[Music] so that talk is about foreigner and as you know foreigner is about night Viking and sunrise and in the team we have that ritual thanks to an old guy that sees every time we meet new persons we like to know who they are so before starting I'm going to ask you a quick question it's among you think they are Samurai like that guy not that many who things are night yeah we're a few it's because we're the good guy always wins it's ok so I think all the rest is Vikings right you're Vikings all of them yeah usually you louder than that that's ok ok so who are we except he's a samurai and I'm a knight so my name is Roman camp Osceola I'm currently creative director on corner during production I was given directo and it's been 12 years old that's how
much as the game director and we let Hormann do the first part of the presentation then jump back thank you so why this talk why he stole today what what are we to say well before the starts before the launch of the game we were that game we had really successful open beta second biggest open beta and Ubisoft the story we were the game being played that clueless gamer just before the Superbowl so was huge it was cool we had an amazing first day at the big team party when drunk and the monster Alf later wake up the gang over and that's the story and we're like wow what happened
like three okay so why is that what happened there even if we have so many years of experience and stuff around the thing is we knew our ship game even multiplayer games it stars you see worked on the multi offices in screed are welcoming us we can we knew what it meant to ship a meteor game but we did not knew what it meant to be a platform and not only ship a platform but also support it after launch looking back at that last year we can say that we learned it the real real hard way so quickly the first chapter I'm gonna tell you just quickly what foreigner is in case you don't know then I'm gonna go into what we did well before launch because hopefully we did a couple of things right that were really really helpful just after launch when the [ __ ] is the fun then I'm gonna end all the speech to
a demure that's going to explain you when she did the farm what went wrong and in order to fix it our weary shaped the chin and the way we build the game and then it's going to finish on what it means for us to be a platform in term of retention and sustainability so first what is foreigner so foreigner is a new IP it's may that Ubisoft control mainly and it's a PvP multiplayer game and it's about SWAT and Knight Vikings and samurai Fighting's the world fears us we are the favored of the gods we plunder new lands we raid and we grow strong we live for battle and ready to die
glory cast away from our land we are rebuilding our hearts are strong our devotional absolutes and our skill is beyond question we will be remembered we are the guardians of our people we stand strong against all invaders duty is our shield order our weapon when we defend the weak we are immortal [Music]
[Music] so that's the game but the most important part for us since the beginning is that foreigner was meant to be a game as a service it was meant to be an offer that will continue to grow and that we will continue to support after launch what does it mean it means that what does it change for us previously when we were working for a game during three five years then we ship that game and it's done and we go to the next one yes we continue with the river the GLC maybe one or two patch but mainly the rope the team and the most of
the people switch to the next project no it's not the same thing for us it's like opening an amusement park the first day of the release it's actually the day where everything starts and so now when you work on foreigner you don't work on what's coming next you're not working on the next project you are still working on the same project making it grow adding content new character fixing improving the game listening to the community and just making it grow and be bigger forget the years to come and that has been a major shift for us in terms of the way we build the game so before launch right where did we start so that was all launched we had massive massive open beta more than 1 million player on the first day that's comparable to an assassin's creed but we release in February and we're a fighting game we
are number four all-time and TD in summer fighting game and so far we've reached a little bit over 7.5 million players so before launching what did we learn first we did a lot of life periods we started one year and a half before launching the game and we run a couple of stuff on that part it out us shape the team and shape or process in order to be ready for the big day and remember we are a new IP nobody in us and that was a really really powerful tool to start to build a community so let's start with life periods so we did our first life period just after our reveal at e3 1 years and a half before launching the game and basically when we do when we do life period on the project
we either do them for production purpose in order to test elements see how things behave or we do them for a marketing reason that first one was really for production purpose so it was just to test the core gameplay of the game yeah we before that we were doing some play tests and so on we are done on such III we had like two or three thousand people playing a game but we wanted to see with real player how that core premise of the game because we have a new experience how does it behave so that's why only one target PC small audience ng a nondisclosure agreement you can speak about anything there and short period of time just three days because we don't want text to test the tail the long tail of the experience we just want to test the accessibility immediate phone then second one like eight months after again projection
oriented and it's to test and validate the chord progression loops of the game all the characters progress over time the foundation of the economic system in the game so again small targets and GA but then we take that same build with few tweaks and we turn it into a first marketing life period it's our first closed alpha for us it's our first load test but it's a tool that is used by the marketing in order to starts to push the game to audience and for the first time we don't have any nga you can stream whatever content you see in that bill and you're gonna see after that was really important and then we use that same bill and we go with New Territories Russia Japan and again purely marketing
purpose just to get known on those territories then our first close beta here we are giving the world game that for the first time at Ubisoft all the characters all the game modes everything is in that build and the goal of that build it's balancing balancing and polish and of course it's under NDA but then we are doing a closed beta and an open beta and here the goal is to be ready for it's to drive the momentum drive the pre-order in order to have the biggest launch as we can so here the main message is not that we did a lot of life periods the main thing is that each life period is different and you need to think them as different tools with different objectives and so different KPI to track so don't thing it's our did this life period address
what did it changed for us for that I'm going to take the example of five balancing in for now so early on the process was based on team culture we were doing play tests to validate accessibility but the real balancing was mainly on two things first every Friday and that's still true to the end the team we are the playstation so everybody stopped working download the build and play the game and then grab beers and we discuss and that's true for the wall team even today that is still true and the other thing that we were doing its we have regular team tournaments every time we have a big milestone we grab all the team and during one day everybody plays we have big breakfast in the morning and we bring fruit on the afternoon exits
are and we celebrate the game and everybody played again here the goal it's not on each in building it's also it was helping us to see how the game was played when people were playing it to win and remember those guys a good former player I mean some were working on the game since 1 2 3 years old the new LT played okay then we are the first private pre-alpha and after just 2 days some of our best guy got there got pretty rough time against players like real rough that picture was taken at my desk and all the people that you can see are people that lost against that player and the guy playing that actually managed to beat him was one of Ollie testa and one of our best player oh that's cool people are getting really good that's our game it's awesome here but we might militia because we are clearly not the best pair of that game
so what do we do and also for us the problem is even more difficult because remember we are not only a 1v1 game we are also balancing 444 so one of the first thing we started to do it's collect data but owl and why first we were collecting data for 1v1 so we are creating the fight matrix and comparing all the matchups that we have an idea of the power of each character in a dual scenario also we are doing the same thing in 44 so we are collecting the win rate but also for the peak rate and we were tracking the peak rates over time and here it's interesting because when you see a character having a huge bump so yes when it's release there is a huge bomb that someone but then when the character has a bump that's true reason
either we really secure a cool outfit and everybody think it's character looks really cool and usually it's not that it's because people think the character is the flavor of the month and is maybe too strong and so we need to take a look more deeper look at how that character is play and for that we are tracking in detail amongst all the players and then we can add filter on skill Exeter what type of moves what move is being used and how much each move is contributing to the overall damage dealt by that character an air force what is interesting what we are looking for it's that type of needs move that are not used a lot that deals ton of damage and why is that interesting it's because that move is really safe it's really out to block for the opponent so it's always an ending so that's why it's dealing damage so is our it's by design or you might have a problem but also doing live powered out
us understand the type of tools that we would need in order to operate the game and basically we developed two things what we call live updates and cloud server updates so live updates it's normal patch if I can say the detail is that it's only data there is no code involved that means that there is no first party submission console so we can push that patch really fast the second one is the cloud server update and here we only update that are on our side and same thing of course no fuss in the first party submission and it's even faster to deploy and those are the two main tools that we are now using in order to balance the game so live updates for game mode and fighters cloud server updates for economy and progression and so we went from first
life period that character is way too strong we can patch him next time we are live in eight months to today when we have issues with a character we next week the thing is fixed here again the important thing it's we were able to do that because we started early when we at first we didn't add an architecture where everything was data driven for the character but that's where we figured it and that's where we figured that we needed that agility in order to be able to support the game after one last thing community so again new IP nobody knew us okay so how did we what was our strategy our strategy was to be and on to convince with the game and convince the core and then of that core group and infect other people and eventually lead to consumer so that's
the old supply strategy and we started that at jennasmith III 2015 ends on on stage four player was just four player live on stage then on the booth you could play the game and just after that four people that were not able to go at e3 that were invested in the game they were able to play from home with our first close pre-alpha and what was good for the community here is that they had the experience and done and they were able to be part of something bigger early on and they were able to discuss with us and feel that their feedback was actually building the game and for us that was really useful because we were having this discussion with these guys then 2016 the goal was to build on that core and not only bring the press involved but also bring all the friends
of those guys so first since we were doing constant live periods we always add new content so when you would go into a short forerunner there was always something new a new character in game mode a new map always something new to see and also we were doing the life period so just as an example our first close alpha it was more than 300 time bigger than Gamescom at Gamescom you have 10,000 player playing the game for 20 minutes so that's an average of 200 K minutes whereas that first closed alpha it was 237 K players but more importantly remember we said there was no n Geum that closed alpha so with that closed alpha we generated more than 65 million views on twitch and YouTube that's a much bigger reach than any games come on trade show that you can do and also to
reach the friends of the community of those early believer in the game we were doing a referral program so basically when you were invited into a life period of four no even if it wasn't no ng you could bring five of your friends with you and eventually more than 50% of the people that played in a life period even during the open beta were people that got invited by difference in the last part 2017 which the consumers through the open beta of course and continuing to build on the momentum of twitch new tube and the streamers and so on so what did we learn how did we get there the main thing is we started early and because that early starts and starting to operate the game before launch because we're not a triple-a we can do
early access this kind of thing we were able not only to adapt our tools but also to build a community of player that would prove to be very valuable after that and then as I mentioned we launched the game and everything went they're not going to tell you about that you always give me the easy tasks to do so what went wrong on foreigner so as a woman said we built an amusement park thanks to all those life barriers and were really happy we had pretty good reviews at the launch so Tim was really happy everything was going well then after a few days few weeks we saw that we had some issues in our amusement park what were those so we had connectivity issues on a in our 4v4 game modes so Dominion for example that is the most popular game mode on the game we had the
balancing issues even with all the things we learn before launch and we had also some economics and progression values that we had to adapt that weren't working as intended and it's something that's clearly impacted the whole momentum of the game so we saw the the sails dropping after a few weeks even if we had an amazing launch usually press was pretty negative at that time and was using anything to to do bad press and the community was really frustrated at the point of threatening to do blackout events where nobody would play the game during that day to tell us how frustrated they were about the game so basically this super nice splat with build during two years and a half while oil burns and everything went bad in just a few days so how did that
happen and what we did we learn from it so first and this one is a very obvious sentence I I can tell but you will see how it makes sense in our case so you don't know what you don't know so there's an unpredictability factor on what is going on you need to be ready to adapt your whole production process as soon as your life because everything changes and the communication needs are not the same anymore when you're live so everything with build before lunch wasn't really working after lunch so you don't know what you don't know before launch the your players and the feedback you receive on your game or mostly focused on novelty on discovery of your game on the cool factor of your game and we're not really focused on and what is wrong or at least they don't give it to you with the right intensity while after launch the context is really changing and small problems
might become bigger in fact they will and I will tell you a very good example for us the connectivity of course so do you really think we spent five six here on a game built a new car game play an amazing four before fighting game to have connectivity issues at lunch of course not that's why we started super early our life period because we wanted to be ready at lunch and our approach was when we started building the game many years ago was to say we will go through a peer-to-peer network model but a different type of peer-to-peer network model what we call a mesh peer-to-peer network model so it means that each player is speaking to each player sending information to each player and you don't have a host so you don't have an intermediary so this help has helped us to have the lowest latency possible which is what you want to have in a fighting game and on top of that for now
as builds around having a deterministic simulation so I won't go to too technical but the idea here is that there is no randomness in a game session whatever you do as a player will always have the same outcome so it meant that we only had to send the inputs of the player we didn't have to send the allocation the animation or things like that that you usually do with other type of of systems here we just had to send the input so it meant a lower bandwidth usage so we're like yes if we found the secret formula and that's how we will do a reactive mini gameplay and we were like okay we have one year-and-a-half to test it to see if it works to polish it and to make it right so we started one year and a half before we didn't fight some issues on connectivity if you say that but things that were fixing along the way so we were clearly saying that the connectivity was getting better
between each life period and we were like okay it's like when the game crashes and things like that things we can handle things we can fix we fix it when we launch in fact just before we launched during the open beta activity is pretty good we launch and after that we start seeing a decrease of stability in our matches and connectivity quality in the 44 game mode and we don't have a clue where clueless were like we don't know what's what's going on and to start understanding what's going on we need to put some new tracking in place in the game and then we dig and we discover issues we discover bugs and we fix them and we fix more than hundred bugs within the first weeks within the first month and the more we fix things each time we say ok that's the bug that's making everything bad as soon as we fix it everything will be good again and the more we fix those the more we discover other issues and things like that and the more we see that the rate
of improvement we we go through we'll never reach the quality wanna reach with the game and and we have kind of a glass ceiling where we never manage to have the connectivity we want to have and this is because the choice we made where we finish mesh peer-to-peer the weakest link impacts everybody in the game session and I won't go into the details of how it works and all we in fact we did it a few days ago at Amazon game session but basically that's that's the issue so in the N we we had to change the architecture of honour while we were live and we moved to the dedicated servers with with Amazon argument so when I say small problems might become bigger or will become bigger in our case it meant changing the whole online infrastructure of the game so it's like like 8 months of work full team dedicated to only do that so it so it
was huge for us so really pay attention to those then second thing we learn is that you need to be ready to adapt your whole production process because as soon as your life your velocity is not the same anymore why because you have constant emergencies things that are burning on the life things that are not working on the game the team gets constantly interrupted by things that are more that weren't existing the day before you have way more frequent milestones because as woman said budget-balancing its next week another live update will be a few weeks after data so you are constantly shipping new things so the team gets always interrupted and then you have all these branches management and on top of that what we thought can lead with that oh now the game is out you have less thing to test so QA should be should be easier to manage in fact the more you go the more things you do
and the more new things my impact all things and the morale so the QA is exploding and the more Q is taking more time to test everything every time you want to ship something so in the end it's impacting directly the team the amara in the fact league because by doing the same job as we were doing before they have worse results were less efficient than before so it's really something that you need to take into account and the other side of the coin is that before launch were only focused at doing one thing which was doing the game and shipping the game yes we did life by asset uh-huh but everything was still making the games and shipping it well when you're alive you still do the same thing which is for example the season pass content but on top of that you have all the live operations as I just described and also you have to take you to account what the players want the game to go so in our case it meant a lot of bugs a lot of updates and more than
five 5,000 new content on the season pass it was six new heroes six new maps which is half of what we ship the game with so on top of that to build add one new game-mode when you get mod new game on variations and also many many improvements based on player feedback events things like that so a huge amount of work and one of the example that I can take here is the balancing so what did invent to improve the balancing on the live operation side while taking player feedback into account so as I said the balancing was one of the the core focus of the team after we ship because that was one of the biggest discussion we with our community so we're still doing live operations as we did before launching the game that we call public tests and we then fight those as as very cool a great tools but to identify early exploits and bugs but not that good to balance really well our game and that's
where we we we were like okay we had this discussion with some of our player before launching the game and we need to have real ongoing conversation with them and that's where we started to do what we call community workshop where we invite some key players of the game certain player of the games on site at the Ubisoft mantra studio and we spend a whole week with them where they play new content that will ship a few months after and here this allowed us to have super early qualitative feedback and who have that dialogue with them and to understand what was working and what was not working but on top of all of why and what was their usage of the game and then we put in place a private disc or channel with the same players and and some others to always be able to continue that discussion so to not we still we were still inviting them every three months but we could still continue the discussion in between the important
element if I can interrupt you it's that our design team is on that this code all of our game designer on that this code and they're constantly exchanging with those guys because they have the same level of knowledge of where we are at a certain point what character we're developing etcetera and so when you have a question in some of balancing or if we had two friends on that movie set up we can add the discussion in real time with any player in your community that is a powerful 2000 watt and that's for the balancing for the top players but then you have another side of the community that are playing more casually with your game and those we were having the feedback from those four community channels and here it's more to identify the player frustrations the broad set imbalance etc and to also take that into account into our balancing if you only balance the game for the top layers that it might not work for everybody else and that's where it led
us to this extra step that we call a rift rapid iterative fide test and those are private builds that we do in within a few days and that we ship to our player so that we can play at home and they can test whatever we want or need them to test and this was super helpful also to continue the discussion and to identify other problematics and to iterate faster so production velocity is not the same in life and on top of that you have to produce a wider variety of contents that are on different timelines so you have to ship stuff next week you have to build stuff that will be shipped in three months etc so you know that your team will be impacted by that and you need to preserve your team because the live part will be super rough and what we did not right away but by
learning that what we did after a few months was we were removing one of the big pressure to the sim where we decided okay we will still have deadlines internally but now for everything that is new feature new improvement the community is not aware about were not giving any public deadline we can still discuss with the community and say it exists but we're not giving a public deadline those will be shipped when it's ready so we move fresher for the team and we also decided to put to save some time to give some time within the planning's just to manage emergencies so we were giving a bigger buffer of time basically to ship the same content so that we could handle many emergencies of things that were going wrong last part is the communication so before you launch the game your players or your fans your early adopters but as soon as
they pay for you your game the the mindset is changing they become your customers and on top of that as I just said were removing public deadlines so how could we make that I spread strategy green again how could we convince again our players because one of the things that was super curious after a few weeks after launching the game is that the team was crunching as hell they ship the game they were tired but they were still crunching to fix the issues day and night and you were going on ready to on the forums and the only thing you were reading is Timmy's on vacation they left the game Ubisoft made their money Thakur's blah blah blah and and so you know like what's going on we're working a lot and and where they don't see that and that's where we decided to switch our
communication strategy say okay we need to be way more transparent we need to tell them what we're doing what's going on here and we need also to show them a little less so even if things are not red even if things are not ready to be shown we need to share more with with our players and here we decided to go back to the core to the core community to go back to the roots and start a discussion with them and that's where we put in place what we call the wires then it's a weekly live stream and we do one on Twitch one on all the channels YouTube etcetera where every week oh man me some other key people of the team we go in front of a camera and we answer life player requests questions things that they care about we acknowledge the problem say yeah we're aware of that bug that the team is on it we explain our strategy where we want to go sometimes we say yes we agree with you that would
be cool to do that but we won't doing it for the next six months because that's our priorities that's our focus and so we explain them our approach basically and where we wanna go with the game and also have a direct exchange with with community because we don't have any more public deadlines and that's also a good way how we use public tests is to show progress of what we're working on the big feature we were working on we're also being able to iterate with the players on those big things and on top of that we had the community workshop as I told before and we have also part of the team that is available online so we have people were it's their job but as as well hominid they're aware which wolf who Twitter and we spend one two hour per day to do some community support staff to answer a player's etc basically to be reachable and to have always that
contact with their reality and then is something again we try to spread so we were trying to reach out to the inactive players a player who left after lunch because King were as good as they were supposed to same thing for the press and that's where we starting doing new seasons with new content doing big streams also having extra reward weekend's and I will show you some of those and in-game events we're in the end to find new ways to acquire new players with three weekends which is a strategy that a lot of multiplayer games are using and we release the I think it's last week so very recently the starter edition which is a lower entry price point of our game so that more players can come in and and have fun with us and so with all of those efforts we went from a blackout a community that wanted to do a blackout to a community
that has to do a whiteout I don't know if that word exists but at least they were wanted to celebrate the shorts etcetera and they wanted to all play together the same day and be happy about where the game was going so after several months of work we released the dedicated servers a few weeks ago so now connectivity on 44 game modes is under control same thing for the balancing balancing isn't continuous work it never be finished always continuous discussion with our players it's true with all fighting yes but something where we have now the good tools to react and also to indentify the problems and the progression in economy is something we fixed throughout the first year of the life period thanks to several updates so we're back on track the amusement park is working again but as I just said to do all of that it took
us almost a year and so how did we stayed alive during that full year with things that we knew that would take like eight month to be to be fixed first we retained our players so we had more than 1 million players every month from the game even if we're not selling the game during a quite big time so we we kept our players into the game and at the same time we stayed sustainable and what I mean by that is that to ship all of that content war hundreds on the dev team and hundreds when you don't say a lot of games well to begin as a service you need to have extra Avenue always coming in to support the bus lunch and to support the team working on the post ranch and for a business model and I won't go into too much details because we don't have time but basically the
idea behind for now as to say we want to have a balanced sources of income so we want to have incomes from the season path from the the size of the game and also from monetization always by keeping in mind that we wanted the players to be happy about our model so we don't want it to feel as a constraint we wanted it to be something also that was cool for the players and so what would we what have we done is that we put in place strong pillars and strong rules so some of them were for example everything every content that is much makes history always given for free so maps modes events all of that always given for if to the players seasonpass of course something we sell but we don't sell the content of the season pass we sell the early access of that content because everything that he's in the season pass is also an unlockable after launch when
you just play the game and the third pillar is having a single currency so everything the the same currency that you earn by playing is the same currency that you can buy so you don't have a hard currency and a software and set data why did we had those three pillars first this way we never split our player base whatever content you bought you didn't but you can always play with everyone within your game and there is no content that is behind the paywall because you can unlock everything for the currency you unlock just by playing the game and when I mean anything it's new heroes of course it's also all the RPG elements of our game so loot crafting things like that but it's also all the coolest cosmetic things worshipping here [Music] and it's true for
very peaceful game and famous [Music] it's something we ship every week every week we ship new content into the game is something you can unlock just by playing or if you want to support the game by investing more in it and so thanks to this aspect we were sustainable and we could work on the game fix issues but also bring a lot of new things into the game so how did we kept the player inside the game so it's a two side thing first part is we've created a routine so you have reasons to come back to the game every day because
you have the daily orders and those are the main income for the currency of the game so it's something you want to do every day even if it just for 10 minutes you you will come every day to to get your steal then every week we had new content but we were also doing what we call community orders so small events where you also earn multi wads and then at each season so every free month were changing the matter of the game with new heroes new maps this is where we're also introducing new game modes new gian new content new publish and content and things like that and all of that is wrapped around this idea that we have inserted our game that is the faction war so when you play for one hour you need to select a faction and then everything you do inside the game so every match is every duels everything counts toward your faction and toward the the winner of your faction and throughout that season and this routine
was also true outside of the game by the online availability everyday by the weekly live streams and blog post and also by the big streams and reveal of new content for each new season and by doing that and by progressing during that first year was understood something that in fact our job was evolving from game developer to entertainers and that's a huge part today after work on foreigner is how can we entertain our community and what I mean by entertaining is by breaking breaking that routine so it's by introducing surprises by changing something so new gamer sauce for example with a game mode that is called dance of death that who is like that we further announcing it was there only for a few days then we removed it then the committee asked us to keep it inside the game but that was not the purpose and it's something we were introduced
sometimes where we feel it's a good time then we have exhale he wants weekends and the biggest example of that our seasonal event so I will show you what is a seasonal event with a Hello that you will see that is really different from the first to the power in this godly our hordes are on their way on display so here as you can see it's a
really different tone different marketing it's the team that has fun with with their game and so what a game mode is whether what an event is in foreigner it's an exclusive game mode we altered the game as well so we don't have skeleton we're more not to really stick but a grounded world if I if I can say that so skeletons are not part of fun of DNA at all but one allowing events why not let's have fun and we have also some exclusive content that's only here for [Music]
to also celebrate that event and what is cool with those by making these entertainments is that player have fun and it's something we can clearly see in the data so for example during Halloween even we have 20% more playtime during that moment to just enjoy the mood the new mood of the game and it's also something we discover something that the team had a lot of fun to work on and when you have that routine of the life that is hard something hard always a constant pressure etc when they can put kool-aid hands or silly things like that in their game we can happen with their game and and enjoyed that part also of of the work and what is the funny that it's something that also moved outside of the game so this idea of entertaining players has also spread out too for example there was then at the beginning with the wall in the Y's then was very
informational acknowledging problems yes yes we love you you just want to do a good game etc etc but then you become crazier we were disguising ourselves and became a show in its own I know we know that we have some players that come to the wires then not to have information on the game but just to have fun with us which is also a key part of that and it's something that which way more views that we thought we would reach with that because it was something that was supposed only need to be within us in our community so platform learnings is to be a game as a service you need to constantly entertain your community and this comes with a mix of routine and a mix of surprises and to be able to do so you need to have extra revenue to support the team that works on that content and so to close that that stock if I can go back to what a woman was
saying is that at the beginning we knew how to ship games but we didn't knew how to be a platform in fact what what it means is that being a game as a service it's like running America with a different type of muffin it's a marathon where you remove the finish line so it can get really hard at one point so if we could go back in time and speak to ourselves before we launch the game would say yes it's cool to start early to identify the problem and all but pay attention to the small ones because they might explode in your face after a launch you need to preserve your team now and not when you launch the game by also doing no public deadline after launch and also don't rush in new content so it's one of the thing we couldn't went into details here but at the beginning because things were going wrong were rushing a lot of new content
and were making new problems also don't rush new content don't panic preserve your team work with your community the soonest the better be transparent surely progress were here to help for here to enjoy your game and on top of all be patient because victories comes with a delay so never give up now for now is a much better state than before and so yes it's worth it to fight to fight for that so if you wanna know more about what's going on next you still have the worlds then every week you can reach out to us and normally we did it pretty quick so we can have a huge amount of questions so if you have any question if you don't we can go and grab a beer but if you do were here for that no question cool
thank you [Applause]
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Distilling the key insights…
Game Developers Conference · 2026
The Game Business · 2025
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