Bluetracker

Tracks Blizzard employees across various accounts.


Designer Insights with Ben Brode: Content Updates


  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    [deleted]

    Warsong was interesting. It wasn't being played very much on ladder (compared to things like Undertaker), and was averaging <50% win ratio even when it was. Sometimes perception and reality don't really line up. We have the luxury of statistics, which you guys don't have, so it's tough. Maybe we should share more of the stats, but they sometimes risk skewing formats even more. We ended up nerfing Warsong mostly for eSports, because the Championship was incoming and at the very highest levels, people were achieving much higher win rates than most people on the ladder.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Where are the veggies?

    It's got artichoke hearts!

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    I like these videos, but I wish they were 1) more frequent and 2) a little more present-based. By that I mean, all of your videos have been fascinating to watch as a player, but they tend to come after things have happened, like the Warsong change. I wish you'd communicate more leading up to changes, even if it's to say "I'm not sure what we're going to do." I understand that you don't want to commit to anything and then be held to it by the community, that's always a worry for devs, and I've seen it blow up in their faces many times.

    However...

    For example, let's take the Patron nerf. Let's say 2 or 3 months before the Patron nerf happened, you guys knew you were going to nerf something. Based on your video about iterations on nerfing the deck, I feel like you did know far in advance that something had to be done. You weren't sure how you were going to do it, but you recognized that the deck was overpowered and something had to be done. Why couldn't you just express that? A tweet would suffice to put everyone at ease: "Hey guys, we're in agreement that Patron is overpowered. We're working on a solution. No promises as to when but it's coming." Sure, some people would still complain, but you're always going to have that. But most of the community would have been happy with that tweet, because the deck was just stupidly powerful and felt bad to play against.

    Instead, we get cryptic messages like "We have no plans at this time to nerf the deck" (even when you were probably iterating on said nerfs), or "We're watching it" (dev speak for "we're probably maybe kinda sorta going to nerf this?"). We were just in the dark, and had no real sign as to what was going on with the deck, which made many people nervous about the future of the game. Like, well hell, if the devs will let this overpowered monstrosity be able to win a stupid amount, how are things going to be in the future?

    I'm not a game dev, and certainly not a game dev working for a huge game developer / publisher like Activision/Blizzard, so I obviously don't know what kind of contracts you all are under. Maybe you're simply not allowed to discuss things in advance like that. If that's the case, maybe a simple statement to that effect would make players understand your position more. If that ISN'T the case, I really think being more open about potential nerfs / power rebalancing would go a very, very long way. (Hint: we're all bloody sick of going up against Dr. 6, is he going to be changed?)

    Thanks for the videos, please keep making them.

    edit: I'd really like a response, because I'm interested in how you feel about this, so, just to double up: paging /u/bbrode :D

    edit #2: Spend time writing out a thoughtful comment, get downvoted. Ah, reddit.

    One of the things I am worried about is announcing a nerf too far before the patch that contains it. I think it feels worse to lose to Warsong when we've announced "this is broken and we are going to nerf it", than when it's a still a point of discussion. Imagine a month of knowing Warsong will be nerfed and still losing to it daily. That's my fear, and why we don't announce nerfs until right before the patch drops.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    If I understand this correctly, because the development time is so incredibly long to get it exactly as you want, it is virtually impossible to act on community requests?

    We thought Tavern Brawl was a reaction to anything, but apparently it took 2 years. The deck slots probably really have been in development already for a while, but it's not up to your standards yet.

    But the main point I take from this: Blizzard is too slow to really take the community request into account in the short and perhaps even medium term.

    It depends - Spectator Mode was a feature we weren't originally planning on but it jumped to the top of our list due to community feedback. Ranked Rewards is another one.

    Smaller features are easier to pivot on quickly, big features take a lot of iteration and polish. But we're certainly listening and acting on requests as fast as we can.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    bbrode, what about bad design decisions? It's ok to happen, every software project has problems. But how to address them?

    You guys thought Lock and Load would be a blast... nobody uses it. You guys didn't think MC would be something, and it is a mess.

    So, that's it? Deal with?

    Mistakes happen and we constantly patch in updates. It depends on the scope of the problem, and the cost of the different fixes. For example, if Lock and Load isn't as used as we'd like, we can make more cheap, good Hunter spells in upcoming sets. We don't need to solve this problem today. Similar to how we "fixed" dragons by adding a couple pieces in TGT. We've also made major changes like redoing the ranked system and adding ranked rewards.

    The truth is that perfection is not really possible, and we just keep iterating to make things better over time. It's not going to happen all at once, but we target are biggest areas for improvement one by one.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    This is great. The only problem is there isn't enough of it.

    Sometimes negative perceptions go unaddressed for so long that it can feel to players like Brode and the Hearthstone team are aloof, arrogant, all sorts of other negative adjectives.

    Even when we disagree with a decision, it makes a world of difference if someone from the team drops by and can either explain the rationale behind it, or even simply offer an apology with a promise to try to improve in the future.

    I understand that it might be hard to film a video so often, but even an increased engagement with the community in written form would make things feel much better.

    We've been trying to be better at this. I think the Warsong video came out only a day after the community outcry about the nerf? That's the type of turnaround I'd love to be able to hit more consistently.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    I'm curious about this as well, as a developer myself I know certain development practices that focus on frequent iterations, and it seems that the hearthstone team utilize iterative development heavily. I'd love to hear how that works.

    You both should probably hit up @ywoo_dev on twitter - he's the master of this type of thing.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    yes. I would literally watch you talk about eating a sandwich.

    Ha! Thank you :)

    And here's an animated gif I made of myself eating one of my favorite sandwiches from a first person perspective. http://imgur.com/FMp3oE5

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    feels like you're just defending yourselves for 10 minutes. It's fair enough in part because I think a lot of the community is pretty reactionary and quick to get mad about stuff (other times, like deckslots I think it's somewhat more justified due to the amount of time involved) - but (for me at least), it's not very interesting. I'd rather hear about things that are more behind the scenes (rather than just saying that there is stuff behind the scenes)

    I've been thinking about doing more "making of" videos. Thanks for the feedback!

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    This is cool. Can you mention any of the keywords you guys threw out back in alpha/beta? That part of the article is interesting to me.

    Burn was a pretty bad one. If you dealt damage and you had "Burn", the defender would start "Burning", which meant they would take 1 damage at the start of your turns from then on. Really only good if you burned the enemy hero once - mostly it was irrelevant. There were a lot of others, but some might come back some day!

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Why did you wait so many months to release this video?

    Hmm actually sorry this was 1 week before LOE, not Tavern Brawls. And we didn't want to stomp on the excitement of BlizzCon with this video. Mostly I leave it up to our excellent Community folks to decide when to put my videos out.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    I find that they're often "Here's the problem I see -> this is the reaction from the community -> this is why the problem is harder than it seems" which is helpful but it just ends up feeling like a bunch of excuses to me

    Brode Fanboys I humbly accept your downvote

    I make the videos mostly because I think people have a tendency to assume simplicity when often the problems we run into can be quite complex. That assumption sometimes turns into unhappiness when people think there is a "clear, obvious" solution, and we must be foolish for not immediately jumping on it. I think that's on us to educate about design, which is mostly what I'm attempting with the videos.

    That's not to say that we are always right, though. ;)

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Definitely!

    Whenever i'm really digging something i wanna know all about the "behind the scenes" stuff and what is going on in development. I would really love a video in which you guys show us some kind of "road" that a card goes down, from general concept up until release.

    Here's something similar to that (though not a video) that shacknews did with us back around BRM timeline. Enjoy! http://www.shacknews.com/article/89360/how-a-hearthstone-heroes-of-warcraft-card-is-made

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Do you guys accept carbohydrate-based applicants?

    Asking for a friend.

    Only Croissants.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    I remember watching it some time ago. I am glad you bring this up, because while I enjoyed the vid, I would like to address the only concern I had after watching the video. It seems to me that the emphasis on the UI and its phone port is so important to a point where it would actually restrict and limit design space. I understand it is a challenge to make the game consistent in all of its ports and it is also very important for the user experience. But it seems like it will impede the development of future features (like activated abilities on minions that are not passive or inspired) or out-of-game stuff like adavanced stats tracking system for your constructed decks and so on.

    So my question is: how do you plan to address this concern of minimalistic designing for the sake of the UI?

    Usually isn't an issue, in practice. But we have very creative UI designers and we often find great ways to have our cake and eat it too. Sometimes we resort to a smaller feature set on mobile if we really can't figure it out. (i.e. no right-click on a card in decklist to go straight to it in the collection manager)

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    It's not the lack of content, but what the order says about priorities.

    There have been multiple content releases since they finally agreed with the community that more deck slots were needed.

    It's seeing how far down the list of priorities the most dedicated players of the game are that hurts the most.

    While having this developer interaction is better than not having it, I feel like Brode tends to construct a straw man and it ends up coming off condescending.

    I made the video shortly after the great reddit-pocalypse of 2015, when there were lots of threads about how we were probably doing nothing, literally 1 week before we announced Tavern Brawls (new game modes were among the highest requested features at that time).

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    He says the team has been working to get deck slots right and has done multiple iterations. Since this is something everyone has really clamored for...well...forever, it would be nice if they did a postmortem on that design process similar to the other one he mentioned for the collection manager.

    I've been thinking about that - might be fun. Thanks for the recommendation.

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Here's the video I talked about by Derek Sakamoto: http://www.gdcvault.com/play/1022036/Hearthstone-How-to-Create-an

    Definitely worth checking out!

    Also, I'm curious what you all think of vids like this. It's not specifically design related, mostly community-interaction focused. Is this interesting to y'all? (I'm still going to make more design-focused videos, don't worry!)

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Developing quality software takes a loooot of time, I accept that. And it's really awesome what they are releasing.

    The question is, could they spend more money to make it faster? Hire more people for the developer team? There was a report a few months back that Hearthstone has an insane revenue ($20 million a month).

    Yes! Since last year we've almost doubled the size of the team (over 50 people now! Remember when it was 15?!), and we are still hiring like crazy!

    If you know anyone who would fit these roles, encourage them to apply! http://us.blizzard.com/en-us/company/careers/directory.html#region=Americas;sortby=Team;search=,hearthstone,

  • Ben Brode

    Posted 9 years, 11 months ago (Source)

    Here's the video I talked about by Derek Sakamoto: http://www.gdcvault.com/play/1022036/Hearthstone-How-to-Create-an

    Definitely worth checking out!




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