Capital Games
TeshKarhann: It seems like a lot of your jobs overlap, like how is "Live Producer" different from "Lead Producer" and all the other titles? Do you all stick to your lanes at work, or do you all tend to have a culture of getting in each other's business to help out wherever you can? Can you share a story (just for funsies) of a recent argument about a new piece of content and how it got resolved?
We love this question, so much so that I bullied the others into letting me answer it, which is pretty par for the course in the dynamics of the Producers on this team.
In all seriousness, there are over 50 developers on this team, most of whom have practical skills like design, art, engineering, QA. Producers (and at EA we also have Development Directors) are responsible for the vision of the direction of the game and then ensuring the team is supported to get that execution done. It also means that sometimes we bump into each other because we all sincerely care about what we're doing and we want the game to be as good as possible. Each of the Producers that work for me own a space - from Feature to Live to Lifecycle, and then it's my responsibility to help support them and make them stronger, but to also roll my sleeves up and help where I can.
As for a recent disagreement - one of the biggest ones that ever happened on this team was the fight over TB having 12 hour or 24 hour phases. The initial intent of the feature was for it to happen over a weekend and be six phases that are 12 hours each. After testing with the beta group, it became very clear to me that we couldn't go under 24 hours per phase. Now, I will say that despite being happy with where we ended up, some of the original people in the 12 hour camp were fighting for TB/TW not to take up the whole week, so by making it 24 hours we are contending with them taking up more of your time and need to reflect on that.
Achilles: Does a department checking/testing updates - before release - exist?
Most certainly they exist! We have our QA and Game Balance Teams. Our QA team is a very talented group of Quality Assurance specialists who excel at triaging software issues and our Game Balance team assesses the tuning of characters and content. SWGOH is a big game with a lot of dynamic interactions and edge cases. We do our best effort to catch everything, but sometimes things slip through. After we have any major misses, we review our process and update it appropriately to try to prevent future issues.
jeffnorth86: There seems to be a disconnect between the EA help bug reporting and the actual Dev team. I reported the Hermit Yoda Zeta bug a week ago and was told the Dev team wasn't aware of the issue even though there's been a thread about it open since February on EA Help. When can we get some updates on these glaring and costly bugs?
We are aware of this bug and it's currently in our stack of "To Do". We have a lot of bugs come in and we do our best to prioritize them across us 1) needing to make new content 2) test the bugs and 3) making sure we haven't created any new bugs. I just looked at the ticket for it and we'll see if we can get that taken care of soon.
Can we please get a constant flow of professional communication? There are various times when we can’t get an answer to important community questions and issues for months. Even if we could just know it’s getting worked on or receive an update once a week on things being addressed/worked on we would all be extremely grateful
Improving the cadence and quality of our communication is a strong desire of the team. What you're seeing tonight is an effort in that direction. In the coming weeks, I will publish an updated plan for how we plan to keep the communication flowing.
There are a few bugs and AI issues that have been present, both in the past and currently, which I believe should be addressed.
So Q:
What exactly is the timeline in how an AI issue is evaluated and approached? From the time a bug or AI issue is posted on Answers HQ or here, what would be the expected turnaround time for the issue to be fixed?
1. RE: Bugs/AI: I just personally wrote these down and will make sure they're logged in our JIRA (bug tracking database). I don't have an answer for you right now, but I'll look into it.
2. RE: AI Evaluation Generally: It varies, honestly. Length of time depends on if we have a big piece of content we're working on in the background (like the Sith Triumvirate) and whether it is an issue from a design intent perspective and a system capability perspective. So the answer is ultimately it depends, but we largely treat them alot like other bugs. How many people are affected? Is it outside our design? Etc. I can tell you that the design team and I regularly talk about AI priorities and issues on a weekly basis, so it's not something we ignore.
3.
Erik Larsen as the Player Lifecycle Producer, *can you give us some insight to where we are in the life cycle?* It seems to me we are in the declining stage as many players are feeling burnout from too much content being
My role is to help think about and manage how players experience the game throughout their lifecycle from a new install all the way up to the elder game. So, it's a bit different than what you're asking. But, to answer your question anyway, from looking at any performance metric, the game has never been stronger. We have now been out for over 840 days (!) and due to the overwhelmingly positive response from players, we continue to not just sustain -- we continue to grow. That said, we know there are things we need to do better, we know the game isn't perfect, and we are committed to working hard to deliver the best possible game experience to you and the rest of the players around the world. The amount of time players spend in the game is something we keep our eye on. With the recent Quality of Life release, there were a number of features added to the game with the sole intent of reducing the amount of time players need to spend engaging in certain activities. We will continue to monitor the data and your feedback and make adjustments as needed. Hope that helps!