Hello, all.
We have planned to share a roadmap for some time now and I first committed publicly to that several weeks before this thread even started. We will deliver it in the coming weeks, as promised. Ideally this will hit before release, which we didn't commit to but I would like to deliver on. Meanwhile at every opportunity we have indicated items as they go "on the list" of recorded feedback. We have also indicated the rare occasions when a request is just so unlikely that it won't go on the list. From the furor here perhaps we should have said nothing about our plans to share a roadmap until we released it. No, I doubt that would make people happy either.
By the way, there is a difference between a development plan, which is internal and required, and a community facing roadmap. Both must factor in post release live support, free updates, DLC and console release. We are committed to having community feedback feature highly in all of that, as we have for some time now. It would be easier to share a roadmap if we were not so open to feedback.
I would like to address a few other subjects from this thread.
- Regarding claims that we have been less than transparent - we have actively supported these forums, facebook and twitter. We do hours of twitch broadcasting each week, in which several n-Space employees answer questions as fast as we can, and we join in other games. We post news, answer emails and on and on. We have spent countless hours presenting the game to media and the gaming public, answering all questions. I'm sure we could do better but to claim we have been anything but transparent seems unreasonable to me.
- Consumer expectations of involvement have changed drastically, even during the last year of SCL's development. Where some folks have cited examples like Camelot Unchained as good models for community facing development, that is an asymmetric comparison. Consumers cannot reasonably expect the same degree of involvement in SCL (announced less than a year ago and releasing in 3 weeks) as they have in a game like CU, which will have been built almost entirely in the open for nearly 3 years (at its eventual release). Neither method is wrong and, as someone that has personally supported over 50 kickstarters, I would love to embrace even more open methods in the future. But for SCL it was not the right approach. Regardless, I am still proud of the efforts we have made to be open and available to the community given our constraints and approach. In less than one product development cycle n-Space has transformed from a work for hire development company that was contractually prohibited from talking about our games during development to where we are now. Knowing that it was unrealistic to shift the company methods, culture and expertise farther or faster we settled on this middle ground approach (not traditional box product development but also not Kickstarter). I understand that some are disappointed and want more. That doesn't mean that we have misled or misinformed.
- Expectations for this game, like all games, have varied dramatically from the beginning. There is a thread here that I often refer to, in which people share their expectations based on the coverage to date. Answers vary from a Diablo style ARPG to NWN with persistent worlds and servers to Dragon Age Origins in the Forgotten Realms. All of this based on the exact same messaging. I think this has more to do with people projecting their personal preferences than us providing confusing messaging. Even within this thread I read diametrically opposed views on what the game is, what it should be and what people want out of it. This is all fine and expected, but realize it cannot be everything to everyone. I'm happy to see that some of you already understand this and so, to an extent, I'm preaching to the choir.
- The problems encountered with network latency and bandwidth were very largely addressed for the last headstart and further progress has been made to improve the experience for players with truly terrible network connections or local wifi connections. The decision to extend by 3 weeks was just as advertised - bug fixing and final polish and tuning. The bug burn-down trends, along with internal and external feedback that led us to that decision have proved accurate and we are entirely confident the game will release on Oct 20th. We are not in "panic mode." But, as usual on the internet, we are in a no win situation - people will rage if the game is delayed, people will rage if it is released with bugs. For everyone at n-Space we were happy to have the flexibility and support of our partners that allows us to hold on to the game a bit longer, as that is ultimately in everyone's best interest.
- Ash and I meet and interact on a daily basis, usually several times a day. Likewise he and Dan Tudge are in routine discussions. There is no "powers that be." We all work together, coordinate our efforts and collaborate those with our partners at DE and WotC.
- The full revised headstart plan was agreed upon before the Oct 20th date was announced. The delay in communicating it came down to getting approvals from everyone involved. We apologize for that confusion.
I hope that clears some things up.
If you are one of the few accusing n-Space of lying or intentionally misleading, please feel free to message me directly. I will happily and personally see that you are refunded your full purchase amount. You see, my personal integrity and that of the company that I built over the last 20+ years means a lot more to me than the price of your purchase.
Best,
- Dan / n-Space