the developers need to make a decision: is it worth changing our vision to accommodate this new demographic? Are we equipped to deal with the backlash that comes with heading in a different direction than the one they expect? If a developer does not ask these questions, they may be faced with an angry, fractured community – just as ArenaNet is experiencing with WvW.
I feel like this was a long time coming. This development team has implemented many controversial changes, and in doing so they have failed to adequately manage player expectations and have failed to clearly communicate their overall vision to the community. They have not changed course based on the evolving play styles of their players, and in doing so are going in a direction that is not in their best interests. Community is critical, and as I stated before, these divisive changes damage the community. A common argument is that players who were not playing according to the intended WvW rules are disruptive and harmful to the overall campaign. It is not hard to see that they will need to become even more disruptive to the campaign in order to continue playing in their own way. Why implement changes that incentivize players to do this? It speaks to a lack of understanding of the community and all its facets, and things are only going to get worse if the developers do not become more transparent and more in-touch with ALL of their players.
I really hope this debacle is a wake-up call to the WvW team. Where you sit on this side of the Bloodlust debate should not be your primary concern right now. I would be more concerned with the lack of community management and understanding that the WvW team is demonstrating. Unless they realize that game design is so much more than creating gameplay systems behind closed doors, we’re just going to have more controversies and fights in the future. We’re already seeing established members of the community leaving not because they’ve stopped enjoying the game, but because they’ve lost faith in ArenaNet. It is way harder to regain faith and trust than it is to fix a gameplay problem. I just hope the WvW team comes to understand this before it’s too late.
(edited by violentlycar.5267)