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Afterwords – Evolve
Evolve launched nearly two months ago, but true to the game's title, Turtle Rock Studios is still working feverishly to bring changes and new content to the 4v1 multiplayer shooter. We talked with Turtle Rock co-founder and creative director Phil Robb about Evolve's launch, their plans for the future, and coping with the unwavering cynicism of the Internet.
2K released some
impressive gameplay stats shortly after the launch of Evolve, but the number of players has
declined substantially since then. How is Evolve's player base trending? Are you happy
with where it's at so far?
Ha! We're never satisfied. There
is always room for improvement and we're always looking for ways to get
better. That said, Evolve's player base
is trending as most triple-A online game player bases do: There's huge
concurrencies day one, and then it settles out over the course of the game's
lifetime. We see Evolve as a living entity. Our plan is to continue to support
and grow the game over time. We're in this for the long haul, and part of that
is riding the concurrency waves through the highs and the lows. We've got a lot
of cool stuff in the pipe and expect that as we grow the game, the community
will grow with it. So even though our concurrencies may be lower in week five versus
week one, we believe that we'll be able to boost concurrencies with all the new
content and challenges we have planned.
Countless games have
had day-one DLC, but a surprising amount of anger has been directed at Evolve's
offerings. Why do you think Evolve has become the target of such scrutiny in that
area?
Honestly, I'm not sure. It
definitely took us off guard. There was certainly some misinformation early on
that seemed to take hold and spread; we were catching flak for doing things
that we weren't doing and had never planned to do. Triple-A game development
just keeps getting more expensive. DLC is one of the ways publishers and
developers are able to stay profitable. It isn't going to go away anytime soon,
but there are ways that you can offer it that are better than others.
End of the day, we worked really hard to come up with a DLC plan that we felt good about as gamers. No pay-to-win, no splitting the community. We achieved those goals and feel good about it.
Other players have
complained about the pricing of Evolve's DLC – $7.50 per hunter and $15 per monster.
What is your response to those who say the DLC is too expensive?
It's a tricky question, and I
don't think there is a definitive answer. The idea of "value" is completely
subjective; everyone has their own value meter. The price of the Evolve DLC
characters and monsters is largely based on how many resources it takes to
develop them.
We've all seen games charge $15 for cosmetic items that don't really offer any value outside of making your character look different. The stuff we're offering with Evolve is completely new.
Each new character and monster is a unique packet of assets and gameplay. These things are definitely not easy to make and it takes us a lot of time and money to do it. But in the end we feel good about the value you're getting when you buy a new monster or character because we're adding real depth to the Evolve experience.
The A.I. hunters do a commendable job of working together
as a four-player team, but once you start to mix in human players, they become
less efficient. Are you trying to improve the hunter A.I., or is reacting to
the way humans play a problem that can't really be solved?
Short answer, yes. We're
always looking for ways to improve the game. A.I is no exception. That said, we
are really happy with the A.I. team. To get all the different hunters each doing
their own individual thing consistently and in a way that makes sense was a
monumental task. The dev team who works on A.I. kicks ass. I don't know if you
could ever perfectly translate human behavior into a piece of software; that
would require making sense of the sh-- we do everyday...and let's be honest,
humans are messy, irrational creatures.
Coming Up Next: Robb discusses future content, dream monsters, and staying positive in spite of the unwavering cynicism of the Internet...
Evolve's progression system seems largely superfluous
after you've unlocked all the playable characters. Did you feel pressure to
include a progression system based on what other multiplayer titles offer? Do
you think the sense of progression is important for the longevity of the game?
There was a bit of pressure
to have a progression system, but we also had some good data that influenced
the decision to go ahead with it.
We decided that if we were going to do it, we should do it in a way that services the overall experience. We saw that when new players had access to everything right away it tended to be overwhelming and resulted in a more confusing and often frustrating first impression. Some characters and monsters are a bit harder to play than others, so we used the progression system to ease folks into the game. We introduce the more straightforward, easy to grasp, characters first. Then as you become proficient with them we unlock the next set.
Evolve has a lot of tactical depth in terms of
characters, abilities, and how players work together. What has the response
from the eSports community been?
So far we've seen some very
positive developments in the realm of eSports. We've had a few tournaments that
have been very successful. Evolve is as fun and interesting a game to watch as
it is to play. As time goes on we feel more and more optimistic about Evolve's
eSport potential.
When the development team finally had the chance to jump
into public matches, did you see any behaviors or attitudes emerge from the
community that surprised you?
We are finally seeing some
new strategies emerge, but it took much longer than most people expected. We
thought the community would find game-breaking combinations within the first
week. The fact that they didn't is a testament to how many hours the
development team poured into the game.
Over the past few weeks we finally saw players eclipse everything we've seen and done internally. Nothing game breaking, but we are seeing abilities used in ways we never expected, like Kraken walking right up to a Hunter and Vortexing them while looking straight up into the sky to "juggle" them, and we are finally seeing some combinations of Hunters emerge as clear powerhouses. This stuff is pretty easy to adjust for, so the push now is to get our micropatching system online so we can release balance patches more often.
As far as attitudes go, everyone has been really happy with the player base. In a co-op oriented title, it's critical that people want to play together, that they are nice to each other. Evolve has one of the most positive communities in online games.
You have stated all
future maps and modes will be free for everyone. Are you actively working on
new maps and modes at this time, and do you have a timetable for when players will
see them?
Yes we are, and no we don't. But
by the time readers pick up this issue, two new free maps and Observer mode
will be out in the wild!
There's been no
shortage of fantasy lists posted online for potential future monsters. How big
of a concern is the lore in terms of adding crazy monsters in the future?
We like to keep the lore
consistent and have it make sense as much as possible, but I wouldn't say that
is a barrier to trying something really wild and crazy. We've got some pretty
messed-up ideas floating around for monsters. If it's a cool enough idea, we'll
make it work.
Do you ever see yourself adding licensed monsters? I want
to fight the Stay Puft Marshmallow Man...
Yeah, a lot of people have
asked about this kind of stuff. From my personal perspective I would be very
hesitant to go that kind of direction. Aside from the obvious legal issues, it
would be pretty hard to get Stay Puft into the Evolve lore in a way that
wouldn't completely destroy immersion.
What about on the hunter side of things?
The Evolve world is largely a
human world. It's all about contrast. We can make robotic versions of ourselves
or mix human and other DNA but they're still more or less human – familiar.
That familiarity makes the idea of the monsters scarier in comparison.
Malevolent beings bent on our destruction are one thing, but knowing they are
intelligent and being ignorant of their motives takes the creepy factor a step
further. That said, we certainly don't mind pushing those boundaries a bit by
including a robot and more recently, a human-insect genetic hybrid, a.k.a.
Slim.
Evolve's 4v1 format is very unique. Have you experimented
with other types of matchups or challenges? Do you ever think Evolve will sport
a mode that isn't 4v1, be it a strictly co-op experience or a competitive mode
that changes up the player count?
Hard to say for sure. Evolve
is all about 4v1 and there is still enough unexplored territory there to keep
us busy for a while. I think that pushing those numbers would ultimately be an
entirely different game.
How do you stay
positive and enthusiastic in the face of so much cynicism? Does it ever get to
you?
Sure it does. I think I can speak
for a good number of game developers out there when I say that it's never fun
to see years of work get trashed by someone that barely gave the game the time
of day or, for whatever reason, came into it already having decided they hate
it. At the same time, that's part of the gig. Sometimes there is some good data
buried in the vitriol. A lot of people told us that Left 4 Dead would fail, but
we went and built it anyway because there was an experience there that we
wanted to have. We recognize that we're doing something out of the ordinary and
that some people may not immediately embrace that. That's what you face when
you try to do something new.
For more on Evolve, check out our review, DLC impressions, and beginner's guide. For tips on playing as the monster, read our recent Gamer interview with pro player Zaq "Maddcow" Hildreth.