Manor Lords publisher says the game's success "goes far beyond what we wanted

General
Manor Lords publisher says the game's success "goes far beyond what we wanted

Manor Rose is one man's rare take on the pleasure of managing a medieval city, and within a few days of launch after winning a whole lot of wish lists, one million developers tried to set pre-launch expectations properly, warning players this was not a complete war competitor, but the game's urgent story, relative

PCG The main focus of these first weeks, vendors say, is to "pay attention to the fact that so many people are applying and leaving their thoughts and insights into the game," as they work with Slavic Magic's solo developer Grzegorz Styczeć in the game, along with Tim Bender, CEO of the publisher Hooded Horse, and how they manage the scrutiny and demands to succeed on this scale. We are paying for it.

That doesn't mean that the plan is just to follow the community. The vendor says the team "will come with patches that are informed by everything people are talking about." As such, it is a very responsive and very community-driven development, and it is part of the virtues of early access releases, and such a large amount of feedback"

The principle seems sound, but given that hooded horses have been involved long before the manor lords picked up the momentum they did it, there is certainly some concern.

"That's not what we predicted," the vendor says. "But if there were half the number of players, it would still be the same for all intents and purposes: still playing and giving feedback and looking forward to things

"But to be completely honest, what we've seen is beyond hope, right"No one wants the game to be more successful for its launch." They did not sit there thinking that they had many simultaneous players,173,000 I think, than the total Warhammer 3 and Civilization 6 on their launch. This was not expected. It was far beyond what we were expecting, at this point it's just an insane amount of people."

It's certainly like enticing publishers to be more involved. Developers up to this point have been working on the game as a solo project, but now it's out in the wild and its feedback has arrived.

"There's a lot of support here looking at comments and stuff, there's a QA company, there's a community team monitoring emotions, there's information provided," Bender said, "but ultimately Greg is making decisions and driving development: he's a developer, he decides what's done and what he agrees with." It's a great place to start. And since he's back in the community to ask follow-up questions, he's coming to him and getting all this information, and what he does with it."

He said he knew that "it would make some people angry.""But it is not allowed to "stop developing or create an environment of fear" The main thing is that you continue to move forward."

Manor Rose is careful not to make excessive promises, Styczeş avoids the traditional road map and refuses to set a firm date when expecting certain features. That doesn't mean there's no plan, of course, and interestingly, one of the game's long-term goals is to bring a little more period blood and thunder. 

"The castle, the siege, and the siege engine are quite symbolic parts of the period and I have some grand plans for the implementation of these aspects," Styczeş told us. "I've previously introduced how some systems work, but some of them were even in-game for testing at different points of development. Currently, I still don't know how long it will be available to play at startup, and how long instead of when during the early access period "

.

Categories