Fallout 76: How Not to Launch a Game
I may have a little anxiety about my upcoming game releases, but at least it won't be as bad as Fallout 76. If nothing else my audience is smaller, but I think that there are a lot of things to say about Fallout 76's launch that are important take-aways for any designer/publisher.
I'm not just saying this to knock on Bethesda, either, though I really can't see the logic in some of their decisions. I bought Fallout 76 over the Thanksgiving weekend, and I haven't really had enough time to play it, but my initial impressions are generally positive, with a couple nit-picks.
1. Don't Oversell
Trailer courtesy of Bethesda Softworks.
One of the big issues that Fallout 76 has is that it created a mythos it doesn't live up to. The trailer above was the world's first look at a multiplayer Fallout experience.
Multiplayer Bethesda games have been on the gaming world's wish-list for a long time (I am an internet acquaintance of the TES3MP developers, so I may be making a statement that is not as universal as I perceive it to be). They provide deep immersive worlds that generally create a whole lot of exploration experiences.
Exploration is fun with friends, so it stands to reason that Fallout 76 would by extension be fun with friends.
I think it is, personally. But a lot of people don't. And some of the reason for this is that it's lost a lot of what makes Bethesda games work; when everyone's dead, what's the point of going around doing quests?
Honestly, my one big issue with Fallout 76 as I see it is that I have no reason to move on from the starting area. If I'm just rebuilding the world, I should be able to set up camp–or C.A.M.P.–right outside the vault and call it a day, since that's the safest and area in the game (good planning on behalf of Vault-Tek though it may have been).
I think the big problem however is that it's not a Fallout experience like other Bethesda games. Fallout's always been fairly personal, and while Bethesda's managed to pull the nameless stranger trick with the Elder Scrolls for forever, it just doesn't work in the post-apocalypse as well. The Overseer doesn't have the emotional connection that you would see from other causes in Fallout; she's not your home vault, your missing father, or your missing son.
The trailer above, however, shows us a pretty clear cut Fallout experience and is perfectly in line with other trailers, except perhaps for the multiplayer aspect.
The promise that there would be no NPCs in Fallout 76 rang hollow because instead of having human NPCs they instead have robots everywhere. Robots that have the exact same issues that NPCs would have in other games (like only one player interacting with them at once) but without the merits of forming human attachment. Other players aren't able to fill the role of quest-giver in the Fallout 76 setup, and it's just sort of a shallow experience (even though we were promised it wouldn't be).
Another issue that's come up is that the "canvas" bag promised in a collector's edition turned out to be nylon instead. That's a fulfillment problem and Bethesda just couldn't make good on promises.
2. Don't Drop the Price
I got my copy of Fallout 76 for $36 over on Humble Bundle through a mix of Humble Monthly discounts, existing credit, and the massive 33% price cut for the Thanksgiving weekend.
While that's good for me, it sucks for everyone who pre-ordered and then feels robbed. If the game's not worth $60, don't charge $60 for it, but if it doesn't sell like hotcakes immediately on release, you still probably have to wait a while before dropping the price.
A lot of the really tepid reviews for Fallout 76 (especially on PC), mentioned that there weren't PC-standard features (like the ability to disable depth-of-field and adjust FOV) in the PC version, and that the experience was glitchy, buggy, and unstable.
To have the price drop to entice people to buy the game without addressing existing customers' concerns is going to create a massive backlash, especially if the drop comes just a few days after release.
Basically, people who pre-ordered got less than the best experience, and the price was lowered so they didn't even get rewarded for their trust in Bethesda.
3. Test. Test. Test again.
When I heard that the Fallout 76 beta test had been very limited, I was a little surprised. I've been pretty busy, and I didn't expect to get 76 when it first came out (I'm a price-drop guy), so I didn't think a whole lot of it, but my experience with the game has been a reminder of this.
When you have someone running off a SSD on a GTX 1080 and an overclocked i7, you shouldn't be seeing flat-out freezes during gameplay. That's a sign that something's wrong.
Also, my first "game-breaking" bug came the minute I first booted up the game, when my brother and I were trying to form a group and got blocked from contacting each other because apparently we sent friend requests too quickly. That's something that you would think should be caught in testing.
We were able to resolve the issue, but it's an obvious use case and shouldn't have required a work-around.
Part of the thing about testing before releases is that you get a chance to do things you'll never get to do after release and make changes that will break your release. Fallout 76 has a large player base of people who have established characters and wiping their accounts to make dramatic improvements is a nightmare for any game studio.
Honestly, from my position I don't see how Bethesda went ahead with the release as planned. They should have delayed the official release and just made this release a "beta". Hindsight is 20/20, but now they're in a really awkward place (they can't just wipe the servers and fix stuff) and sitting on a release that's catching flak from all over.
4. Going off-platform
You know where you can download and play Fallout 76 digitally?
Bethesda.net
And literally nowhere else.
You can purchase it on a third-party site, sure, but Bethesda.net is the only place to play, and the Bethesda launcher leaves a lot of stuff to be desired. I haven't been touching Steam much recently (Forza Horizon is my recent go-to game, and I haven't even been playing it as much), but at least it lets you see when your friends are online and has a lot of tools to let you get in-game together.
Bethesda.net requires another install, doesn't provide any social features, and I personally just don't care for its layout nearly as much as any of the competitors, and I'm including EA's Origin (which I haven't used in years, so picture a very out-dated competitor) and uPlay in that, both of which I generally regard as storage space parasites.
5. Comfort your Customers
Bethesda's been on top of things, and it sounds like they are generally issuing refunds (though not always; I haven't had a chance to investigate to figure out what their criteria are and how they've changed in recent days) despite their store policy being not to do so.
They've been okay at putting out follow-up publications and patches, but the consolation they're giving pre-ordering fans who bought a $200 special edition that didn't pan out is $5 of in-game currency that can be earned in game, is not really enough to get anything decent, and an entirely optional system.
Ubisoft gave out free games after a botched Assassin's Creed launch, and I think that Bethesda should probably do something like that (at least for the pre-order people) to build goodwill. Admittedly, Bethesda doesn't crank out fifteen Fallout and Elder Scrolls games a year, and most devotees probably already have them all, but they have a lot of stuff in their library that's worth giving, and they should consider passing out some freebies to patch over hard feelings, especially since they have other killer franchises like Wolfenstein and Doom that could have been skipped by fans of their RPG lineup but have pretty broad appeal.
The whole idea when you buy something is that you're exchanging money for value. If you wind up with a situation where customers feel they didn't get value in exchange, you need to try to make that right. When you produce digital products with a very low cost-of-delivery, you have the opportunity to make up for that lost value very easily and compensate your customers.
Even if a large portion of Fallout 76 players feel satisfied, giving the satisfied customers a freebie pumps their value from the purchase up and creates a good experience that can help to mitigate some of the angst caused by a botched launch.
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A couple points, firstly "their trust in Bethesda". I know Bethesda, and anyone who trusted them to release this game functional at launch clearly hasn't played a Bethesda game before.
But seriously, the only real Issue I have is the 'Don't drop the price'. It's one of those situations I feel there was so much bad press on this one, even if things were fixed up no one is picking this up at full price, especially after the barrage of refunds. A lower price is the only way they could get people back on board, and keep funding the game to even fix the issues.
Other then that, I think you are pretty much spot on, enjoyed the read.
See, I played Fallout 4 and Skyrim pretty much on release, and modded them before doing so was officially supported, and I had a much better time with them. Heck, Skyrim on a laptop that technically barely skirted the minimum specs ran better than 76 does. With that said, I agree that it was unrealistic to expect a particularly smooth launch. Bethesda's ambitious in their design and content creation goals, and that ambition comes at the cost of some stability. However, 76 has some glaring stability and connectivity issues.
Part of the thing about dropping the price is that yeah, they probably have to do it to attract players (though if they manage to deliver on private servers with mod support and other features that are on a lot of peoples' wish lists they could get past some of this), but at the same time you don't ever want to drop so close to the release. Each world in 76 only has something like 20 players at a time, so player-on-player interaction is pretty rare. Even if their peak players dropped really low they wouldn't probably have an issue with keeping servers populated, which is the main reason why multiplayer games tend to drop prices close to release.
With Fallout 76, you have a big AAA experience that didn't come out feeling AAA and immediately went on sale. That's going to cause some real backlash from fans who preordered.
The first part was just a bit of a joke. :p
I'm just saying that the lowered Price isn't really something you can do anything about after a bad launch. It's not really a cause so much as a symptom, the result of a bad launch rather then a cause of it.
Yeah, it's going to make those that pre-ordered feel kind of shitty, but so is an online only game tanking and the servers going down. I really don't believe Bethesda would have lowered the price if they felt there was any other choice to keep the game going.
TBH, I wouldn't be surprised of Fallout 76 has some fall-back singleplayer code and if the private servers don't already exist in a beta format. They could keep the servers going for a long time on the preorders alone.
They really should have gone the Conan Exiles route, though, with public servers being an option in an ecosystem with private servers. Then people could have personalized experiences easily and be able to have PvE and PvP environments separated and so forth.
I mean, the whole launch and many of the decisions made are so bad that there are conspiracy theories that Bethesda tanked Fallout 76 on purpose to not have to do multiplayer anymore.
This is ironic, because I've played TES3MP, which is a kludged-together attempt to do Fallout 76 for Morrowind, and even a year ago (it's in active development), it was a blast. Fallout 76 is beautiful and offers deep exploration, but the multiplayer elements don't shine.
The only part here that I disagree with is being able to keep it going off pre-orders alone.
Despite the 'no Refunds' policy, they are in fact giving out a lot of refunds to people, and considering the myriad of people complaining, there has likely been a lot of refunds issued.
I honestly think even with the price drop, an early death is going to be the most likely outcome of 76 at this point.
I mean, I'm not sure about the server costs, but I don't think they're that large. Maybe I'm wrong, but Bethesda already has ESO servers and has probably either figured out how to use those for Fallout 76 or get really cheap server setups.
It's probably the refunds and whatever they have to do to keep from being sued over the "canvas" bag that will lead to any issues.
I don't know that Fallout 76 is going to necessarily suffer an early death, but it's basically Bethesda's Fallout Tactics.
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I'm sure you agree, but I honestly wish pre-order wasn't a thing. Customers feel compelled to preorder because often the shiny reward is pretty great... but it also means the company makes a ton of money (maybe the bulk of their money) before they've even released a product... which is bizarre. I think it also means that companies are willing to release games that aren't quite right because they've already made a good amount of cash. If their revenue was solely dependant on releasing an incredible game, we wouldn't see the launch disasters happen again and again.
Pre-Orders are a great idea that was abused beyond any reasonable measure, not unlike DLC.
Being able to put money asside in advance on games is convenient. It can also show that smaller studios may have more interest in them then they originally realized, allowing them to make more copies of a game and keep it from being a small obscure release.
But then AAA studios had to start pushing pre-orders, and even locking content behind it, ruining a good thing for everyone.
Admittedly, Bethesda's work process is such that they probably had 76 "mostly done" when they announced it (which makes it a little more ironic that it's still only "mostly done" in most people's eyes).
I'm not against the concept of a pre-order, but I think you need to think critically about it. I use Kickstarter a lot, and I've had a lot of good experiences and bad experiences with it.
The video games industry has taken the concept in a very toxic direction. It's often more of an elite/"real fan" distinction that they draw with pre-orders. It relies on FOMO rather than "help us build this game." Big developers know what they're making anyway, and the early funds go toward their next game instead of improving their current title. I really think an early access system would have been ideal here, and generally would be better than pre-orders for AAA titles, but that flies in the face of traditional publishing and will therefore never be adopted except in a similarly crappy, toxic way.
But I work with print rulebooks, where you've got less complicated design processes, so I'm predisposed to judge video games harshly because they're the glitzy "dad's favorite" younger brother.