Designing Path of Exile to Be Played Forever. Chris Wilson at GDC 2019
Video Statistics and Information
Channel: Angry Roleplayer
Views: 800,311
Rating: 4.9032168 out of 5
Keywords: path of exile, poe, gdc, chris wilson, synthesis, poe 3.6, path of exile builds, poe builds, ggg, grinding gear games, poe 4.0 expansion
Id: pM_5S55jUzk
Channel Id: undefined
Length: 59min 11sec (3551 seconds)
Published: Sun Apr 07 2019
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That guy is dellusional. Every PoE fan wants PoE:Battle Royale.
/s
It's interesting that you post this here, I can understand why just based on the subject matter but it doesn't all translate that well. I've played over a thousand hours of both Battlerite and Path of Exile and have already watched this talk twice because I love GGG as a company, they are by far my favorite and most consistent across all of my gaming experiences. I think that a few main points to take away, at least in regards to Battlerite, are the following:
Small content patches: "They never helped us in any way increase player numbers. Now don't get me wrong, adding content to the game is never a bad thing, at the beginning when we were adding skills and such for people to actually have something to play it was vitally important but it never moved the numbers up. Now the reason why is there are two benefits to new content. For one it makes the game better, for two it's marketing. You really want marketing when you're doing this kind of thing and want to get your graphs higher. And so it's very important if you batch your content together so you can meet this threshold of people wanting to talk about it. When we release content now, people will message each other excitedly discussing the changes. Things pop up on reddit, people start tweeting about it and journalists cover it. Nobody was going to write an article about one skill gem."
Don't stall content for later: "It's also important not to stall content for later, we get into a position where we finished all the skills we said we were gonna make but we've got two extra ones that got out of prototyping and they're kinda finished. Do we wait? Do we save them for next league? No, we put them in the game NOW, we don't wait because you don't get second chances. As much growth as possible every league otherwise you'll start to decline." Chris goes on to talk about marketing and development time, which we can't assume how development works for SLS so there's not a lot to comment on, but the marketing thing is quite interesting.
Community Engagement: "What's fascinating is that the graph of people who stop accessing the community (at the end of a league vs players in game) is a lot less steep. The amount of people leaving the game towards the end of a league is quite high because it's the last week of the league, new content is around the corner and your progress it about to be reset, but people still use the website at no less than 50% of peak. These are people reading the patch notes, accessing the forums, and buying stuff. This is amazing, this is actually what we care about is keeping the community engaged, and that community is never going below 50% during quiet periods."
I've purposefully left out timestamps here because I highly encourage everyone to watch this for yourself even if you don't have any real interest in Path of Exile. If you just want a peek inside the hectic schedule of keeping a community and a game thriving all year long year after year then check it out. A lot of the talk actually discusses asset reuse as well, which I don't think applies to Battlerite all that well. That being said, this would be a good watch for any developer.
I had a whole post typed up 2 weeks ago that linked to this video, just the section that's relevant to Battlerite, which is: a steady, predictable flow of updates.
Embrace the fact that players come in and out of playing your game. Give them a reason to come back at steady intervals.
I want something to look forward to.
Personally, cosmetics do nothing for my retention. Nothing at all.
Emotes? Pets? Super don't care.
New champions? Super yes. Probably the biggest yes.
Seeing the devs explore their creativity via unique champions, unique mechanics and synergies? Super yes.
New modes? Mmm, soft yes.
Balance changes and new champions added during a season? Noooooooo. Super unprofessional move unless it's planned at the halfway mark between seasons and perhaps a week after a new champ or some drastic change is implemented.
Etc.
I didn't post cuz I felt like SLS wouldn't care. But I think this is the single most important change for them to make. It has the capacity to significantly improve dev team synergy as well, bring some much needed structure.
I heard them say they didn't see an improvement in retention when new champions were released, but I just want to challenge that and posit that the lack of retention is due to other factors. New champions are by far the most exciting thing to me as a player.
This should be a mandatory watch for sls
Chris also made a post on PoE subreddit regarding some issues surrounding the Synthesis league and some aspects towards the future direction of their content development. He was very open about admitting that the current league had some major problems due the course of development being done over Christmas season, and some remedies to them won't be able to me implemented due to priorities in other contents. One of the other key takeaways that the PoE subreddit had when they watched this was Chris' stance against crunches saying "I will not run this company that way."
Their iteration for each season is a month longer than that of BR and BRR's, but even with the discrepancy of the content quantity they, still manage to tease information that's an iteration ahead of the next one. Their community manager is also extremely active on Twitter, forums, and subreddit.
I wish I could hope SLS could adapt from their model of communication, but with the half-year preseason and ostracizing Royale as a separate game thereby doubling their workload, too much damage has already been done to find GGG's actions to be exemplary.
Really good watch, thanks! :)
But we do have a great schedule from SLS. Just don't expect updates and you will only be pleasantly surprised (unless they pulled another armory)
This part about small patches seems relevant to Battlerite.
Why do you post it here? Path of Exile is a looter game where you can spend enormous amount of time playing the same content over and over just to make your build 5% more efficient, get a random awesome drop for a different build and make a new character to play the same content over again but with a different build. Battlerite doesn't have an infinitely replayable content model. You can't simply make a single gimmick for a new season of BR and expect people to put the same amount of time they put into a new seasonal gimmick of PoE.