But the game is considered ‘released’ currently, isn’t it?
1.0
Not 0.9… 0.10 or anything of the likes. It’s ‘the basis is done’, that is what a ‘release’ is after all.
You provide what you promise in the kickstarter as a basis and then build upon it.
Sure we can say ‘they can add it’… when exactly? Tomorrow? In a month? A year? 5 years? 50?
It is meaningless for a customer if their product arrives when their life has significantly changed and the expectation wasn’t set to take this long, hence tempering the willingness to buy into the product before it’s finished since it might not come when it’s relevant for you.
But EHG provided that it’ll be released in 2020, instead it happened in 2024… which people accepted but was the first massive mismanagement. From the end of the kickstarter to release it was supposed to be roughly 2 years, instead it took 6. That’s 200% extra to the timeframe expected. This is to be foreseen during project management itself with relevant leeway to ensure it happens earlier rather then later instead of what happened.
The next major mistake is what you describe even:
Yes, and that is a problem and not a boon of any kind.
The game was released despite the campaign not being finished. This is the issue here.
That’s a negative, showcases another mismanagement. Priorities not being set properly to enforce the company to go ahead and release because their expansion, timing and funds were not properly used to stay in the framework of the project.
Also the mass hiring regularly to bloat the company to over 100 workers total is a clear-cut sign of another layer of mismanagement. This size was existing for GGG around the times of Harbinger. Not only was PoE during that time already stable in playerbase but it also showcased a reliable amount of quality of releases. Major issues which were fixed in the first 2 weeks commonly with very few exceptions, something which EHG hasn’t provided us in those 3 Cycles yet, not even once. Not a single Cycle ‘cleaned up’ properly.
That combined with the monetization system and pricing system of EHG being completely different compared to what GGG does causes the revenue for the same amount of players to inherently be substantially lower.
Or in short: In comparison to company size EHG has magnitudes higher costs compared to incomes when we look at the specific time when they reached it compared to GGG.
Their business strategy of expanding beyond their limits is a commonly seen and flawed one, usually used by ‘AAA’ publishers a lot and leading to the regular mass-layoffs and failed projects.
To sustain that risks averse management has to happen since any mildly minor mistake can cause a net-negative of your funds, this means overhead of bureaucracy becomes large and slows results to a crawl unless the content pipeline is intricately crafted and refined, the specific area EHG always struggled with anyway. So this is clearly not the case.
The historical result of that is either a downsizing of the company early on or a failure of the complete system as it progresses, repeatedly overreaching, underperforming and loosing customer goodwill as time passes.
They’re at the tipping point for customer goodwill by now, which is a stage where recovery is becoming extremely unlikely already. Not only because massive changes had been mandatory since years by then (pre-release likely for 1-2 years, but actually since the kickstarter given the mismanagement visible) but by now those changes have to be even more severe and extreme.
If they don’t do em quickly then their product is first going to stagnate completely (which we can see already happening as they’re bleeding money) to then slowly rot away into nothingness… which is the relatively good outcome still. Games die vastly before servers are shut down, they start dieing when the playerbase looses interest, years before servers are even remotely thought about being shut down. We’re in that stage.
For us as the customer?
There is no difference.
As a customer you’re not supposed to care about reasons. You can provide goodwill… but providing this leeway regularly and repeatedly is not a positive but a negative. You’re excusing shoddy practices and normalizing them.
If you want a good product with good quality rather then lackluster mediocre stuff you gotta be critical and unyielding in regards to what was promised. You’re doing a exchange after all, your money acquired through giving up time of your life as well as very likely a positive experience (as most people are miserable from their jobs, the others are exceptions) in return for accepting a framework which they personally provided you with. It wasn’t you as a customer making demands… it was EHG saying ‘we’ll do it’. It’s their responsibility to uphold that.
Contracts don’t or they’re void ![]()
No, hiring more is the guarantee of failure happening. Expansion until the setup cripples itself. Companies loose efficiency with size, they don’t gain it. Efficiency is gained through optimization of processes and allowing workers enough leeway to have the ability to enjoy their position.
Raising worker-size without having the respective systems in place to uphold efficiency has a adverse effect to it, a 20 people team with contractors for animation, art and voicelines rather then fixed workers would likely be vastly more efficient then the current 100 people sized tangled mass.
Not expected at all!
Finish the damn game before making people pay for extra shit though. That’s below the basics even. It’s not even something we should need to argue about in the first place.
Get the darn campaign done.
Fix the disaster which the factions are.
Handle itemization issues because the game systems don’t scale properly.
And then they can even start thinking about anything related to ‘expansion’ monetization.
Until then it’s simply unacceptable.
Obviously the base game on the PS5 will cost the base price, but anything beyond is also unacceptable.