Jesse Heinig Profile picture
Sep 12, 2020 19 tweets 4 min read Read on X
Why the Internet and Social Media is a Minefield for Game Devs: A Thread. 1/
Fans of @trekonlinegame may recall @VengeanceGOD's oft-repeated refrain of "we don't talk about upcoming content!" This is for several reasons, typically learned through hard experience. 2/
First, when you announce an upcoming feature, there's always the possibility of something beyond your control happening and delaying or cancelling it. The further away the release date, the bigger the chance that something could change. 3/
But when you say "We want to do X" or "We are thinking about introducing Y" there's a chunk of your player base that treats that as an ironclad declaration. If you change or cancel something, you're immediately inundated with cries like "The devs are liars!" 4/
Or "You promised us! You break your promises!" or "Hah of course it was changed/cancelled, the devs are all incompetent and lazy."

Ergo, best not to say anything. 5/
Second, some folks out there are bad actors who will take whatever you say and try to make controversy out of it. For those people, there is nothing you can say that is good - they will always find a way to imply (or state) that you're stupid, or lazy, or racist, or greedy. 6/
Third, much of your audience doesn't actually know the craft of game design. What players think that they want from a game is not always in sync with what actually makes a good game. It's like asking a thousand people to design a car or a microwave by committee. 7/
(This isn't to say that you shouldn't pay attention to feedback from game players, but 𝘱𝘭𝘢𝘺𝘪𝘯𝘨 a game is distinctly different from 𝘥𝘦𝘴𝘪𝘨𝘯𝘪𝘯𝘨 one.) 8/
Fourth, it's super-easy for a developer's comments to be taken out of context, with disastrous consequences. For example, one of the D&D designers recently tweeted that sure, it's fine to fire a 𝘭𝘪𝘨𝘩𝘵𝘯𝘪𝘯𝘨 𝘣𝘰𝘭𝘵 off-grid to hit enemies on either side of a line. 9/
Super-casual comment - but players frequently look to developers as authorities, and their comments as being binding. Some players don't - they just play games the way they want and use what works for them, which is great. But not everyone does this... 10/
... and so one off-hand comment becomes a potential precedent: Your power that is supposed to affect 20 squares (100' x 5', each square 5x5) now might affect 42 (offsetting from the grid to hit two columns, and a little wiggle on both ends). 11/
Suddenly any power that hits an area and can be offset from a grid is way more powerful. You can hit more enemies, stacking up more damage. And it can do the same to players - more party members can be hit at once, but your healing magic didn't suddenly get stronger. 12/
What was a casual "Sure, you can do this for fun" gets taken by logocentrists as a ruling that winds up undermining the 𝘴𝘺𝘴𝘵𝘦𝘮 𝘪𝘯𝘵𝘦𝘨𝘳𝘪𝘵𝘺 of the game. D&D and other games are built with at least an eyeball toward the numbers - 13/
How much damage and healing you can do, to how many people, over how much time. One offhand comment winds up making those numbers... unreliable. So the baseline, the rules of the game, are now no longer dependable. How do I balance combat when the damage output is off? Oops! 14/
(You may think "Pff nobody would actually make an issue out of that," but lemme tell ya - I've been to organized play games where a player actually brought a binder with printed-out copies of developer comments and referenced them as rules.) 15/
One tweet, one comment, one post can inadvertently throw your game's players into a whirlwind. Worse still, you might make a post that seems like a simple offhand comment, but context-free gets used in a completely different way. 16/
It's perilous for game devs of all kinds to comment on their content. Yet players demand it - there's a constant call for "communication" and "transparency." But the more you communicate with the player base, the greater the chances of a misstep that will cause grief. 17/
Thus... many designers eschew public commentary at all. And that's why so many companies use scheduled interviews and press releases, so that the message can be managed. Also why the community manager is a vital asset whose workload can't be underestimated. 18/
So, uh, if I didn't reply to your question or comment, that may be why.

~Fin~

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Jesse Heinig

Jesse Heinig Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @JesseHeinig

Mar 16, 2023
There's a curious challenge that Star Trek, as a property, always has to navigate: The fact that it's trying to provide uplifting or moral messages, and does so by showing what idealized people who've got things figured out do when confronted with moral dilemmas...

(thread)

1/
... but at the same time, it's entertainment, a show and other media made for people in our modern era, so it needs to be relatable in some way. And of course people in the 23rd+ century may be better, but they aren't perfect.

2/
One effect of this is that Star Trek shows often provide some sort of solution, frequently technological, that deals with a common problem. In Trek they can fix a wide range of diseases, engineering problems, and social ills that we can't fix today...

3/
Read 20 tweets
Jan 11, 2023
Back in 2000 I was working at White Wolf and something weird happened. WotC announced the release of 3rd edition D&D, along with the original OGL, making it possible for third-party creators to release D&D books...

(short thread)

1/ Blah blah blah OGL text. Really this picture is just here be
... and the boss at White Wolf, @stevewieck, realized that there was an opportunity. WotC had shown their hand with their book release schedule and there was a short window during which D&D 3e would be out, but the Monster Manual wouldn't have arrived yet.

2/ Promotional advertising poster for the release of 3rd editio
Well for most groups, how do you play D&D without monsters? Steve and the White Wolf production team pushed out the schedule by a month and the entire design department started working on monsters for what became the Creature Collection.

3/ Cover for the Swords & Sorcery Creature Collection.
Read 12 tweets
Jan 6, 2023
I guess now a thread about worldbuilding and how it's part of the production of RPGs? Not "how to build a world," but "how RPGs generate worldbuilding in ways that other media often don't and why this matters."

(Relevant to Certain Other Things)

1/
In a broad-scope RPG like #DnD or Green Ronin's #Threefold or #Shadowrun or the #WoD you have a big world with a lot going on, specifically so that game groups can grab hooks that resonate with them and then build their own game sessions in ways that interest them.

2/
Some indie RPGs are very narrow in scope—you're climbing a mountain to kill a witch, or writing a journal of a thousand-year-old vampire, and that's all the game does. Big world games instead say "You figure out what your group likes in this world, here are a million hooks."

3/
Read 25 tweets
Nov 11, 2022
And now, a #DnD thread about the evolution of D&D's thematic adventure focus, how the shift in the fiction shifted the rules, and how #Dragonlance was a major contributor to that slow change. (h/t @WeisMargaret, @boymonster, @trhickman)

1/ Famous painting of the Hero...
Early D&D drew many inspirations from swords & sorcery and low fantasy. While many people cite Tolkien's 𝘓𝘰𝘳𝘥 𝘰𝘧 𝘵𝘩𝘦 𝘙𝘪𝘯𝘨𝘴 as a major influence, it's clear that D&D owes a lot to other fantasy stories cited in the 1e AD&D DMG's famous Appendix N.

2/ Partial copy of AD&D's Appe...
Thing is, many of these low fantasy stories, like the Conan saga, the Lankhmar series by Fritz Leiber, Moorcock's Elric stories, and of course Vance's Dying Earth, feature protagonists who are not really... heroes. They are scoundrels, antiheroes, heroes-by-happenstance.

3/ Painting of a shirtless bar...
Read 24 tweets
Nov 10, 2022
Unless M*sk figures out a way to make money out of a $44bn Twitter disaster, he's going to start looking for increasingly fringe ways to make money to pay the interest on the loans for it. Things like...

1/
* Porn, gambling, all the "vice" stuff that gives conservatives the vapors—and look for him trying to leverage Paypal connections to try to find some way to sidestep the payment restrictions imposed by credit card companies

2/
* Selling user data perniciously to anyone who'll give him $$$—full disclosure, all your tracking, likes, purchase habits, giant metadata clouds (assuming the engineers who are competent to do this don't quit first)

3/
Read 8 tweets
Sep 5, 2022
Back in the '90s, when I worked at White Wolf, we were deep in setting lore. Every year, the overall plot for all of the games in the World of Darkness marched forward. Twisted conspiracies turned, influencers shifted sides, new factions emerged.

#WorldOfDarkness

1/ Cover image of Mage: The Ascension revised edition. Purple v
D&D and even Shadowrun did the same: There was a story, it advanced through the books, the world changed and characters grew, died, or discovered new additions to the game.

#dnd #shadowrun

2/ Poster from the Shadowrun adventure "Super Tuesday,&quo
This eventually led to a phenomenon of "setting mastery": Players deeply enmeshed in the lore of a game would use their knowledge of the world to manipulate the game to their advantage. (This was a problem in large-scale organized games where players competed.)

3/ A man with a crossbow fires from behind at another man with
Read 20 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(