14.58. We’ve just seen Meet The Sniper. The best I can do for you is tell you it’s fantastic. It’s possibly the funniest so far. Start looking forward to it.
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14.55. The Medic update saw at its peak 32% of all people playing with Medics! And after the cooldown, the Medic maintained more players.
Goldrush was “getting too bogged down” in the first stage.
Walker concludes that game designers need to start thinking about their games as services. If you are not close to your customers, or if there are too many intermediaries, then you will cut down your ability to succeed at your service.
With the new pack we will see a Meet The Sniper.
14.50. Walker says he there is much he no longer has to worry about when developing using Steam. Or similar services, he adds. Steam takes care of anti-piracy for him. Auto-updating is solved. Cheating is easier to deal with.
They don’t want TF2 to get boring. To address this worry, there’s regular new content, and the “customer feels like their time invested in the game is rewarded.”
Why was the Medic the first step? Because he was the least played character, and when there are more Medics in the game, everyone scores higher. This data all came from Steam, letting them experiment. “Achievement design for multiplayer games was the land of unproven assumptions,” Walker adds. Achievements are a way for Valve to talk to their customers, to encourage them to play a certain way.
14.45. Robin Walker is now discussing Team Fortress 2.
“Successful multiplayer games need to be a service.” This includes innovation, both initially and over time. And continuous content update. Steam, he explains, brings them closer to customers.
Valve believes shipping content is how they “talk” to customers. They are in direct response to listening to the customers. There have been 53 updates to TF2 since release.
Achievement design, class balance and map balance have all resulted from listening to customers.
Goldrush was “getting too bogged down” in the first stage.
Walker concludes that game designers need to start thinking about their games as services. If you are not close to your customers, or if there are too many intermediaries, then you will cut down your ability to succeed at your service.
With the new pack we will see a Meet The Sniper.
14.50. Walker says he there is much he no longer has to worry about when developing using Steam. Or similar services, he adds. Steam takes care of anti-piracy for him. Auto-updating is solved. Cheating is easier to deal with.
They don’t want TF2 to get boring. To address this worry, there’s regular new content, and the “customer feels like their time invested in the game is rewarded.”
Why was the Medic the first step? Because he was the least played character, and when there are more Medics in the game, everyone scores higher. This data all came from Steam, letting them experiment. “Achievement design for multiplayer games was the land of unproven assumptions,” Walker adds. Achievements are a way for Valve to talk to their customers, to encourage them to play a certain way.
14.45. Robin Walker is now discussing Team Fortress 2.
“Successful multiplayer games need to be a service.” This includes innovation, both initially and over time. And continuous content update. Steam, he explains, brings them closer to customers.
Valve believes shipping content is how they “talk” to customers. They are in direct response to listening to the customers. There have been 53 updates to TF2 since release.
Achievement design, class balance and map balance have all resulted from listening to customers.
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