![]() Because most players do not care and they do not design the game for the top but the lowest common denominator. Their PR machine is obvious, patronising.and very effective. They are the ones who tell the community what to discuss and hand wave most criticism. They make huge blog-posts, explaining everything in order to give their fanboys talking points so that they may defend what they won’t change. Features are worked on for months according to community feedback. Hotfixes and small features are deployed within hours or days. Once they decide it’s worth improving, they will. They wait before they act to see if a “problem” is just a temporary scapegoat or a genuine issue. We are left unfiltered, the devs aren’t telling us “you just don’t get it”. Valve doesn’t want to interfere with the community’s feedback and instead work on solutions. The depth, the strategy, the gameplay design, client stability, balance philosophy etc.Īlso, here is a point about communication: The problem is that the actual appeal of Valve’s DotA 2 related games are not easily put into promotion. ![]() Whenever a new hero is released, they are judged based on how well they fit into the greater whole of the world in tone, character and whether their skill-set is unique enough to warrant their existence. They freak out as soon as a hero’s colour scheme is compromised by a set. Meanwhile DotA 2 fans care DEEPLY about lore integrity, making promotion outside of “heroes fighting” difficult. They have k-pop music videos starring mythical characters, surfer and biki-skins etc. Their visual designs and the fact that they do not care about lore integrity in any way. Their IP also lends itself much better to easy promotion. By now, LoL characters are established well enough to put them into any genre they like and fans will follow. Tencent makes sure other games are not given a chance. ![]() Not only do they aim for a broader appeal, they invest millions into promotion. ![]()
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