Zen, just some (hopefully) constructive comments and suggestions from a big fan whose interest has waned...
MARKETING/COMMUNITY/PR/BUZZ
You need to work on your overall direction. Clearly, you have obligations to licensors and other parties, and thus you're constrained in what you can announce. However, your well-worn mix of "be patient" and "coming soon!" isn't working.
Your PR is mostly placatory. i.e. soothing the beast with occasional tidbits, attending (spottily) to problems, only belatedly updating the community (and usually only in response to nagging questions).
This approach is reactive. It's one of "keep the punters happy, rather than informed". It's a controlling approach, rather than an expressive one.
Zen is a secretive shop that keeps its work close to its chest, then releases with a fanfare, expecting the customers/web/world to create an ongoing buzz. I don't think this approach is working. It produces spikes of interest, but also the inevitable decline, punctuated with long periods of boredom and even frustration. There's no overall flow, just periods of boom and drought.
Outside of contractual non-disclosure, you could open up and be an interesting developer. Examples:
- create a YouTube account. Show us the people behind the tables, show them playing the tables (Zen or real-life) they like. Show us the why you making games.
- show us how you make games. Copy FarSight, and credit your community with some technical and artistic interest in the process.
- engage the community. Use them for direct feedback, and yes, even gameplay testing. (Certainly doable at least on the mobile devices and PC versions. It's not like your games couldn't do with extra testing by experienced players.)
- instead of waiting for the community to put out guides and screenshots and videos, how about you do it?
- produce interviews with the individual teams. What inspired them for a given table, what were they thinking, what were their goals, what problems did they have? Postmortems: what failed, what worked?
- please stop being cryptic. You're not Bungie or Valve. You make pinball tables in a market where your only direct competition is a re-creator of existing, completely-explored tables. (And frankly, your competition right now is doing a much better job than you of communicating. Which is saying something, TBH.)
Instead of directing your marketing push through puff-pieces for Kotaku and the like, do it directly. You don't need to put together an interview just for an influential magazine; put it together for everyone.
Finally, a technical issue: please ditch the Flash and fixed-aspect nature of your web design. It's annoying to read and navigate.
MARVEL
The Marvel series showcases both the best and worst of Zen. There's innovation and love shown in tables like Blade and Moon Knight. And then there's SpiderMan or Iron Man.
These latter tables are mostly bombastic, repetitive affairs. 3D toys vying off at each other, spouting childish catchphrases, all to variations on the same swelling, dramatic music. It's all technically proficient, some of the art is inspired (and some is not; see the rather dreadful-looking Ghostrider), but it's also of a pattern. A boring, over-done pattern.
Unless the new tables break this pattern (and the trailers do not give me hope) then they will not be added to my collection. (I've barely touched the last pack, apart from the quite good Moon Knight.) Not a threat, or anything silly like that, just a statement about where I want my gaming money to go.
BUGS, RESPONDING TO
Your approach to bug-fixing and QA follows your secretive work practices. It seems up to the community to report on bugs, elaborate on them, list them and nag you about them until you respond. Your reaction is typically one of "hmmm".
Yes, we know bugs are annoying for everyone, including you. But some of that frustration can be mitigated by good communication from you.
i.e. how about you maintain the active list of known bugs, complete with a status? e.g. fixed, in-progress, unfixable.
The way not to handle it is the way you've been doing it. i.e. maybe (just maybe) acknowledge a bug, then say nothing about it or (when pressed) mention in passing that the fix will be in the next update, as if we all should have known this already. (But keep us guessing as to the nature and timing of the update.) Then, after being pressed further on the issue, after a long period of no communication, tell us that the update is not coming after all (2.5? That's not going to happen), but we should be patient (PFX3, coming soon!)
If you have difficulty updating PFX2 for whatever reason (XBLA costs, schedules, technical issues) then say so. But let us know.
(And if you truly think your fans have no patience, perhaps don't test that patience as often as you do. You are not Valve, and ValveTime does not work in your favour.)
TIRED NOW
OK, so that was a long piece. But there's a reason for that; it's probably my last effort until a new, interesting table is released. I'm no longer interested in working to keep myself (or anyone else) interested in Zen's pinball. I'll check back if/whenever these "huge licenses" arrive (but will probably be more interested in any home-grown IPs you come up with), but your marketing will probably have to find me this time around.
MARKETING/COMMUNITY/PR/BUZZ
You need to work on your overall direction. Clearly, you have obligations to licensors and other parties, and thus you're constrained in what you can announce. However, your well-worn mix of "be patient" and "coming soon!" isn't working.
Your PR is mostly placatory. i.e. soothing the beast with occasional tidbits, attending (spottily) to problems, only belatedly updating the community (and usually only in response to nagging questions).
This approach is reactive. It's one of "keep the punters happy, rather than informed". It's a controlling approach, rather than an expressive one.
Zen is a secretive shop that keeps its work close to its chest, then releases with a fanfare, expecting the customers/web/world to create an ongoing buzz. I don't think this approach is working. It produces spikes of interest, but also the inevitable decline, punctuated with long periods of boredom and even frustration. There's no overall flow, just periods of boom and drought.
Outside of contractual non-disclosure, you could open up and be an interesting developer. Examples:
- create a YouTube account. Show us the people behind the tables, show them playing the tables (Zen or real-life) they like. Show us the why you making games.
- show us how you make games. Copy FarSight, and credit your community with some technical and artistic interest in the process.
- engage the community. Use them for direct feedback, and yes, even gameplay testing. (Certainly doable at least on the mobile devices and PC versions. It's not like your games couldn't do with extra testing by experienced players.)
- instead of waiting for the community to put out guides and screenshots and videos, how about you do it?
- produce interviews with the individual teams. What inspired them for a given table, what were they thinking, what were their goals, what problems did they have? Postmortems: what failed, what worked?
- please stop being cryptic. You're not Bungie or Valve. You make pinball tables in a market where your only direct competition is a re-creator of existing, completely-explored tables. (And frankly, your competition right now is doing a much better job than you of communicating. Which is saying something, TBH.)
Instead of directing your marketing push through puff-pieces for Kotaku and the like, do it directly. You don't need to put together an interview just for an influential magazine; put it together for everyone.
Finally, a technical issue: please ditch the Flash and fixed-aspect nature of your web design. It's annoying to read and navigate.
MARVEL
The Marvel series showcases both the best and worst of Zen. There's innovation and love shown in tables like Blade and Moon Knight. And then there's SpiderMan or Iron Man.
These latter tables are mostly bombastic, repetitive affairs. 3D toys vying off at each other, spouting childish catchphrases, all to variations on the same swelling, dramatic music. It's all technically proficient, some of the art is inspired (and some is not; see the rather dreadful-looking Ghostrider), but it's also of a pattern. A boring, over-done pattern.
Unless the new tables break this pattern (and the trailers do not give me hope) then they will not be added to my collection. (I've barely touched the last pack, apart from the quite good Moon Knight.) Not a threat, or anything silly like that, just a statement about where I want my gaming money to go.
BUGS, RESPONDING TO
Your approach to bug-fixing and QA follows your secretive work practices. It seems up to the community to report on bugs, elaborate on them, list them and nag you about them until you respond. Your reaction is typically one of "hmmm".
Yes, we know bugs are annoying for everyone, including you. But some of that frustration can be mitigated by good communication from you.
i.e. how about you maintain the active list of known bugs, complete with a status? e.g. fixed, in-progress, unfixable.
The way not to handle it is the way you've been doing it. i.e. maybe (just maybe) acknowledge a bug, then say nothing about it or (when pressed) mention in passing that the fix will be in the next update, as if we all should have known this already. (But keep us guessing as to the nature and timing of the update.) Then, after being pressed further on the issue, after a long period of no communication, tell us that the update is not coming after all (2.5? That's not going to happen), but we should be patient (PFX3, coming soon!)
If you have difficulty updating PFX2 for whatever reason (XBLA costs, schedules, technical issues) then say so. But let us know.
(And if you truly think your fans have no patience, perhaps don't test that patience as often as you do. You are not Valve, and ValveTime does not work in your favour.)
TIRED NOW
OK, so that was a long piece. But there's a reason for that; it's probably my last effort until a new, interesting table is released. I'm no longer interested in working to keep myself (or anyone else) interested in Zen's pinball. I'll check back if/whenever these "huge licenses" arrive (but will probably be more interested in any home-grown IPs you come up with), but your marketing will probably have to find me this time around.
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