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Whenever he makes an update, many ppl were disappointed.
He's always experimenting with us. so baaaad really baddddd!!!
I am very angry about it..
jason, you have to listen to people, now, Right now!!
Or, Jason just said "♥♥♥♥ it".
a game about dealing with griefers... how about dont give griefers tools and the ability to grief and you wont have to focus the entire game around them instead of actual players.
Did he really say this?
I feel like he's trolling his own game, it's really sad.
The game has a lot positive reviews and as result it keeps selling (i think the developer even said this not long ago, when he was introducing lives limmits), so in the developer perspective everything is fine, if something is wrong its the community fault not hes. Until he starts to feel something is wrong in reviews and as result sales there will not be any changes.
He's simply not going to admit that things aren't going well as long as it's paying the bills. But the fact remains that this game doesn't have a lot of active players compared to similar games, like Don't Starve Together, and it should.
A week ago the recent reviews said "Mixed", so it's not in a solid place as you might think. Also after today's changes, you're going to see even more people upset. There are tons of good suggestions from the player-base that are mostly being ignored, so if you're confused about what the many problems with the game are, you should look through these forums and the official forums. There are a number of modded clients that people use because simple suggestions weren't added into the main game (such as a zoom feature) but are available through the mod. If the people got what they wanted, they would be happier and in greater number.
Comparing OHOL to Don’t Starve Together numbervise is pretty silly. Don’t Starve Together is a follow up to the popular survival game Don’t Starve which already had a large following. Don’t Starve also got loads of promotion from popular youtubers. Meanwhile One Hour One Life is a survival game made by a niche developer and is a game with niche appeal. The only reason there’s 300-500 in the beginning was because of brief promotion from youtubers when it just hit Steam. Most of those gained would leave as it doesn’t has that much mainstream appeal. They might have had their fill after a few lives role playing or whatnot.
Point is that you are comparing the OHOL that has had more players than it will probably not ever have. It’s comparing a successful indie game with a AAA game and basing it as a failure of that. It would be problematic at this point for the game to even have 10.000 since serve space would a massive issue.
Just because a game has niche appeal doesn’t mean it’s failing.
Jason would do well to listen more to the community once in a while though.
https://steamcharts.com/app/350280
And from the dev's perspective, the community is at fault. Check out "On Negativity" thread:
https://steamcommunity.com/app/595690/discussions/0/1636410430556214866/
He actually claimed his game was being "review bombed" because it sat at a mixed score at the time. But that was plainly false. Steam catches review bombing, flags those reviews, and will put up a warning (I'm sure you've seen them on certain games from unpopular publishers *coughborderlandscough*). OHOL only ever gets a trickling of reviews, and they were coming down on the negative side due to warsword and life token updates. But he was still getting positive reviews as well. You can even check the range of reviews around the time of Jason's thread. OHOL was never review bombed.
He also admitted the retention rate of this game is poor. He pointed out in a thread that players' median gameplay time was 2.6 hours.
Then you got gems like this:
https://onehouronelife.com/forums/viewtopic.php?pid=62202#p62202
I showed this to a friend of mine who's worked in the gaming industry since Saint's Row 2, and he cringed immediately. But he only has 12 years experience, so I guess in Jason's view, he doesn't count.
I once had lunch with a game producer, and she said game designers are harder to deal with than programmers, which surprised us--you'd think programmers would be tough cookies to crack, right? Turns out, a lot of designers are prima donnas.
And so long as Jason remains blind to his own animosity towards the community, the community will continue to behave the way they do.
And if you think that's *all* gaming communities, take a gander at Godhood's forums, where Abbey Games devs have been nothing but positive, even when people post nasty threads. They actively listen to their community and thank everyone for their feedback--which a lot of it includes suggestions. And as a result, those forums are practically free of toxicity.
https://onehouronelife.com/forums/viewtopic.php?pid=68398#p68398
https://imgur.com/fPoHn6h
(Link courtesy of Tarr)
Yep, we're just QA testers. And if we don't report those bugs, which requires making a GitHub account, then we're jerks and actively harming the "greatest game of all time". You can't make this ♥♥♥♥ up.
Why?
Don't Starve was also a similar game to OHOL, whereas DST is more or less the multiplayer version, making it even more like OHOL.
OHOL did to an extent as well, but not as much. And why? There's not as much entertaining content in OHOL as DST.
Sure, but I can say the same for DST, except they're a small team and not just a solo developer. What does it matter?
Well yeah that's the point, and with a few changes, the game could be a mainstream hit.
No I'm not. I'm comparing two games that are equals in almost every way. The art style is similar and of the same quality, there's multiplayer, there's a crafting system, the world and environment operate in a similar way, etc. A good way to explain why they're similar, is that DST can become OHOL with a few patches, and vice versa. That's how close they are to each other. So why is one massively more popular than the other, still growing in popularity, and much older? It's because it's a better quality game, period. OHOL might have cool features like mother/child, or a much richer crafting system, but it doesn't make up for the terrible UI, weird game breaking updates, lack of used customer feedback, etc.
Having said that, these are low hanging fruit. Jason could easily implement a QA system before working on and releasing updates that people dislike. He could EASILY improve the UI, and the in-game crafting help (tab), add the ability to zoom, etc. Doing a few small things could have massive impact on who plays the game. Most people won't play a game if the UI is bad, even if the game is amazing. It's important to so many casual gamers, and this is a casual game. It needs to be addressed.
Well Jason could easily get more servers to handle that. It would only be a problem if not anticipated on day one.
Just because a game has niche appeal doesn't mean it's good. You can have niche games that are good, and niche games that aren't so good, and niche games that are ♥♥♥♥. OHOL right now is close to being good, but it has a few things that need to be resolved first. There's literally a week or two of work away from making this game a hit for a wide audience.
Agreed, unless he wants to do things his way regardless of how many people play or enjoy it, then whatever.