Ohhhhg!! Welcome! Thanks for playing on console! We love you! Now we will feel like somebody is listening maybe!ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams. Some of you may have seen me on ESO Live last month. I was a little nervous in the beginning of the show if you couldn't tell. =P
I've been working in games for 15 years, most recently having spent 7 at Riot Games working on League of Legends and several smaller games in the LoL universe. I joined ZOS in January and started playing ESO about a year ago. Obviously many of you have been playing the game much longer and have acquired a wealth of knowledge and expertise during that time. ESO is a huge game, and I won't claim to have the same depth of knowledge as someone who's been actively playing since beta.
I do, however, play pretty much every day (I recently switched from PC to console to get better visibility into that experience) and scan the forums and Reddit when time permits. I also lean on the knowledge and experience of the great teams and people here at ZOS who've been hammering on ESO for about a decade. To be clear, my role here is less about making specific changes or improvements to the product and more about helping our teams improve how we work and communicate, both with each other and with you - the players. That being said, I'd be lying if I said there aren't specific aspects of the game I'd like to improve.
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!
i've one question: Where does your Alliance go to. WHY do we have to pick an Alliance at character creation and not later when you are ready to join the WAR.
ZOS_RobGarrett wrote: »By the way, if you're willing to share: what's your favourite thing in ESO so far? What's made you go "Oh, that's cool!"
Honestly it's difficult to pinpoint a specific thing. I actually played a bit back in beta but got distracted with other games at the time. When I returned to the game last year I was shocked at how improved the entire experience was. The teams here have done fantastic work over the past few years, including taking on some big risks like One Tamriel, and that was a major draw for me coming on board.
As of late, most of my time in game has been spent in PvP and the Thieves Guild DLC.
Welcome, and you have your work cut out for you.
About that 3 month schedule... please talk the suits into taking a content patch off for bug fixing and performance.
You can call it "Tamriel Revisited" and let the always fabulous art team loose on retexturizing old assets, and add some sort of new polymorphs or costumes or pets that drop in the older delves and dungeons as content for the people that love those.
Welcome, and you have your work cut out for you.
About that 3 month schedule... please talk the suits into taking a content patch off for bug fixing and performance.
You can call it "Tamriel Revisited" and let the always fabulous art team loose on retexturizing old assets, and add some sort of new polymorphs or costumes or pets that drop in the older delves and dungeons as content for the people that love those.
ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams...
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!
i've one question: Where does your Alliance go to. WHY do we have to pick an Alliance at character creation and not later when you are ready to join the WAR.
ZOS_RobGarrett wrote: »I can understand how the terms can get conflated. In fact, I believe at one point in time the Combat Team was internally referred to as "Gameplay".Gameplay is often associated with combat, esp in a mmo where you kill people
I should probably clarify the team structure a bit. As I mentioned before, I oversee the "Gameplay" side which includes Combat, PvP, Systems, and UI. There are also "Content" teams working on things like zones, quests, monsters, and dungeons. Ultimately we're all working together to deliver updates to ESO, but that's how the teams are organized.
And, of course, @ZOS_RichLambert oversees "all the things".
FrancisCrawford wrote: »Nightfall12 wrote: »If i could ask anything of you,
It is when you look forward to new content that you do not cater to just a single group. We know that there are...
Hardcore PvPers including large scale and small scale, to duelists. (These guys deserve some love)
There elite PvEers running trials and speedflawlessperfectrun-dungeoneers. Perfect rotation DPS kings and mega tanks!
There are also casuals, new players and those with disabilities that get left out of a great deal of content. Please don't forget us.
Thank you
This dovetails with my serious comments.
First, welcome!!
Second, as you surely know and probably utilize, it is a standard practice in product management to think in terms of specific "personas". I suggest that you make it a high priority to ensure a set of personas or other group segmentation that accurately covers most of your player base, whether you see the segmentation as a true "partition" in the mathematical sense, or if you see them more as subsets that overlap.
For example:
- I'm a self-employed older player, with a lot of time to play. (It would probably be OK to lump me in with retirees.)
- I have poor reflexes/situational awareness, but good game knowledge and general brains. (I've been playing a long time. I was recently accosted by a guy in Vivec City who asked "Are you the guy who wrote the guides that were so valuable to me years ago?" That was indeed me.
- I commonly play solo or else duo with my wife @DarcyMardin , who would fit into the same segment I do. We can face roll the easiest 12-14 dungeons as duos in normal mode, but things get a lot harder for us after that, and if we want to do more challenging content we need to join fuller groups of players. To date, I've done more of that than she has.
- PvP, as you might imagine, is not important to us.
- A game change that would FORCE the constant use of accurate reflexes, like the proposed shield nerf, would probably drive Darcy and me out of endgame, much like the Fractals jumping puzzles kept us from ever trying Guild Wars 2 endgame in the first place. In that case we might well scale back on our participation in the game entirely, much as we did in GW 2 (and we were huge fans of Guild Wars Classic). I think that in that respect we're representative of a large-ish and reasonably affluent group of players.
Other obvious segments to try to capture include:
- Busy, results-oriented endgame PvEers.
- Busy, results-oriented PvPers.
- Generic RPGers who have a lot of time and money to spend on the rich ESO world, with no real concern for endgame; i.e., the ones who might care more about mounts and housing than functional gear.
ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams. Some of you may have seen me on ESO Live last month. I was a little nervous in the beginning of the show if you couldn't tell. =P
I've been working in games for 15 years, most recently having spent 7 at Riot Games working on League of Legends and several smaller games in the LoL universe. I joined ZOS in January and started playing ESO about a year ago. Obviously many of you have been playing the game much longer and have acquired a wealth of knowledge and expertise during that time. ESO is a huge game, and I won't claim to have the same depth of knowledge as someone who's been actively playing since beta.
I do, however, play pretty much every day (I recently switched from PC to console to get better visibility into that experience) and scan the forums and Reddit when time permits. I also lean on the knowledge and experience of the great teams and people here at ZOS who've been hammering on ESO for about a decade. To be clear, my role here is less about making specific changes or improvements to the product and more about helping our teams improve how we work and communicate, both with each other and with you - the players. That being said, I'd be lying if I said there aren't specific aspects of the game I'd like to improve.
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!
FrancisCrawford wrote: »Nightfall12 wrote: »If i could ask anything of you,
It is when you look forward to new content that you do not cater to just a single group. We know that there are...
Hardcore PvPers including large scale and small scale, to duelists. (These guys deserve some love)
There elite PvEers running trials and speedflawlessperfectrun-dungeoneers. Perfect rotation DPS kings and mega tanks!
There are also casuals, new players and those with disabilities that get left out of a great deal of content. Please don't forget us.
Thank you
This dovetails with my serious comments.
First, welcome!!
Second, as you surely know and probably utilize, it is a standard practice in product management to think in terms of specific "personas". I suggest that you make it a high priority to ensure a set of personas or other group segmentation that accurately covers most of your player base, whether you see the segmentation as a true "partition" in the mathematical sense, or if you see them more as subsets that overlap.
For example:
- I'm a self-employed older player, with a lot of time to play. (It would probably be OK to lump me in with retirees.)
- I have poor reflexes/situational awareness, but good game knowledge and general brains. (I've been playing a long time. I was recently accosted by a guy in Vivec City who asked "Are you the guy who wrote the guides that were so valuable to me years ago?" That was indeed me.
- I commonly play solo or else duo with my wife @DarcyMardin , who would fit into the same segment I do. We can face roll the easiest 12-14 dungeons as duos in normal mode, but things get a lot harder for us after that, and if we want to do more challenging content we need to join fuller groups of players. To date, I've done more of that than she has.
- PvP, as you might imagine, is not important to us.
- A game change that would FORCE the constant use of accurate reflexes, like the proposed shield nerf, would probably drive Darcy and me out of endgame, much like the Fractals jumping puzzles kept us from ever trying Guild Wars 2 endgame in the first place. In that case we might well scale back on our participation in the game entirely, much as we did in GW 2 (and we were huge fans of Guild Wars Classic). I think that in that respect we're representative of a large-ish and reasonably affluent group of players.
Other obvious segments to try to capture include:
- Busy, results-oriented endgame PvEers.
- Busy, results-oriented PvPers.
- Generic RPGers who have a lot of time and money to spend on the rich ESO world, with no real concern for endgame; i.e., the ones who might care more about mounts and housing than functional gear.
ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams. Some of you may have seen me on ESO Live last month. I was a little nervous in the beginning of the show if you couldn't tell. =P
I've been working in games for 15 years, most recently having spent 7 at Riot Games working on League of Legends and several smaller games in the LoL universe. I joined ZOS in January and started playing ESO about a year ago. Obviously many of you have been playing the game much longer and have acquired a wealth of knowledge and expertise during that time. ESO is a huge game, and I won't claim to have the same depth of knowledge as someone who's been actively playing since beta.
I do, however, play pretty much every day (I recently switched from PC to console to get better visibility into that experience) and scan the forums and Reddit when time permits. I also lean on the knowledge and experience of the great teams and people here at ZOS who've been hammering on ESO for about a decade. To be clear, my role here is less about making specific changes or improvements to the product and more about helping our teams improve how we work and communicate, both with each other and with you - the players. That being said, I'd be lying if I said there aren't specific aspects of the game I'd like to improve.
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!
FrancisCrawford wrote: »Nightfall12 wrote: »If i could ask anything of you,
It is when you look forward to new content that you do not cater to just a single group. We know that there are...
Hardcore PvPers including large scale and small scale, to duelists. (These guys deserve some love)
There elite PvEers running trials and speedflawlessperfectrun-dungeoneers. Perfect rotation DPS kings and mega tanks!
There are also casuals, new players and those with disabilities that get left out of a great deal of content. Please don't forget us.
Thank you
This dovetails with my serious comments.
First, welcome!!
Second, as you surely know and probably utilize, it is a standard practice in product management to think in terms of specific "personas". I suggest that you make it a high priority to ensure a set of personas or other group segmentation that accurately covers most of your player base, whether you see the segmentation as a true "partition" in the mathematical sense, or if you see them more as subsets that overlap.
For example:
- I'm a self-employed older player, with a lot of time to play. (It would probably be OK to lump me in with retirees.)
- I have poor reflexes/situational awareness, but good game knowledge and general brains. (I've been playing a long time. I was recently accosted by a guy in Vivec City who asked "Are you the guy who wrote the guides that were so valuable to me years ago?" That was indeed me.
- I commonly play solo or else duo with my wife @DarcyMardin , who would fit into the same segment I do. We can face roll the easiest 12-14 dungeons as duos in normal mode, but things get a lot harder for us after that, and if we want to do more challenging content we need to join fuller groups of players. To date, I've done more of that than she has.
- PvP, as you might imagine, is not important to us.
- A game change that would FORCE the constant use of accurate reflexes, like the proposed shield nerf, would probably drive Darcy and me out of endgame, much like the Fractals jumping puzzles kept us from ever trying Guild Wars 2 endgame in the first place. In that case we might well scale back on our participation in the game entirely, much as we did in GW 2 (and we were huge fans of Guild Wars Classic). I think that in that respect we're representative of a large-ish and reasonably affluent group of players.
Other obvious segments to try to capture include:
- Busy, results-oriented endgame PvEers.
- Busy, results-oriented PvPers.
- Generic RPGers who have a lot of time and money to spend on the rich ESO world, with no real concern for endgame; i.e., the ones who might care more about mounts and housing than functional gear.
Guild wars 2 is such a cool game with such cool classes.. Also its decently different than most mmos. Sucks that it didnt workout for you and your wife .. Did you give it a fair chance ?