@craig_amai So I suppose that maintaining & refining those core expectations is the most simple way to keep people happy in the short term.
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Replying to @BellularGaming
@craig_amai ...which has issues on the design front :/ Hard balance to strike. IMO as long as new gameplay doesnt take away from old.1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@BellularGaming New vs. Old is definitely a challenge too though, yeah. Keeping things fresh without making them unfamiliar.2 replies 0 retweets 0 likes -
Replying to @craig_amai
@craig_amai I think that within a pre established system like dungeons / raids the fresh comes from unique art, mechanics and the like...1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@craig_amai , so more twists on the previous formula than massive fundamentals. The effect of other new systems on the old is the tricky bit1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@craig_amai So the gearing variety & placement of rewards in some of WoDs newer systems effectivly took away from the core dungeoning.1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@craig_amai So that's really hard to balance. Relies on if players prefer the new system. More risky. Must feel paralyzing to design around.1 reply 0 retweets 0 likes -
Replying to @BellularGaming
@BellularGaming I do think some of our missteps came from that. You want to make sure the big new feature succeeds...1 reply 0 retweets 0 likes -
Replying to @craig_amai
@BellularGaming ...and it's easy to inadvertently do it at the expense of surrounding competing features, even if they haven't changed much.1 reply 0 retweets 0 likes -
Replying to @craig_amai
@BellularGaming It's one of the nastier burdens with games that utilize extrinsic motivations to connect separate systems.4 replies 0 retweets 0 likes
@craig_amai I think that we've perhaps ended up in a state where that takes too much precedence. Almost a social engineering thing.
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