Something I’ve been thinking about this week is how game developers and fans can now interact so freely, and what this means for games and the gaming community.
There are some situations where this ability is unambiguously good, and some studios who balance their interactions really well. Most notably, Valve. For example, when fans loved Left 4 Dead, but were upset that its content had run over the expected release time, Valve responded by producing a completely revamped sequel a year later.
And when a group of college students began making a puzzle game in 2007 based on Valve’s Source engine , Valve responded not by suing them but by hiring them, providing the students with resources so they could continue making their game. Considering this puzzle game became Portal, Valve’s method was the epitome of win-win situations.
One company in the middle ground of this issue is BioWare, and I’m focusing here on their support for Mass Effect 3. In terms of multiplayer their system worked quite nicely: BioWare would keep an eye out for any weapons and abilities that went unused due to bad synergy or being ineffective, as well as for weapons and abilities which users found overpowered or part of unsporting play. Every week or fortnight, Bioware would then perform a balance update where they would improve weapons found to be noticeably weak, reduce particular combinations of weapons and abilities that worked together unintentionally well, and even modify game maps to undo camping strategies.


