Hello all,
We have just published a new Developper Letter on our website. You can read it and learn more about our vision for Realm of the Mad God here:
The Deca Team
Hello all,
We have just published a new Developper Letter on our website. You can read it and learn more about our vision for Realm of the Mad God here:
The Deca Team
http://www.decagames.io/single-post/2016/10/08/Letter-from-Deca-Games
It is talking about some plans for RotMG that Deca has and whatnot.
I havenāt seen anything else about this on the Realmeye forums so sorry if someone else has posted this already.
Hi All,
Itās been almost 3 months since we officially took over RotMG and wow, itās been crazy. We want to say thank you again to everyone who has come back to Realm to be a part of its comeback.
In this letter we want to tell you about whatās been happening behind the scenes and a bit more about our plans for the upcoming months.ok then
So as you guys know, right after taking over we started Month of the Mad God. In hindsight, coming out of the gate with Month of the Mad God was probably not the best idea. We are really happy with how it turned out, but we lost a lot of sleep and progress to make it all happen. We really wanted to do MotMG because we wanted to show everyone that Realm was back and better than ever. And as we mentioned in our first letter, we are trying to do right by this game.
But letās just say we highly over-estimated the working state of the admin tools for the game and its events. Some things that looked very easy and straightforward, ended up being very difficult. When you take over a game made 5+ years ago, thatās to be expected. But I guess our enthusiasm and ambition clouded our better sense of judgement. As you can imagine, trying to put out fires while your team is still learning the new systems and code base is really hard. But trial by fire, is usually the best way to learn. And learn we did.
Everyday had its own bit of chaos as we adjusted to make things happen and react to the bugs, exploits and cheats that were occurring. We had planned on putting a lot more time into future content, but we could only react to the issues that were occurring daily. But thankfully going through this process really helped our team gel together and helped us learn everything super quickly and made us make some real improvements immediately.
After MotMG ended, we refocused on crystallizing our plans for the next phase of the game. We added a few new team members and put them on some smaller projects to get them ramped up on the game and code base and thatās where many of the quality of life updates came from. As a team, we had come a long way from where we started from. But we hadnāt made nearly enough progress as we would have liked (this is still the case). We started with the goal of creating a new and improved service where Realm would feel fresh and dynamic again. The game is 5+ years old, but it shouldnāt feel that way.
We aim to have a more predictable and regular cadence of new content. We want every time you log in to the game to be anticipating something new and different for you and your guildies.
But how to do that exactly?
First, we will need to invest more time into tools. Tools wonāt necessarily be seen by the public but are going to make launching game events and creating/testing new content faster and more efficient. This is going to be really important as our team is never going to be super huge but this will allow us to operate as if we were. Investing time into tools is also going to give us many more options in the types of events and content we produce. You have already seen some of our initial tests with the event chests and arena events. That is just the beginning.Second, we are going to put more work into guilds and other features that emphasize the social and co-op aspects of the game. Realm does a good job of bringing people together already, but we think thereās tons of untapped potential that can make playing with your friends even better and provide some fresh objectives for the game.
Third, we are looking at improving the loot drop experience. Both in where and how much things drop. But also making some changes to make collecting items a bit less random. More details on that to come soon.
And lastly, we see a bright future in enabling more player generated content. We have already been working with a small group of contributors to help us with the upcoming content release. We are going to improve the workflow and the creation tools we can provide to the community.
We didnāt want to make you read all that text just so you could find out what was going to happen months from now - that would be cruel. So letās talk about next week, because our first content update is a big thing for usā¦ and hopefully for you too
As mentioned above, we have worked hard to create a completely new encounter while also joining forces with some great and talented community members to build 2 more completely new dungeons. Each of them are geared towards a different player level and skill level.
Each dungeon will drop some brand new items. There will be some brand new enemies and effects. Sound good? Come back on tuesday to find out more - and donāt forget to bring your friends!
Sincerely,
Your Deca Games team
For those who donāt like clicking on links lol
Itās so nice to actually have the people running the game talk to us.
Iām really excited for the upcoming content. Stay awesome Deca c:
Their site uses a site builder service. They didnāt make it themselves, they just picked from a menu of themes and clicked ācreateā, basically.
Thanks to @UnicornSla for posting a copy, it wouldnāt load on my mobile Reddit app.
You know what I REALLY liked about this?
āAnd lastly, we see a bright future in enabling more player generated content. We have already been working with a small group of contributors to help us with the upcoming content release. We are going to improve the workflow and the creation tools we can provide to the community.ā
That is something Kabam failed to do. This is a real game developer studio that put its heart and soul into making RotMG as best a gaming experience we want it to be.
There are many difficulties with this approach. I donāt think Kabam ever got far enough with their own āintentionā of facilitating player created content to even see the real problems, and Iām glad of it.
The biggest problems are
1)the likelihood of an absolute flood of garbage content and
2)the near impossibility of balance.
Although I believe healthy modding communities can do an amazing service to a game, I think thereās an awful lot to be said for consistency and quality standards, which are very hard to maintain while also empowering content creators outside the licensed studio.
While I love the idea of community involvement (which should be obvious), I also have to deal with the question āwhich community and how should they be involved?ā This is why Iāve always embraced the idea of players interacting with the developers in a moderated discussion (forum)āit is my hope that we will get to be heard, and that good ideas will win the day.
It is possible for player development to be well implemented and interesting, but there are also great potential disasters behind that door. I am somewhat leery of this being on the early roadmap, given some of the easily avoidable missteps deca has made so far. That road is much more treacherous and unforgiving, I think.
Aye as it is mine. Iām hoping forums get recognition as a place for player generated ideas. In all honesty, itās really easy to quickly sift through the garbage ideas at first glance and then refine the much more complete/better ones later on.
Not saying there should be a ācontent submissionā thing, but some sort of official DECA forum for players to post community content so we know itās seen (which is a good first step I think).
Kinda related, thanks to Xaklor for digging this up:
What are your thoughts on this whole āgemā system?
While I think itās interesting, my honest opinion is that itās way too complicated to be given to one of Oryxās henchman.
And itās kinda complicated in general.
Not that many players use the forumsā¦ Thereās also not that many old players that still play the game
Canāt wait for the new updates! The new dungeons sound like there add some new content for players that are bored of the game to get some more enjoy out.
Why did kabam not smooth the textures when they owned the game? Like the games graphics right now are they best for a flash gameā¦
@UnicornSla I wasnāt exactly sure if your post was directed at me (asking for thoughts on the gem idea).
The Gem idea has some problems, IMO. I really, genuinely hope and believe that the idea was selected as more of a āfun ideaā than a real possibility.
This was my impression:
Now, the thing is I donāt usually offer critiques of ideas unless Iām asked or I feel thereās something at stake. I think people ought to have the space to dream, and like I said my guess is deca was just having fun with a promotion encouraging the players to dream. Thatās a part of the process which I believe to be worthwhile, and I wouldnāt want to stifle creativity by being the guy who rains on every parade with āOH YEAH?! WELL HOW WOULD YOU BALANCE IT?!?!ā Iām only telling you my thoughts because you (may have) asked, but I wouldnāt want to discourage anybody from being creative or dreaming.
<3
stu
I agree with everything stupidity says about the gem idea. until now, i thought DECA was going to go through with it, but now they fixed Janus in a more normal way that everyone was kinda expecting. it almost looks like DECA themselves forgot about it XD
I donāt think something like that has a place in RotMG at all, but it could work if a LOT of work went into making work. (work is a fun word lol)