Raw Data devs share their missteps so you won't make them too
“Today we’re going to tell you everything that went wrong with Raw Data,” said Survios design director Mike McTyre, alongside Survios CT Alex Silkin at VRDC Fall 2017 today.
Survios’ Raw Data has been one of the standout successes in virtual reality game design. But at VRDC Fall 2017 in San Francisco today, a pair of Survios devs took the stage to talk about how development went wrong along the way -- and what they’ve learned from the experience.
“Today we’re going to tell you everything that went wrong with Raw Data,” said Survios design director Mike McTyre, alongside Survios CT Alex Silkin.
The game launched in Early Access last June, and went through what McTyre describes as seven major updates to date. While it’s available on Oculus Rift and the HTC Vive (with a PlayStation VR version coming soon), the game’s playerbase heavily skewed towards the HTC Vive -- to the tune of roughly 80 percent.
Here are a few interesting excerpts from their talk: During development, the team was initially going to keep the game’s map count very small -- maybe as few as just two, said Silkin, with some color variants.
But when the game got popular, the team thought to increase the scope and add more maps -- but that turned out to be kind of a waste, because at this point just 21 percent of players make it past the fifth mission.
First impressions matter -- most people play just the early bits of single-player, and not PvP or co-op
“First impressions matter,” said Silkin. “A lot of players just played the first few missions and got the impression ‘oh, this is a game wher eI just stand in a room and shoot.’”
He says this kind of hurt the game, because the team spent a lot of time and effort making more complicated maps later in the game -- maps that most players never see.
The number two most requested feature for the Raw Data devs to add, according to McTyre, was player-vs-player combat -- but even though the dev team put a bunch of effort, again, into making a PvP mode they could be proud of, McTyre says only 13 percent of players have ever actually played PvP.
“Out of all our players, 80 percent basically, have only ever played single-player,” said McTyre. “That’s an important takeaway for any other VR product, especially since co-op was such a selling point of the game.”
Despite that, only 16.5 percent of players have ever loaded up co-op play. And again, only 12 percent of players have ever played PvP.
“This is an important takeaway for devs: while VR is growing, and there’s a lot of users, creating a PvP-focused product, or trying to build a PvP-focused community, is going to be a challenge for you,” said McIntyre. “Even if you’re going to try it, I would encourage you to have some kind of single-player experience as well.”
All of these numbers come from the analytics data Survios has been pulling on Raw Data, which the pair said have been vital to ensuring they’re understanding how people play the game. For example, they were shocked to see that only 1 percent of players ever used the game’s defensive abilities, or that at one point 50 percent of players were failing the first mission.
“Half of them are VR enthusiasts,” said McTyre. “They were just people who loved VR, and that was the biggest takeaway for us...why we had to change things and nerf missions and that kind of thing.”
Also, “one of the big lessons we learned was about the frequency of our updates,” said McTyre. “Originally we were too ambitious….and we were gonna shoot for every two weeks.”