Yes, they’re the exception, absolutely!
As much as any successful business is the exception. In my country for example 80% of companies fail in the first 2 years… means they didn’t follow the rules of success, and being willing to sacrifice what is mandatory to have said success (whatever the shape of that is, that can vary heavily). You’re already the exception if you solely pass that timeframe, and beyond ‘dimpling along’ it gets ever more exceptional.
But we actually know a vast majority of things which are needed for success… and they’re a lot, in a lot of different fields, and you need to follow them all as every exception will make it harder for the luck-factor (which is solely information beyond your knowledge, the smaller you make that the more guarantee, but you can never remove it entirely, just keep it substantially smaller) and hence for you to provide a top-end product/service.
Some of that knowledge we can get easier.
Some is nigh unobtainable.
And in this case we got game-design aspects which are widespread.
We got communication protocols and styles which are well received.
Those are actually the ‘easy’ things while stuff like ‘knowing the target audience and their needs’ are the ‘hard’ ones.
And the issue is… the ‘easy’ ones are the ones which aren’t handled well.
In our case stuff like ‘Don’t tell your customer bad news without resolving it swiftly’ as the whole fiasco since we heard of the company being sold has been.
The communication and action there is easy to see and easy to even do… unless you mess up by being blindsided (or incompetent in that aspect, which is worse for the ones doing the marketing). The right decision was always to have the negative information happening but immediately releasing easy to do quick updates after to showcase action. ‘Since we were taken over our work now shows results’.
No overhyping (like is repeatedly done sadly) but simple ‘silent action’. Providing details over details without having to be asked. Dropping steady - and visible - fixes despite more work for the new Cycle. Releasing color-variants of the existing decorative items as that’s extremely swiftly done but provides a visible result.
A myriad of available options are there to do to show ‘now we take action’.
No Man’s Sky wasn’t ‘saved’ in a year, to get to a position where people couldn’t say ‘it underdelivered’ it took them nearly 5 years to do… but the people which left… steadily came back. More… and more… and more.
Why?
Because they showed results. They didn’t talk at the beginning and just acted. Couldn’t provide results in a day? In a week it was there suddenly, as asked! A short while later… more, nothing mentioned yet. And the results came in ever swifter and swifter, ever more and more because of it. They learned, and people forgave and nowadays even praise them as they’re overdelivering by now.
As especially for communication it’s very obvious to what people want and love! The internet is litered with the success stories of customer communication and they all share the exact same thing:
You communicate exactly as much as you can provide to the customers, in clear words.
Hence you don’t ever oversell or ‘hype up’. The community does that, no words like ‘be excited about!..’ and the likes, that’s ridiculously bad marketing. The customer decides what their feelings are… not the company. Comes always over as ‘you gotta feel like this or you’re not fitting in’. Not good communication simply and sets you up for failure. Because if it doesn’t align with the specific feeling you’re ‘supposed to feel’ then it’s already disappointing… even when the alternative feeling is still a positive one, it suddenly becomes comparatively a negative one.
Have a single core communication channel and everything goes through that primarily. The blog of Factorio is a prime example for that. They link to it… but the information is there, all in one place. All chronoligically sorted… and discussion is not bumping shit which shouldn’t even be able to be bumped.
Neither does teasing and hyping up a roadmap and then having the customers 8 weeks for that be acceptable. Not to speak of it being empty and basically stating ‘Yeah, we still work on this product, cool, right?’.
Nor is it throwing around relevant information which should be inside patch-notes, official bug-lists, a knowledge compendium, a troubleshooting FAQ or whatever else type outside of the official communication channel and not acting until it gets so bad people flak you solely for writing anything outside of your official channel if it’s not there already. because you missed ever putting the ones formerly inside for years on end.
I mean… it’s fairly obvious. Clearly not for the people doing the decisions at the specific moment. But guess what? That’s literally part of their job. You hafta do it if you want or not… and you gotta be at least decent with it. Which EHG wasn’t, and hence why we’re landed here by now.
If you do badly you don’t have to get to ‘normal’ after… you gotta get to ‘overperforming’ to even out the balance.