My dreams, thoughts and truths
Hype, Trust and Disappointment
When you browse some big game related news websites over the world such as IGN, Game Spot, Edge Magazine or Jeuxvideo.com, you notice that players are always looking for the next big game seeking it like a miner is desperately looking for gold or diamonds. I asked myself why such behavior seems to spread and I’m sharing here some of my humble conclusions.
Too much expectations?
From a publisher point of view, the goal is to create as much hype around the game as possible targeting hardcore players 3 to 6 months before release so the buzz starts functioning supported by continuous screenshots, videos and exclusive interviews in the specialized press.
Within the last couple of years, we saw a set of web applications all based around the same concept: social networks such as Facebook. These social networks are considered great marketing tools because in theory they allow campaign messages to reach a wider audience at no additional cost through viral marketing. The sole drawback is that the message is not under control and it generally ends with players changing the original message to something even better than originally said and therefore putting high expectations and hopes in the game.
That could actually be one of the reasons why players are always looking for a new game: they keep being disappointed for games that may be good games but do not fill their expectations.
Spore illustrates it perfectly. I was one of these players in 2005 totally amazed by the presentation Will Wright gave at the Games Developer Conference. It was breathless and I placed again all my hopes in this game developed by the man and studio that brought Sim City and the Sims. After this video, you could tell me anything about any other game, Spore was the game I was looking for with a promise of a real no ending game.
To understand my feeling at the time, I added the video I’m referring to (lookout as it is a 35 minutes long video):
But once Spore was released, bought and tested, I have to admit that I was part of the players who yelled at EA and Maxis for the lack of game play. With time, I can now see that I put too many expectations on Spore because of the communication of the game… I think that if I wasn’t hooked like I was by the GDC video and the buzz around the game, I would have bought Spore and found it quite fun even if the game has some issues.
Players confidence
The world is changing and even if the game industry is a young industry, this industry has been stuck into the same issues than the movie industry. The game industry represents so much money nowadays that publishers are all very scared into taking risks and trying something new. Therefore, there are less and less professional game development studios that are asked to put some new concepts in their games because publishers prefer betting in a 2nd, 3rd, 4th… 10th sequel of their license from which they know they’ll make good sales for sure only based on the name.
But it wasn’t counting with players becoming more and more experts and not being fooled more than once. Some players now totally reject some sequels because the sequel of the game wasn’t as good as the first one or didn’t brought anything else than the first game gave them.
At this stage, publishers and some game development studios lost the trust they got with their audience. And they will have some difficulties to get it back.
Trust is the basis on any relationship between two persons. If you don’t believe someone, why would you get something from them unless they really push it for you to purchase it? I personally think that publishers and game development studios have to get in closer relation with their customers not to sale them their games even more but rather showing them they do not live in an Ivory Tower and they are just like them: game fans and players.
Bringing some humanity in the relationship is a difficult thing but it’s not something impossible to do. I’ll take the example of Open Source projects. The developers behind these projects are sometimes managing indirectly thousands of contributors and users and the way they communicate with their audience should be taken as an example. They built a close enough relationship so that anyone can share their feedback and they are committed to take it into consideration! Not like an anonymous poll but rather through a constant presence on the community forums and answering their questions even if they are hard to answer.
Never push back your communication
With CITIES XL, to take an example I currently do know very well
, we are going this way and it is sometimes very difficult to answer player questions because you would like to satisfy all of them… But that’s just not possible because they all have some different tastes and do not put their attention to same features. I kept myself close to one single rule: never lie them and never leave important questions unanswered even if the answer is “We don’t know yet”. We remind them quite often that we are a small studio and we cannot wait ages for the game to be developed. At some point, we have to decide which feature will make the game release and which ones won’t. They may be disappointed by such decisions but they are clever: they can understand why and how you prioritize your choices. 
I do not consider myself as an expert in the game industry but by analyzing all the recent game releases and how players reacted, I think we can all take some good lessons and try to build a better future for our industry. Just listen to them, talk to them regularly and simply respect them and we should get into a Win/Win position: players get good games and the industry wins more money to reinvest in newer concepts and ideas by, for instance, investing in some very interesting projects born in independent games but that’s another story 
| This entry was posted by Philippe Da Silva on November 16, 2008 at 10:14, and is filed under Thoughts. Follow any responses to this post through RSS 2.0. You can leave a response or trackback from your own site. |

about 1 year ago
Nice blog. (It’s a shame we don’t get that often at citiesxl.com
)
Yeah, it’s best to keep in a trustful communication so there is no lies and it’s all good, but of course, there are players like me who want to see that work in progress, so at least we know you are working on it and so we can follow you with it with detailed comments.
But yes, in my opinion, I think that reviewers’ expectations are higher, too high. Also, it’s not like what the reviewer says is correct. We all have different opinions, which is why I rely on the user reviews.B)
I remember reading a few recent reviews for Midnight Club LA Remix (PSP) (which I own), and they marked it down due to the limitations of the PSP, how ridiculous is that? They took the blame on the developer, not the console. Anyway, the game is great. I posted up my own review at Gamespot.
I must ask you guys at MC one question, what do you think about the ‘official reviewers’?
Anyway, nice blog. Looking forward to more.
B)
about 1 year ago
Hi Ashley,
This blog is my personal view and thoughts and is not related to Monte Cristo’s position: it’s my free speech section if you want
Moreover, the readers of this blog are mainly my friends and family and I don’t want it to become like a second blog about CITIES XL.
You and some other members of the community have complained about the difference between now and one year ago as far as blog entries in the official website, but you must understand that we need to be very careful with what is said and shown on it. A year ago, we had more time to spend on writing blog entries and the more we get closer to release, the more efforts will be required by the dev team to fix small bugs that can sometimes be very annoying.
As for your question regarding “official reviewers”, I won’t answer for Monte Cristo but rather share my own position.
“Official reviewers” have a quite difficult job, they do see a lot of new games and have not that much time to review them as they would like to. A game review would require them to spend more than 30 hours for most of them to really have an objective view on it. But they don’t have this time and therefore they must imply a certain level of subjective view on many points.
They are still very professional most of the time and give a trustable opinion on the games they test.
about 1 year ago
Ok, thanks for the reply.
I’ll lay back with the CXL business and leave that to the official forums. And I’ll keep my comments all related to you, and your blog only.B)
I actually feel like starting my own blog, but I don’t know how.
about 9 months ago
Philippe,
I decided to go through my archives and I came across your blog again. I was curious because I’ve noted some of the backlash to the just released CitiesXL and since you have been as good a spokesperson as any company could hope for and moderated the official gamesite which put you thisclose to all of the feedback – good and bad – I wanted to see if you’ve expressed any opinions. Lo and behold I think you have or at least this blog entry is as close as you’re willing to go. Am I wrong in stating that this is just your way of trying to get the proper perspective on it?
You’ve been front row in watching the hype machine get revved up. Expectations get blown out of proportion. Dreams get dashed and the designation of someone to clean up the mess. The first step is to analyze it. Then put a proper spin on it. Here we are.
Now from my perspective, there’s nothing wrong with a good hype machine aka marketing department. In the computer games industry it is an absolute necessity. Goes hand in hand with your creative group and your technical experts. Once you find a niche you can exploit, you’ve got to jump in blow that door down. The trick is can those programmers and engineers deliver what we think was promised.
I don’t play a lot of games but my kids do. My friends do. Strangers I engage in conversation do too. I’m always curious as to what motivates them and what keeps them coming back. Sometimes I’ll watch them and ask specific questions looking for certain responses. My own ad hoc focus group. The only constant I have found in the games they play is “playability”. The game is fun and it has a good shelf life.
I’ve watched my kids play the new “Call Of Duty”. I don’t see much difference from the old game but my kids swear it’s the greatest thing going. I’m sure with a discerning eye I could tell that the graphics are better. There may be more options but nothing drastic. The main thing is my kids think it’s great. So as games and their sequels go, I think this one must be an unmitigated success and lived up to the hype. The question then is, why has this game succeeded while others get stuck in the briar patch?
Here is a game like “CitiesXL” in a fertile, forgotten genre like city simulations which have all of the potential in the world but hasn’t been mined properly yet. Will Wright set a pretty high bar with the Sim City series, then farmed it out and abandoned it. The fans were (and still are) licking their chops waiting for the next incarnation and here comes Monte Cristo. Doing everything right at first. Talking to fans and key websites. Providing glimpses of what could be, seemingly listening to suggestions and filling a void. At first the hype is tempered but of course the fans take any little discourse and run with it. A little snowball of rumours in the Alps has created an avalanche of expectations and while there are some good things to say about CitiesXL, it’s not going to meet those expectations.
The reason being some of the statements you have made but in my opinion the biggest reason is Monte Cristo hasn’t fully grasped what this genre requires or what makes these games interesting and playable. Whether the game is “Bob The Builder”, “Legos”, Super Mario Brothers”, World Of Warcraft”, Call Of Duty” or any other game, you have to define your constituency, what they want and cater to them in a way that keeps them coming back.Of course you must balance expectations with a realistic bottom line but the really good game developers don’t settle and just throw any old thing out there. That’s when a project manager earns his paycheck and mobilizes those creative guys to come up with workable solutions. You can’t leave big parts of what people expected a game to be out and add in under developed ideas with a shaky concept. That’s a recipe for disaster.
From reading your blog, I think you understand this but you must cite the company line as their spokesperson. No matter how ugly the pig is they have given to you to present to us, you must put lipstick on it and tell us it’s beautiful. Well, frankly, if you want to avoid losing the trust you’ve gained and the forthcoming disappointment, make sure everbody understands why they hyped it in the first place.
about 9 months ago
Hi BJ,
Thanks for this long and well thought comment.
I mostly agree with your view and conclusions.
I would just like to remind you that this post was made one year ago and was my reaction to some SimCity fans overlooking at Cities XL as the direct sequel to SimCity 4.
From the start I believed that if you want to get your game you put so much efforts on to be appreciated for what it is, you have to make sure to find out the best game design patterns players are looking for and try to bring your own point of view.
I wrote this blog entry because I was continuously telling SC4 fans that Cities XL was a new proposal to what could be a City Builder game in 2009 and thus far.
But I also wanted everybody to understand that we weren’t EA with tons of cash available to make such a game. Yes, we did invest a lot of cash to bring Cities XL to life because such a game requires a lot of work.
Even then, some of the features we had in mind from the start couldn’t make it for release because we knew we couldn’t afford to provide them in a polished game.
Instead, we decided to work on the game so that it could host later these features and plug themselves in the existing simulation.
We now are about to release the Bus as the first mass transportation feature of the game and it couldn’t have been made another way.
Yes, we did bring some hype in the niche…
Yes, we always told the truth even when we were in some situations we knew wouldn’t please the player base (such as the fact that Multiple Lanes and Mass Placement Tool wouldn’t make it for release even if we promised it before)…
And we brought disappointment because players are getting more and more experts on what they want and very demanding…
Nowadays, small studios like us have small to little chances to be able to bring the games players are looking for because they cost a hell of money and time to be produced.
We decided to go the smooth mode: bring the basis of a City Builder that will grow with time in content and features.
Hopefully, the future will tell us that we were in the right track and small independent studios can move this way to bring some innovation to the game industry that is seriously lacking original polished games.
about 9 months ago
Thanks Philippe,
I realized your post was a year old after I finished my comment but since I felt it was still relevant, I went ahead and posted a comment. As a matter of fact I think it’s even more relevant now than last year.
More than anything I appreciate Monte Cristo for breathing life into this genre. I know they (and you) wanted to distance themselves from EA and Sim City and correctly state that CitiesXL was not the direct sequel but for all practical purposes, it was and is. That’s the way I viewed it and I’m sure a majority of the city builder fans thought that way as well. You had to know if you grabbed the mantel, that would be the obvious conclusion and it had it’s obvious benefits if you pulled it off. The pratfalls were there as well but it was worth the risk.
You did all that you were supposed to do to get fans salivating. Now could MC deliver? In some very important ways I think you have but I think you did yourselves a disservice turning your back on much of what came before. In your need to separate yourselves from the original Sim City, you killed features that were endemic to the city builder genre. Why reinvent the wheel? Why not just take what’s already there, pop your wonderful graphics engine on it and go from there. I realize it’s tough for a small studio. Especially in these times but that’s just more incentive to just jump on the original’s shoulders and reach for the gold. I think you have been very innovative but your ideas will be overshadowed because you’ve removed the basics from the genre. You’ve got the right ideas to live up to the hype but they’re getting buried by the bottom line.
Somebody needs to fight harder for those ideas and explain that the long term benefits will be more rewarding. One thing I have learned, is that if you can live up to the hype and hold your own, your fan base will go to the moon for you.
about 9 months ago
BJ you are right and wrong at thé sale time.
Tjat is grue that long term Benefits are more rewarding but that is only true if you have enough resourced to afford waiting for long term.
With Cities XL we made some vêts that we are about to see the results. Only then we’ll be able to make a “post-mortem” and conclude on something.
That’s what is cool with life: You never know what will happen
about 9 months ago
Fair enough Philippe and I’m really wishing the best for MC and you. I want to be sucked in by this game. So we shall see.
Oh, and congratulations on the little one. He looks great.