Original Post — Direct link

I, unlike many, have read through Dennis' response and put together a summary below. READ IT!

Reading between the lines, I think the only way for the game to survive is either through a Marketplace, where those that want to continue to support the game can CHOOSE to do so, or for them to completely change the direction of the game to attract new players.

Supporters, I look forward to your comments.

1. Explanation and Justification for the Marketplace

  • Decision Rationale: Dennis explains the need for a steady income source, stating that a marketplace provides more reliable revenue than a one-time DLC purchase.
  • Feedback Consideration: Playtesters provided feedback on pricing, and the marketplace aims to balance generating income without exploiting players.
  • Industry Comparison: Other games like Astroneer and Conan Exiles also use marketplaces and microtransactions, it is an industry standard.

Added context "Dennis - The summary isn't taking context right - my statement on Conan Exiles and Astroneer was made solely in response to a player that claimed that absolutely no game where you need to host your own servers would have a marketplace, which is obviously factually wrong.!"

2. Player Concerns and Addressing Misconceptions

  • Monetization Concerns: Players feel betrayed by the introduction of a marketplace, fearing it's designed to extract more money from them.
  • Art and Asset Development: No new artists were hired specifically for the marketplace; existing capacity was used to develop these assets.
  • Optional Participation: The marketplace is an optional way for players to support the game, not a mandatory purchase.
  • Refund Requests: Players expressed a desire for refunds due to the perceived "bait and switch" monetization strategy. Dennis clarified that refunds are handled by Steam and not the developers.

3. Economic and Developmental Impact

  • Sustainability of Development: The additional income from the marketplace is intended to maintain and expand development resources.
  • Balancing Player Base Needs: Adjusting the game to attract new players while maintaining current players' satisfaction is crucial for the game's growth.
  • Resource Allocation: Development resources were used to support the marketplace and new backend services, which also enabled offline play and improved server stability.

4. Comparison with Alternative Funding Methods

  • DLC vs. Marketplace: DLCs would need to be priced higher and might not be as flexible or appealing as marketplace items.
  • Merchandising: Previous attempts at merchandise were not successful, but the marketplace offers a more viable income source.
  • Modding Tools and Server Hosting: Other potential revenue streams like modding tools and server hosting were considered but deemed less effective.
  • Community Contributions: Dennis mentioned that a portion of the marketplace revenue would go back to the community and charity, including support for server owners, modders, and influencers.

5. Community Feedback and Engagement

  • Transparency and Communication: Dennis emphasizes transparency in communication, providing detailed reasoning behind decisions.
  • Acknowledging Player Input: The feedback loop is critical, with Dennis encouraging players to try the playtest version and provide their opinions on pricing and value.
  • Future Improvements: Continuous improvements and adjustments based on player feedback are planned to ensure the marketplace aligns with player expectations.
  • Maintaining Roadmap Integrity: Despite accusations of roadmap changes, Dennis assured that the roadmap remains unchanged, with the active hover feature temporarily disabled due to backend updates.
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8 months ago - /u/SLG-Dennis - Direct link

Originally posted by faulty_mainframe

All three of your 'explanations' are cognitive biases. The latter one is especially despicable.

No, they do not have to introduce microtransactions just because all cool kids are doing this. The next step would be gacha. Why nobody in the company has envisioned this situation back at the planning stage, we will never know. In the end, they will do as they please. But that does not mean we have to eat this brown substance of an explanation and ask for more.

No, cosmetics in the microtransaction shop are not okay. They should have been in the base game.

No, trying to shift the blame on the server owners is not okay either.

The summary isn't taking context right - my statement on Conan Exiles and Astroneer was made solely in response to a player that claimed that absolutely no game where you need to host your own servers would have a marketplace, which is obviously factually wrong.

We did envison a situation where not everyone is happy with it and still went with it, as we think it is the best way to do it. All that has been considered before making the decision.

No blame was put on server owners in any capacity.

On the matter of cosmetics in a microtransaction store we'll simply need to disagree, there is no way how I ever could convince someone of that being okay and I don't need to - this is an offer to those that do think alike and noone is forced to pay a single penny.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by MatingTime

Honestly... no. It would be one thing if this is a newer game with hyper active devs that's just struggling for some unknown reason. The Finals is a good example.

But this game... as much as I love the core idea behind it. It has one of the slowest, disconnected dev teams I have ever seen hit the early access market, and we need to let it die

TLDR: For as long as this game has been out... it still has early alpha level problems.

The game has some serious problems with its balancing that shatters the gameplay loop, and has for years. By this I mainly am talking about how certain professions run the show while the others play support. Server after server dies within 3 days of starting because one guy with no life got 3 stars ahead of everyone else and is choking the server with their monopoly. Some of their existing professions arnt even finished, and the 10.0 update that took them nearly a year to complete introduced... boats? Who asked for that? The learning curve... I will never suggest a friend buy this game simply because the UI makes me want to chew my face off. It takes 3-5 restarts just to figure out the basics of what you have to do to partake in an economy because the game sure as heck doesn't tell you.
The economy panel has a thousand necessary improvements (why is it so hard to find a person's store after you discover they are selling something you want). Why is there no clear and upfront store ledger giving you a list of what you sold, how much you made/lost. What they do have is buried under the currencies hyperlink like button...

It was you, the players, that asked for boats. There was no day where not at least a single person asked in Discord about boats. Boats were on the old voting page second after trains - and the option that made more sense to implement in the sense of a cost and outcome calculation, as boats are much better to integrate into current Eco workings than trains that were specifically intended for large scale transportation that most players currently don't have any need for. Boats have always been one of the most requested features in the game through all our data surveys, I'm baffled about the question "Who wanted that?" - the answer is nearly everyone.

As for the UI, I agree. Though much of the information you noted can be figured out via the tooltip system, but that is too hard to use. We are working on multiple improvements for UI's.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by EgoExplicit

I think that they should sell their game to be reskinned into a game that people play. I understand that it started the way it did because it was sold to educational institutions as a learning tool. However, it is not appealing to the general mass gaming crowd in this present form.

Let a company put modern graphics on it, create a survival aspect where you can actually die to add a thrill to it and add some other elements like npcs and missions to spice it up and keep people engaged.

You can then use the licensing fee or whatever to keep your base game going. This game has more depth to it than any other game like it out there. No one else is going to create a game with this much depth to it. These other gaming companies are in it to put the minimum into a game to get the maximum payout. If you sell it as a game engine to be reskinned I think there are companies out there that would jump on it.

The game hasn't been actively catering to the educational market since it went on Steam, it was developed further into an entertainment game.

Features like NPC's and violent PvP are often requested by potential new players but not what the game is about or we envision it to be, both go directly against its idea - but they both would be things we could indeed do to attract large new player audiences - but the majority of current players that play the game for what it currently is probably wouldn't like it becoming a singleplayer game with NPC's nor a "I don't debate with you about a problem, I'm just going to shoot you" type of game. I noted multiple times that we'd prefer to keep the focus on what Eco is about instead of changing the focus towards things that are simply more popular and interesting for nowadays audiences - that is a key aspect in seeking an additional way for funding that current players can participate in.

As for tasks, we might have a feature in the future that will support that with research eras, but that is in discussion stage currently.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by DNedry

You just don't get it. Anything I say will not help you understand either. What a sad state this industry is headed. Imagine getting on here and defending a giant game company for charging their players for things that should have been in the base game after 6 years of early access.

I'm not sure what you consider to be a "giant" game company - the amount of programmers currently working on Eco is 9 (including CEO and CTO with administrative duties), not all of these are full time and some of these also care for production and the development infrastructure. (Backend services, Jenkins, Deploy, Automatic Testing, Builds and the likes)

None of the objects in the marketplace were planned to otherwise ever make it to Eco - the contents will most often focus around specific themed objects.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by TheRedSpaceRobot

Fixed and added context. Apologies Dennis.

All good, it was just unfortunate as it would suggest I argued that others do it and so can we - but that wasn't what I intended at all, I just found that the statement as argument against couldn't stand uncorrected. Conan Exiles for example does not only have a store with coins, but a battle pass and DLC's on top.

I cannot change though that the Marketplace after lots of consideration turned out to be what we found to be the best option for the goals we had nor that it is a de facto industry standard nowadays. And I can very well understand that some players would rather not have that be the case, but in the end it is a business focused decision that comes with opportunities and risks - we hope the opportunites it provides allow us to expand and speed up what everyone wants, the development of the main game.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by TheDarkOnee

Thank you for the boats! Having fun building our harbor town currently :)

Glad you are having fun, hope you will like the future of them as well, we're not yet done with them. :)

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by dre9889

The developers of Eco need to sit down and have a long think about the core mechanics of their game. Marketplace is a band aid on top of a deeper problem: the core gameplay loop is simply not fun. When a game is not fun, it is obviously going to have cashflow and player base problems. I don't think there is anything inherently wrong with MTX or a marketplace in the context of Eco, I just hope that the developers use the extra boost from this wisely or else the same result will come about.

I was mesmerized by this game when I saw it on Steam, and myself and a few friends put a decent chunk of hours in on a couple servers. The simulation aspect is amazing. Feeling like a part of a player-built economy is amazing... Performing nearly every job within the confines of a menu f**king blows. Smelting, machining, refining, all have the complexity of playing Cookie Clicker. There needs to be SOMETHING that requires more mechanical complexity from the player, even if that just means they are clicking ingredients into different buckets or something.

Edit: To clarify, I think every job role should have some interactive component. Hunting, gathering, logging, and mining are good examples of jobs that require at least some level of interaction from the player beyond clicking a menu. In my opinion, nearly every job needs to have a similar level of interactivity, or the core gameplay loop will simply never appeal to a wider audience.

Tl;dr in the current state Eco is Menu simulator and a snooze fest. Developers need to focus primarily on making existing job roles more fulfilling and getting players out of menus.

Generally introducing more "meta" ways to play the game - for example with a trucker / trader / politician, etc. profession doubling down on what is already happening - is something we want to do. More immersiveness, which is what I understood in your feedback, in professions is something we have been debating (though not to a TerraFirmaCraft degree), but there is the question how big the interest in that would actually be, especially as some interactions are already widely considered tedious and tons of people seem to not be fans of such mechanics.

In general we also want to provide a bit diversity in professions between such that are more focused on manual labour and others that are much less and hence also have different time investment suitabilities for players.

I'd actually suggest you to make a suggestion for changes to immersiveness on https://feedback.play.eco and describe some examples of what you imagine - this might be the best way to gauge interest.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by dre9889

First, I appreciate the reply. It is encouraging to see developer interaction. Thank you.

I have concerns with a focus on expanding the areas of the game that you are describing as "meta" - presumably due to their overarching influence on the simulation aspects of the game - for a few reasons. It's hard to articulate exactly how I'm feeling, but I will do my best.

My perception is that Eco the finished product will shine the most on high population servers. High population means more economy, more pollution, more politics. The meat of the game! The more people, the richer the simulation. Or so my assumptions go.

The simulation can be heady though. Not everyone wants to be the person proposing laws, or arbitraging different goods, or corralling people into alliances. Some people want to just go along for the ride. But how can they be expected to go along for the ride when the ride is so boring unless you are the one driving?

There is a reason that politicians and traders and truck drivers will never be larger employment sectors than production or service sectors; there will always be more followers than leaders, more buyers than sellers, and more producers of goods than transporters of goods.

These jobs are necessary and complex and they need to be in the game, but without the backbone of producers supporting the simulation, there is no substance. What is a politician without an electorate? What is a trader without anyone to buy things?

And here I will try to deliver my thesis:

Being a "worker bee" needs to be made more enjoyable if Eco is ever going to achieve its full potential. The systems that you all have built for being an entrepreneur, a climate activist, and a leader, are all amazing right now. What needs work now is improving the enjoyment for people who just want to go along for the ride.

Any and all jobs involving the production of goods should be fleshed out where possible. I don't know the best way to do this. You say that people dislike certain aspects of the more interactive jobs such as mining and logging. Maybe that is because the majority of feedback you have received about the game comes from people interested in being leaders or entrepreneurs, who are interested in the headier aspects of the simulation. The game can't just appeal to those people if you are to truly take off.

tl;dr I think that if production jobs and crafting jobs were made more interesting, engaging, or thoughtful for the player, it would do wonders for the long-term health of the game.

Your opinion is insofar very interesting that you put the point of "being a worker bee" and how to make that fun up for debate - while the general results of all our data survey is that nearly noone wants to actually be such worker bee. (And why would you, isn't that what most of us are already in real life?) Something that plays into the problem of competetiveness and the inability to do that compared to others in a game that ultimately is about global collaboration. I'm honestly not sure that new player audiences would be more willing to take that part.

Is there any specific things that you would imagine to make that more fun? Like, just any quickshot example that can make clear in which direction you are imagining exactly?

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by Decnav

I like building stuff. If my stuff wont be as nice because I didn't pay for the new virtual dress to put on my hewn build, it makes me a second teir builder.

I get why they want the transactions, I just dont want to have to shell out more cash here and there to keep up with having access to all the build materials and decoration items. I would gladly buy an expansion that gave everyone the same access to build / decorate items. I don't want access to items everyone doesn't have.

At 6700 hours on my main account, I got my money out of the game. If it pivots into a direction where I'm a second class builder, then ill move onto another game.

May I ask how you imagined a cosmetic expansion to help with your concerns?
People that didn't buy the expansion would still not have access to the contents and I guess that you didn't mean to separate people into different servers solely due to them owning a cosmetic DLC, given that would split the community?

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by dre9889

I'll start my reply with a clarification: by no means am I suggesting that a large percentage of Eco players inherently wish to disconnect from the broader simulation. As you say, the game is ultimately about global collaboration.

The game is also a procedural voxel sandbox with survival, crafting, and building elements. Interacting with this layer of the game is more of what I meant when I say "worker bee". This is the physical layer of the game: our visual, audio, and kinesthetic window into the simulation. Without it, the simulation would be more akin to a web browser-based forum roleplaying game. It would stretch my imagination to believe that more players would prefer that type of game to one where we interact with the simulation in a voxel based world.

It does not stretch my imagination to consider that many players find the present physical layer of the game tedious. It is the essence of my feedback. Perhaps when people say that they don't like the physical layer, whether that be chopping wood or mining or whatever, it is because they haven't been opened to the possibilities yet.

Here's an example of Eco dropping the ball on physical layer gameplay very hard:

Mason Max sets up a work order where he requests that other masons contribute labor to a task of his. Mason Mary decides to take Max up on the work order. She travels across the map to the work site, perhaps gathering materials for the work along the way. She reaches the work site, and.... opens a menu, proceeds to click a single button 50 to 100 times (contributing labor), while occasionally closing the menu in order to spam click the mouse again (eating food).

Everything before the ellipses is so cool. Two players have come together, using a programmatic contract system and the free market, to accomplish some emergent task. Resources were transported and money changed hands, and the only thing motivating both players was their self-interest and collective interests. Brilliant.

Everything after the ellipses is so boring. Mary has spent her real time transporting goods and negotiating the work only to fulfill it by spam clicking a mouse, with no further thought or mechanical complexity.

I don't care how cool the simulation is. If at the end of the day, the voxel world has nothing to do within it but click buttons within menus, I will not remain captivated for very long. I didn't, and I think the same happens with a lot of people. The loss of captivation has occurred for every one of my friends who purchased Eco, at least 6 or 7 people.

The only players who regularly play, I think, are the people who can stand how boring the physical layer is. These are the diehard simulation fans. There are simply not enough of these people to support the feature set that the game will thrive in. Federations are not interesting when there are 8 people on a server.

The onus is on you guys to come up with interesting mechanics that will make the physical layer interactions more enjoyable. I'm just spitballing here, this is what I came up with:

  • Add more physical steps to each job. Much like logging has chopping the tree, cutting into chunks, hauling the chunks. (Although I think there is way more complexity possible with logging i.e. sawing planks manually).
  • Make these physical steps into their own little mini-games, where players are incentivized but in no way obligated to do well. For example, Machinists could play an auto-lathe minigame where they have to trace out the parts they are currently crafting. Doing well rewards bonus craft output or reduced calorie cost or something.
  • Reduce the game's reliance on the current inventory system AKA magic bubble teleportation fields. Make players pick up blocks and feed them into machines. Give players the ability to craft tools and machines that speeds up, improves, or automates the transportation of blocks between machines.

Thanks for taking the time to go into that in-depth, that is much appreciated. It would be especially interesting for me what other people reading your post think about it.

We had internal debates about such mechanics (that I personally refer to "immersion") for quite some time, given data suggested that such could be appealing towards newer audiences. We also have concrete plans to introduce some - for example when it comes to storage, replacing the UI elevators with machinery and doing large scale logistics via shelves, forklifts and containers. (Some may already have seen the container truck "hidden" in the game)

The thing is that the perceived response from existing community towards such immersion mechanics (not necessarily this one) often looked very negative all around the surface, being considered as additional tedious hoops to go through to get to the actual goal. Would be interesting how that looks on here, as it is pretty difficult to get a clearer view.

A similar case, though not mechanically, but visually was the addition of animations. We think they are a great addition for an immersed feeling and fitted into what conducted new player tests show. They weren't taken too well at first in existing community, which of course was also due to balance and technical issues with them at the start, but there is still notable resentment and quite a few negative reviews based on them from our existing playerbase. I unfortunately also am aware of people that stopped playing due them, as they simply don't want to bother with things that lower efficiency in any capacity - thinking that they change the game away from what "Eco was" and what they got it for.

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by Decnav

There is no easy solution if your looking for a continuing revenue stream from other than sales.

Like you said an expansion would split the game between with and without expansion, but players on each version would be equal

DLC allows no server version split, but you have people who can never get the cool thing unless the pay a few bux for this and that.

I love looking at other peoples builds to see how someone creatively use that thing in a different way to make it look better. Now the look better part might be they paid money for the better building materials and im still rolling with normal ashlar.

Not a fan of towns and all that either, but that was easily avoidable. This wont be. Ill be puttering in my steam car as the guy that bought the Lambo I cant make drives to his well adorned estate that I will never be able to match the materials of myself.

Sure sound like real life, but im looking to play a game.

The cost of the items isn't the issue, its me not having the same opportunity to build with the same stuff unless I pay, them I'm the elite guy looking down on the poor's

I understand that - it is why I think having the option to optionally allow trading of these is a desirable option, as it allows to get to use them without any real money payments. Maybe there will be a server that does, with nice pricing restrictions and maybe the server admin even using parts of the credits they gain through purchases to support that themselves - I could very well imagine the Eco community to set something like that up. (Or might even help it myself)

Also, may I ask an additional question out of personal interest? Do you think the same about cosmetic items that were granted as part of the kickstarter campaign and / or for Alpha Backers respectively Twitch Drops?

8 months ago - /u/SLG-Dennis - Direct link

Originally posted by Paukinra

I think that the previous poster's idea sounds interesting, and aligns with what I pictured Eco when I backed it. Adding in interesting complexity to the crafting, turning them into something that is fun to do, would make the game more engaging. The current system of press go on a craft bench and walk away is what has lead to all the servers I have played with my friends ending around bricks/pottery level of tech. I as the logger/carpenter on the first server we played found the logistics of collecting wood and getting it back engaging (building logging roads and the like) but the workbenches just a bit of a 'click what friend has asked for'.

Neither me nor my friends have played a huge number of hours of eco, but we all want to - Minecraft with environment and economy is a great sell to us, but having proper crafting to go with the more complex building already in the game would be a way of keeping us playing longer.

Thanks for the feedback, I really hope someone creates a suggestion for it on https://feedback.play.eco - otherwise we may do ourselves - so we can see if that would be interesting to a wider audience. So far there is no similar suggestion that I can find.