So there’s no previous test cases to cite as the right or wrong way to make this game. The way I want the game to play and feel is no more or less correct than anyone else’s opinion, because again this is a game that has never existed before. This is the fault of those who were given the privilege of providing feedback rather than that of the developers who made the game.įinally, I want to clarify that there is no right or wrong way to make Roller Champions. Though I won’t here, because that would be both inappropriate and petty. I know exactly who is to blame for these changes that I find terrible and can even name some of them. More specifically the closed development feedback team, which I was invited to participate in personally, but couldn’t because I live in Taiwan rather than Europe. This happened because of community feedback. The second thing I’d like to say is that I absolutely do not blame Ubisoft for my disgust with this latest build. That’s because of monumental changes in how the game feels for me. I can’t even comfortably enjoy this game for 30 minutes any more. You can literally finish a match, including matchmaking and loading times in under five minutes when the servers are active, assuming someone opens the game with a three-lap goal. For context, three matches is less than 30 minutes of play. With this current build, I’m playing about three matches a day and even that feels kind of burdensome. I genuinely was interested in trying to play this game at competitive level. I loved the previous builds and played them for hours. The first is that I absolutely hate this build of Roller Champions. In this mode of thinking, I want to say a few things right off the bat before I get into the nuances of this review. The problem with that is that the game isn’t out yet so we have no consensus on how exactly Roller Champions is supposed to feel. The only thing that feels like Roller Champions at this point is Roller Champions. But there’s nothing like that for Roller Champions. So logically you’ll work towards another game in terms of feel so players don’t feel like your game is working against their desires for how it “should” feel. Nevertheless, everyone who tries your game is going to compare it to something they’ve already played. If you make an open world fantasy RPG, you can technically do whatever you want. The concept might click but things like balance, weight, speed, HUD, and so on would all need to be created from nothing and feel good to a large variety of players that possibly have no common gaming experience, because there’s no established community that can easily be pushed into playing a game of soccer with cars. Now imagine trying to make Rocket League without the existence of Rocket League already present. Rocket League may not be the first game where you can use a car to hit balls into a goal, but it’s certainly the only mainstream example that has that as the major selling point from the last 10 years. NFL Blitz for life! Now try to apply this same logic to something like Rocket League. Why? Because 99% of your player base will have been raised on Madden and consider it the established standard in football games. A studio might want to make slight deviations from Madden for originality and perceived improvement, but in general, it’s gonna mostly feel like Madden. Because we have multiple decades of football games to draw from. It’s easy to design a football game in 2021. But experienced gamers can draw upon their past gaming experiences to determine how a game should most likely feel for a modern/contemporary audience. Every player has their own ideas about how a game should play/feel. Especially one that’s not based on a real sport. I can’t think of a genre that’s harder to get “right” than a competitive PVP sports game. That’s how I feel about this latest beta build of Roller Champions. I commend a company for changing their game to suit the demands of their player base, for better or for worse. If a company changes their game for the worse because of user feedback, I don’t blame the company. And more importantly I’ve seen many games ruined because of the wrong user feedback. I have seen countless games changed because of user feedback. In my experience, many of these studios do listen to feedback. I take every survey, answer every poll, and often take the time to participate in a beta’s forum or Discord server. I also make sure to always take the time to give honest and detailed feedback. Even the games I’m genuinely not interested in and would absolutely never buy in normal circumstances. I participate in every pre-launch build of every game I can.
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