Lucasfilm on Battlefront II’s Controversy: Sometimes You Don’t Get Things Right The First Try; They Take Feedback from Us

Lucasfilm on Battlefront II’s Controversy: Sometimes You Don’t Get Things Right The First Try; They Take Feedback from Us

6 years ago
Anonymous $ZOEEBQ1zf0

https://wccftech.com/lucasfilm-battlefront-ii-we-have-input/

In an interview published on VentureBeat, Douglas Reilly (Vice President of the Lucasfilm Games Team at Disney Interactive) talked about the partnership with Electronic Arts and specifically of the recent controversy that has surrounded DICE’s Star Wars Battlefront II because of the loot box system.

We have input and they take feedback from us across the whole spectrum. We work together very much to understand how those systems work and what they’re trying to achieve, how they touch the brand, and how they affect the consumer experience. I think the challenge, and it’s one that everybody’s facing in this industry—running live services requires tuning and tweaking, and sometimes you don’t get things right the first try, once you put it in the hands of hundreds or thousands or millions of players. You continue to learn how they interact with the things you’ve made, and you run into things you have to adjust along the way. That’s the unfortunate reality of making games with a live service component.

Lucasfilm on Battlefront II’s Controversy: Sometimes You Don’t Get Things Right The First Try; They Take Feedback from Us

Nov 27, 2017, 5:16pm UTC
https://wccftech.com/lucasfilm-battlefront-ii-we-have-input/ >In an interview published on VentureBeat, Douglas Reilly (Vice President of the Lucasfilm Games Team at Disney Interactive) talked about the partnership with Electronic Arts and specifically of the recent controversy that has surrounded DICE’s Star Wars Battlefront II because of the loot box system. >We have input and they take feedback from us across the whole spectrum. We work together very much to understand how those systems work and what they’re trying to achieve, how they touch the brand, and how they affect the consumer experience. I think the challenge, and it’s one that everybody’s facing in this industry—running live services requires tuning and tweaking, and sometimes you don’t get things right the first try, once you put it in the hands of hundreds or thousands or millions of players. You continue to learn how they interact with the things you’ve made, and you run into things you have to adjust along the way. That’s the unfortunate reality of making games with a live service component.