Thứ Tư, 1 tháng 11, 2017

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(applause)

- Alright, so yeah, what we are here to do today

at the second talk of the Game UX Summit is

Warframe, real world lessons from five years

of Community-Driven user experience.

So that's the story we're telling today,

and I'm telling the community half of it.

I'm so excited to do that 'cause our communities

been with us and really helping us with this game.

And I am Rebecca Ford, the live operations

and community producer at Digital Extremes.

- And I am Dorian Stewart,

I am the studio UI Art lead, as Rebecca mentioned

for a wonderful studio named Digital Extremes.

- [Rebecca] Yes, so Digital Extremes if you don't know,

this is like a quick history,

was founded in 1993 by James Schmalz who was watching

me try not to embarrass him or myself,

but it's a game that's had over 20 years of development

history, and the story we're telling today is the past

5 years of Digital Extremes.

It's Warframe.

- Yeah, so, we're actually headquartered in London.

Not the accent you expected, eh?

That's actually because we're from London, Ontario,

(audience laughs)

hold on, hold on. - Don't laugh!

Is no laughing matter, it's generally regarded as

the 2nd best London in the world.

(audience laughs)

- And I think we've rehearsed this part to try and point

to where London actually is from here,

but now that we're on the stage we've

lost our orientation.

- I can't see the sun, so--

- So as far as we're concerned,

it's two hours in a direction that might be that way.

Oh that way, there, thank you, thank you!

It's that way.

- So in addition to our London studio,

we're actually very excited to announce that

we are opening a studio in this beautiful city.

And in addition to that--

(audience applause)

we also have a west coast office in California.

- Yeah, we've never had more offices, so,

you're seeing us at peak office, so this is uh...

- And this expansion has really been

all thanks to one thing.

- Yes, so we're gonna ask the same question from before.

How many of you have heard of Warframe?

(light cheers)

I didn't know what the answer would be, so that's great.

So maybe I don't need to explain it too much,

but if you don't know it's a free-to-play game.

This is a free-to-play cooperative game as a service.

We launched on the PC Steam Open Beta in March of 2013.

We were a launch title on the Playstation 4

in September of 2013, and then we quickly jumped

onto the Xbox One in the following year, in September.

And this is sort of a game that started as

Left 4 Dead in space,

and as Heather said we're kind of going open world late.

So how did we do that, what's our story,

what do we think we've learned from that process

is what we're gonna talk to you about today.

- So I'd love to start with a bit of a difficult statement,

perhaps, so we've been around for 5 years,

we've seen remarkable growth.

We don't have a UX designer.

- Oh shit.

- Oh my god, audible gasps from everyone in the audience.

So, why are we here, right?

And how did we achieve this growth that we've seen?

- So, we think we suppose we present today

that we have used the community as sort of a surrogate

for a user experience design,

because the nature of our game as a service title,

what we had to do to get Warframe out there for the company,

for what we wanna do, is kinda do it in partnership

with our community.

The people that have given us feedback,

given us their time to make Warframe a 5 years

and counting game that's now somehow adding open world late.

So that's the story here today,

but of course with all presentations you probably

want an agenda so you know the chapters.

- So we're gonna first in point one,

look at essentially our business philosophy,

our development philosophy, and how we arrived there

thanks to some really helpful analytics.

Next, we're gonna take a look at what we as developers

can do in conjunction with the community team

to really manage this real time feedback.

You know, games as a service is always running.

How can we manage this, and how can we interact with the

players in the best way possible

to essentially have them drive the user experience?

We're gonna look then at the solar map,

which is one of the core features in our game.

Some mistakes that we've made with this feature,

and how we've been able to use the community

to essentially rectify our ways

and proceed forward in a positive direction.

Rebecca is then gonna take you on a little ride

talking about fair free-to-play, so,

that should be quite exciting.

And then we're gonna look at what we have done

to really leverage the co-operative user experience

in our game, and finally we're gonna share with you

what we have been doing and hopefully what you guys

can take home to replicate the magic

that we've encountered with Warframe.

So, without further ado.

- Yes, and this is the part of the presentation

where we remind you we're not business people,

we just certainly have a reality that drives

Warframe's 5 year rapid update cycle.

So that's something that is Dorian's place to talk about.

- So who here came for graphs to this conference?

(light laughter)

Okay, cool, cool.

So I'm just gonna sketch this out really roughly.

(audience laughs)

this is a graph of our daily users,

you can see what I'm gonna do next is I'm gonna

superimpose another very rough graph of

our daily revenue.

Now these look pretty closely linked, right?

Now, I'm actually, I know you guys you had a little

bit hard time shouting stuff out,

can anyone shout out to me what they think

the correlation between daily users and daily revenue is?

- Am I allowed to shout?

- You can shout if you want.

- No, it's okay, I know it.

- Any guesses?

(man mumbles)

- Sorry?

(man mumbles)

- I dunno.

- It's 93%.

- Well that's not the right... there you go.

(audience laughs)

- You were correct, you were correct.

So, that's really really closely linked, right?

So what we can do then is we can actually take this graph,

and we're actually gonna permit ourselves to

combine them into a really magical thing

that we refer to as engagement.

And this engagement is not only

daily revenue and daily users,

it represents reasons for players

to come back to the game on a daily basis.

It represents the social ties that bring them into the game.

It represents really their investment as a player

in the long term, and in short term,

to come back to our game and play.

And so, it's really kind of a Nirvana essentially.

A benefit for everyone.

And so we use this a lot of kind of... it's our main metric.

Now what I'm gonna get you to do next is

looking at this graph

would you be able to, for example,

point out where you think our major updates were?

If you say something like this,

you'd be absolutely correct.

So marked by these emojis, these are updates.

And these are not just stuff to buy.

And that's gonna be something that's gonna be very

important as we continue forward.

I mean, these are so much more than that.

- Yeah, I mean, no update is the same really, in Warframe.

The quality of life changes that our community want

are just as impactful as something new.

So, every update is a balance, or it's something

completely unique to the quality.

The change, a complete overhaul of our melee system.

It could be anything.

- Exactly.

And the thing that we're gonna look at next is

Rebecca kind of talked briefly about the import

of frequency of updating the game.

And we're gonna look at what happens

when we fail to do that.

So, the graph goes down, and down.

And engagement plummets and pretty soon we're hanging

out with Dante in a very scary place.

And this really served as a valuable lesson for us.

Looking at this graph that spans many many months,

we can not permit ourselves for the users

to have this happen.

We don't want their engagement going down,

it's bad for everyone as we mentioned before.

And so I mean, we've been really lucky in the sense

that we were able to rebound from that,

and we've essentially since then taken that

as our mantra, our way of developing that we can not

permit ourselves to have that happen again.

And we haven't, and our updates have been continuing

to drive that engagement.

- And you can kind of see on the graph,

we started from nothing.

And that is very true with Warframe.

You know, this is a game that had no updates at first.

And no accounts made.

- So what does this philosophy look like numerically.

Well, it looks like this.

This is again where I said we started from scratch,

it was very scary, very exciting time for us.

Within year one we had actually published 175 updates.

- And that's the key thing about the word update here,

is it's not just something new.

It's something different, it's change.

It's something the community's wanted.

It's commitment to updating that live build.

- So to year two, we had gone up to 325 updates.

At this point we had reached just over 15 million

accounts created.

Year three, 475 updates, over 22 million accounts.

And currently we're sitting near year five,

and that's crazy, 670 updates and we're at over

30 million accounts right now.

So it really shows our commitment to

that essentially respecting the graph that we showed

you earlier, and that is what the players want the most.

And what's gonna drive their investment, their engagement,

their enjoyment especially.

- It's true, and I mean that 670 number is a lot.

And with that many deployments to the live build environment

people have opinions on what you're doing.

They wanna talk about it,

and we invite them to have that conversation.

So, the next part is managing that real-time feedback.

If you've updated your live build that many times,

again you bet people have something to say about it.

So, we have a little bit of a tool set,

it's not... you've probably of all these tools,

so I'll walk you through them clockwise from the top left.

Reddit, of course, you're probably familiar with the

feedback you can get there and how that can

change or allow you to make improvements to your game.

Again, we're game as a surface here.

We're talking about a game that tries to iterate

weekly with something.

The forums are sort of our library of everything

we've ever said officially on our own forums.

It's all every patch note, every dev workshop.

The panels are a live place for us

to just talk to our player base and see what they're saying.

If you're talking face to face,

how does their opinion change, how does it improve.

Or what can you garner from such an experience.

Social media is its own thing,

so I'm sure I don't need to explain Facebook,

but the middle one is the one that has a little bit

of a story with it.

This is our in game chat system.

By no means did we invent in game chat.

But we use it in a way on the community side

that really helps us to trouble shoot

and enhance the in game community experience.

So, for example, if you are a Warframe player,

so I know you know it but maybe you don't play it,

the word Arcwing.

This is a game mode that isn't particularly popular

with our players, so one week we were doing a sample,

a wordcloud of everything that was being said

in our public chat for that week.

And we did not expect to see the word Arcwing there.

But there it was.

So we saw Arcwing, and we said to ourselves

uh oh, something's wrong.

No one would be talking about it this much.

And it turns out that there was a bug

that was progression stopping that got people so frustrated

they didn't go anywhere else to report it.

So we had to use our in game chat to isolate issues

and we regularly do that just to see that the players

are doing what we expect them to do and talk about.

- And the real value of the in game chats,

particularly a global chat,

so this is essential everyone can go in and talk

in the same spot, is really the lowest friction area

for players to share their experience with the game.

So if you haven't implemented a global chat in your game,

we would really highly recommend,

because we've seen huge dividends pay off from using it

as the way we have essentially.

- Indeed, and the last one is Twitch.

They've really been an up and comer

over the past 5 years or so,

and since 2013 we have been on Twitch streaming.

What have we been streaming? Dev streams.

This is when we sit down on a couch

and have the devs show what they're working on

real-time to our community.

This is the... like if you want opinions on your game,

this is a way to do it.

And this is a way that Dorian joined us

on our 23rd dev stream.

Much less bearded, but none the less he was there

to talk about UI.

And we were presenting to our community

a proposed change to the game.

And that change was--

- So this was a really interesting experience.

Basically, when I arrived at DE,

this is what our heads up display looked like.

And one of the first things that I wanted to do

when I arrived there was really revisit this.

Modernize it, both functionally and aesthetically.

And so we had our opinions,

we had our thoughts on what would make it better.

We did at the start, as you would on any product you have

go with your assumptions, use community feedback

that already exists on the internet

and also working with the community and getting a sense

of what the players want.

And so what we did is we actually brought it

to this first dev stream this proposal

of what it could look like just kind of based

on that work behind the scenes.

And it was a really interesting experience for us,

especially if you are used to kind of the boxed title model

where, I'm sure some of you have done this,

where you're anticipating eagerly for the reviews

to start coming in and you're kind of

sitting behind your computer waiting for

these sites to kind of say what they think about a game.

And even so, it's quite rare for reviewers

to even mention UI in general.

So it's quite interesting to kind of

be sitting on this couch.

And what we have is we actually have a set up where

we're giving our presentation on the stream and we actually

have a monitor with a Twitch chat that shows.

And it's quite daunting if you're not used

to that level of direct contact with your player base.

They're essentially going to be referring to you by name

and saying "I hate what you're doing,

I love what you're doing."

and you have to have a thick skin to really adapt to that,

and kind of continue going on with

continually putting your work out there

for the world to see and to judge, and to critique.

- And with our dev streams,

the feedback doesn't end with the Twitch setting.

We go on to, you know, we have 30 million registered users.

- That's right.

So, this is our total registered...

These are all the total registered users for the game.

And just out of curiosity,

how many of you, by show of hands,

have purchased a game as a consumer in retail,

played it, and then gone and commented on forums

for that game, can you raise your hands if you've done that?

Okay, so not a ton.

I haven't myself.

But our number is actually quite staggering.

What percentage of users participate in the forums?

- [Rebecca] What we see is 10% of our players

actually come to our forums and their account is there.

So they have made their way to the forums at some point,

and made an account, which means you have 3 million people

that could potentially be giving their voice

to the feedback loop we've invited them to.

So after dev stream, it doesn't just end when

the camera turns off, it continues 'cause you're essentially

iterating live and then post,

and then you have to make it work and you have

to ship something at some point.

So, one of those voices always, you know, typically says--

- Yeah, so I mean as you'd expect,

people have love, people have hate.

I'd love to give you an example of one negative one.

This is by far not the worst that we have received,

but you know, I'll read it to you.

"The pillars of good UI design are shape and color.

The proposed design uses neither.

Please leave Swiss design to 1950's where it belongs."

(audience laughs)

- So, yeah and that's not the worst one.

This is a work conference, we've brought safer work.

- There has been much worse things,

and again, going back to having a thick skin

and kind of it takes a long time coming from

a triple a box title background

to really adapt to kind of taking

this brunt force from players and

the thing in the air has the positive things

are so positive it makes you feel really good,

and gives you a lot of motivation to continue.

But the most interesting thing in terms of

our direction for the game is we'll get comments like this.

Let's say half the comments are like this

for a certain feature, but then we'll actually get

comments like this.

"I like it.

It minimizes UI and maximizes play area,

which is a good thing.

Also, who hates clean and uncluttered?

It's like hating IKEA for god's sake."

(audience laughs)

Right?

So, the tricky thing for us as a UI team and as developers

how do you reconcile both of those differing opinions?

It's like, what do you decide what to do next

when you have people saying opposite things?

And this is where I would encourage all of you

to really leverage your community team as much as you can.

Because they're gonna be the people next to you

that have the tightest connection to the players,

they have the best idea of the general sentiment

in terms of the player base,

in terms of the temperature, what people are feeling,

and they're gonna be able to guide you

towards the right direction.

And so that's exactly what we did, Rebecca,

we worked a lot closer, you and I,

with the community reading all of the comments

that they had on our first iteration.

We basically were able to take the HUD

from something like this

to what is now in game now today,

which looks something like this.

So this is taking into account all the feedback

we got back during the live streams, on the forums,

the work that you guys did on the community side

in terms of keeping us informed all the time.

And that's really where the value of this,

our collaboration today comes from.

Is that we have to work together to access the players

and really make their UX what they expect it to be.

- Indeed.

- Yeah, so, very exciting.

This has been here to this day,

it's been changing, we've made improvements along the way.

But it's really stood the test of time

in a sense of we're very happy with it

and can't thank the community enough

for their time and their generosity in helping us get there.

- Indeed, and there's been one section of the game's UI

that has seen even more change.

- That's right, so, that's the solar map.

- Yes, so if you don't play Warframe,

solar map really quickly is the gateway

to playing missions in Warframe.

It is the solar system in front of you,

you pick what planet, you pick what mission you wanna do,

so it is that gateway to actually engaging

in the shooting gameplay, the powersuits and everything.

But it's changed a lot, and we've made a lot of mistakes.

- So, it started off like this.

Rough, right? I can hear some of you laughing at me.

- [Rebecca] That was 5 years ago, it's fine.

- Honestly, the reason why we're showing this is because

honestly we believe really deeply that it is

totally acceptable, even encouraged,

to put rough content into the game.

This rough, yes.

It's scary, people are gonna rip you apart, absolutely.

But that's gonna allow you to then over time develop

and develop further.

And it's really difficult, I'm not gonna lie,

but you have to do it because it does something

that's so important in terms of your relationship

with the user and it sets expectations

that you are going to continually improve,

and that you are taking them along on a ride

to collaborate with you,

and to co-create what they want the game to be.

And so you see it's gone through quite a few iterations.

And players have stuck around with us through those,

and they really feel like they have a huge input,

and they do, and we hugely value that.

And what's interesting here is that

we had actually just launched on PS4 at this point.

Which is a complete paradigm shift,

going from mouse navigation to a joystick navigation.

And we were very frustrated

with this solar map in particular.

Lots of diagonal lines that are not the most easy

to navigate with a controller and so we said okay,

let's go back, start from the drawing board,

we're gonna do something that's awesome.

And we came up with this.

And we were so hyped internally.

Maybe a little bit too much,

and that's what we're gonna look at next.

We didn't really, honestly, do our due diligence

with presenting this to the community that we should

and we put it in game, and what happened?

- So, with this particular iteration of the solar map,

people liked it, a lot hated it, and no one really loved it.

It posed problems of no real progression.

How do I know what node leads to what?

And it really created a bad experience,

and the single gateway for people choosing

what they're gonna do, they didn't know what they were doing

and they didn't really know why they were doing it.

So it was a big problem.

- So, it took time for us to kind of,

because again we were so excited about this,

we really thought that it was gonna be the

be all end all and it was gonna be fantastic.

And so it took us time, it took us really seeing that

community user experience feedback that essentially

thousands of tears later as Kelsey in the crowd

can attest, thank you for all your work on this.

- Thanks Kelsey.

- We essentially arrived at something like this.

And this is really, it's a throwback to the segment system

that we had before that the players had been clamoring for,

and we've really seen engagement improved

since we've brought this back.

- It's true, we presented it on a dev stream,

what I would like to say a little more properly

because we invited people early on in its process

for the change, the background was actually originally white

and people didn't like that,

and we found out pretty quickly so we were able to rapidly

iterate and then release something that is really

a throwback to that original linear map of progression

and all these things that kind of guide people

through all the planets.

- So the big lesson from this is

you're gonna make mistakes, don't be afraid to take it

in a completely different direction if you're not

feeling that the community is liking it.

And especially don't be afraid to go back to something

that was working so well previously.

And this is, again, this is a very difficult thing to do.

Because you're basically, you have to put yourself into

question a lot and kind of put your pride aside

and really focus on what the community

drives you to do.

So, speaking of the next thing, this is gonna be a very

exciting section I think.

- He passes it over to me, because this is where my non

UI artist art enters the presentation.

So, it's all on me, if you don't like that.

But, this is the fair free-to-play portion of the talk.

It's really a lesson only a handful of slides.

And I think sometimes fair free-to-play is a little bit

of a paradox, and oxymoron, and we get that 'cause we

actually made mistakes early on,

which I'm gonna show you.

This was very very early Warframe,

and that beautiful red arrow, it's not Dorian's, it's mine,

that is pointing to a gold shaped item.

Our community lovingly calls it a potato.

And what that represents in Warframe's gameplay

is you can purchase power.

You can use money to become more powerful

than your co-operative squad mate.

Because again, we're talking co-operative gameplay here.

And people hated that.

Not only did the people that wouldn't spend money hate it,

as you'd expect, the people that were buying it and

supporting us said "I don't like this, it's unfair.

I don't want to be more powerful than someone

I'm playing my mission with."

so what did we do?

Well, we allowed you to build it.

We put a system in that if you were in the game

you could learn how to acquire these items

if you're on at the right time.

And over time we've actually added more ways

to earn these items to give you a free path.

We've put up long duration events

in game for you to get them.

And that's been great, it's been a lesson for us to remember

that this is actually the most important thing of all

if you want free-to-play to really be taken seriously,

I think, and we've continued that.

That's a lesson we've added to one of the more

controversial places I suppose, which is the market.

This is where you enter Warframe, it's free,

you go to the market and ta-da,

you can buy things in Warframe.

But we iterated on that interface a lot.

And what we did quite relatively recently in the 5 years

is we actually added a build tab to that marketplace,

again that red arrow is pointing to it.

And it's showing a player that may be about to

make a purchase that they don't have to.

They can build this, they can read the crafting requirements

and come up with a plan to earn it,

as opposed to paying for it.

And a player that does that is a huge,

they're just wonderful for the community 'cause

they've learned something, they are now a source

of information for a player who's engaged in Warframe,

but maybe can't afford it.

They wanna play it for free because that's what they can do

and someone that knows how to do the free-to-play path

to things can teach other players that.

- And it's something that seems really counter intuitive,

especially in a place like the market.

It seems counterintuitive until you think back to the graph

that we showed you at the very start,

where engagement is the most important thing.

So, the fact that people are invested in the game.

Everything else is positive in the world

is gonna happen as a result of engagement.

So it's not really about selling things, you know, dirtily.

We want players to have a good time,

and everything good will come as a result of that.

And we take that very seriously.

- It's true, and we propose that the Warframe

user experience for a player is made up of

these two things.

That the immersive experience, of course,

someone who's casting their powers with their warframe,

they're seeing someone dressed in gold looking really cool

in the game, that's a pretty cool sci-fi experience.

But there's also the social experience, pardon me,

this is when someone knows how to build something

in Warframe, this is when someone knows that DE

four years ago said they were never gonna do something,

and they remember that.

And the community becomes involved in this sort of

alive product that is this game as a service of Warframe.

- So onto the next section.

We're gonna talk a little bit more about that.

Is leveraging the corporate of user experience.

And I'd love to before passing this onto Rebecca

to kind of preface this with this notion that we had

very early on that complexity is a death sentence.

It's not the case, not in what we found.

Yes, it depends on where you place that complexity,

it depends on where you put the learning curves.

But there are actually lots of positives that come from

integrating a bit of complexity into your game.

For us, for example, players conquering difficulty in

the right place begets a huge sense of ownership.

It begets a sense of accomplishment for the user.

And secondly, in actually in terms of players socializing

together there's a positive on two fronts.

First of all, there are the people who are helping others,

whether they are hanging out in the global chat,

whether they are curating our Wikia page.

Which is actually one of the biggest

Wikia pages for games at the moment.

And something we were actually very against at first,

but we realized that hey,

we give these players a sense of ownership,

we make them feel like they're really actively

commuting to the community,

and we're gonna see huge dividends from their engagement

and their enjoyment and especially

passing that joy onto others.

And that's the second part of it.

Is people who are being helped by these awesome

community members they feel like they've entered

a really warm and welcoming community.

And that's gonna make them

feel really good about themselves.

- It's true, and in the same way that they teach other

players things they teach us a lot too

about what are the strongest reasons

for someone to play Warframe, why do they stay,

why do they like it?

And there's one system in our game that is

an explicit social system,

and that is the clan system.

So this is a clan screenshot of the Raw Steel clan,

they're a very popular clan, they're a great group of people

and they participate in this clan system.

This is an area that you can kind of build,

a space tree fort, and really it's...

what we see is the sooner you're in a clan,

the better things are in Warframe for you.

You stay longer, you play longer, you engage more.

- Great, so to finish things off, replicating the magic.

So we're in a very fortunate position

where we are actually, we have a very exciting new title

right now called The Amazing Eternals.

And this is a squad based, free-to-play first person shooter

set in a, as you can see, a really charming

pulp art style.

And we don't necessary believe in formulizing,

in the sense that you know when you're dealing with

such a long lifespan, you wanna keep things different,

you wanna keep things having character, you want novelty.

But there are a couple things that we have repeated

from our lessons on Warframe.

And one of those is obviously

our openness with the community.

So we've actually had our first dev stream already,

but stuff like this where we'll essentially

go onto the forums and do developer workshops.

And what I'd like to precise with this

is that this is not a process workshop,

this is not showing the community hey,

we've put this together, we're gonna show you what we did,

how we did it, et cetera, no.

It's not also just a marketing thing.

Yes, that's a part of it,

we want players to get excited about what's coming next.

But what this really is you can't see under the fold

but there is open conversation happening under there,

and it's really that's the most important thing

to consider about that is that this is an invitation

to the players to co-create the product

that they will have ownership of in the future.

- Alright, so we do need to wrap things up here on stage,

but so we're quickly gonna wrap up sort of

three things that we think

are take aways from this presentation.

But first is frequency over perfection.

We really like to iterate our game a lot.

670 updates speaks to that.

The second one is you know, we like to create citizens,

not fans, we kind of don't call our players fans

around the office 'cause to us they really

have much more of a stake than that.

Our stakeholders are out community,

and the last thing of course is nothing is ever final.

Iteration is everything.

I don't think we can say content is final in our game.

- No, this presentation however is,

so thank you so much for joining us--

- I don't know if we have time for questions,

but thank you everyone.

(audience applause)

I think we have time, we can do questions?

Okay, yeah, so if anyone--

- [Woman] A couple questions, yeah.

- A couple questions, great, so if anyone has any I think

the mics have not moved so that's good,

'cause that means I can point and it's true.

- [Woman] So, I'd love to know if you've ever been

in a situation where you've designed a feature

or a mechanic that maybe worked well in terms of usability,

but the community feedback wasn't great.

Have you ever run into that, and how did you react?

- For usability in the sense that like it felt good to do,

it was cool in the game?

- [Woman] Yeah, it was simpler interactions or maybe

visually something was easier to process.

- I mean this isn't UI,

but I feel like PvE vs PvP is a great example of that.

You know, I think that our PvE feature set is

really fun to play and some people really enjoy it,

but the user experience of our game,

their expectations, their expectations of a PvE game.

So I think that would be my example.

- And one other thing we did was we the solar map,

going back to that, we actually put...

They have resources on them, and we put them in

a different area that made the screen more clear

and you actually had to hover to see what was there,

so that actually still creates a bit of controversy

in the community, they kind of want it back to

everything on the screen at once,

when we're trying to simplify, so there's... yeah.

- [Woman] Thanks.

- Thank you. Hi.

- [Man] So, going back to what you guys were saying

about the free-to-play model,

is that you mentioned that engagement allows

a better incentive to purchase, or not to purchase.

So, what do you think are the other baby steps

in terms of developing a free to play game

that allows more engagement,

other than what you just mentioned?

- That's a good question.

- We've experimented a lot.

I think for us, when a player plays Warframe

and they love it, they love their Warframe,

and we added a really robust cosmetic system into the game

about a year into development.

So we started with sort of just color palettes,

that you can change your color customization.

And people love that, and we realized oh my goodness,

they really want to customize the way they look.

Free-to-play does this quite frequently,

maybe we should take a shot at it

and then we added what now I think is just kind of

pretty crazy customization system in Warframe,

so just looking to your peers

for examples of what's done, what's fair,

because of course for us it's all about fairness

and we've gone as far as to add in game currency trading,

so what you pay for on the currency side of things

you can actually trade for a free player.

So everything truly can be earned in game

if you have the trade economy to support it.

- I think that might also add that make sure players

are having a good time and they have a reason

to enjoy coming back every day.

And as I mentioned before,

everything good comes from that fact.

And that's really, you gotta start there in my opinion.

Make sure the player's having a good time,

and you'll see the benefits of that in many ways.

- [Man] Okay, thanks for your opinion guys.

- [Dorian] Thank you.

- [Rebecca] Howdy.

- [Man] Hi, thanks for a really interesting talk.

I just had a question, when you were iterating on the

solar map I was wondering if you had

members of the community come in and try and use it

and if so what you learned from that process?

- We didn't have anyone come in from the community

for that segment.

- And that's where we failed, I think, to be honest.

Are you talking about the console one?

- The rings?

- Yeah and that's honestly where a lot of our failure

came from is that we didn't do our due diligence there

and we certainly paid the price.

- Like it worked, it was functional,

so you know it was just a flavor thing.

And then an ultimate thing that we had to completely change.

- [Man] Cool, I actually asked because I was actually

one of those players that joined when you launched on PS4

and I just had some feedback,

I found the text too difficult to read because

it was so small from sitting in front of a television.

And just going forward, it might be something to consider

is bringing people into the studio to play the game

prior to release, prior to updates,

just because you'll find a lot of those sort of things

that people might not comment on in the forums,

but definitely affect the player experience.

- We did start a private test cluster

very soon after that to never make that mistake again.

So while the tile solar map didn't get focus tested,

we now have something set up.

So we learned very dramatically

from that particular experience to try

and set something up for that so yeah,

if you wanna talk after I can give you details on that.

- [Man] Cool, thanks very much.

- [Dorian] Fantastic, thank you.

For more infomation >> Game UX Summit '17 | Dorian Stewart & Rebecca Ford Digital Extremes | Community-driven UX - Duration: 30:02.

-------------------------------------------

2012 Ford Transit Connect Electric; No Start Diagnosis - Duration: 5:35.

Mark: Hi, it's Mark from Top Local, we're here with Bernie Pawlik, Pawlik Automotive

in Vancouver, Vancouver's best auto service experience, 18 time winners of Best Auto Repair

in Vancouver as voted by their customers.

How're you doing this morning Bernie?

Bernie: Doing very well Mark.

Mark: So we're going to talk about a bit of an unusual vehicle for your shop so far

anyways, a 2012 Ford Transit Connect electric van.

What was going on with this vehicle?

Bernie: This vehicle wouldn't start.

When you put the key in the vehicle, you turn it on and then there's an actual start position

much like a gasoline powered car, you actually turned the key to the start position and when

it works, the gauges jump up and you can hear little motors and things whirring in the vehicle

and that's basically when the vehicle is actually ready to drive.

I don't know if you'd call it the starting mode but the readiness mode.

So it wouldn't go into that mode much of the time.

Mark: So it wouldn't start which would be a pretty big problem for any vehicle but I'm

sure for an electric vehicle it's kind of unusual.

What was going on?

Bernie: It was just a matter of of trying to diagnosis and try to figure out what it

is.

So what we found in the end of this, I'll straight to the chase, that there under hood

there is a battery just like any regular gasoline powered car, there's a small battery.

It runs the accessories, it's kind of like a starting battery and that battery was very

weak and not apparently bad at first.

It's not like you know a usual gasoline powered car when you get in and the engine

would just kind of go rrrrrl rrrrrl rrrrrl and go click when you turn it, but basically

the same kind of thing, the vehicle wouldn't start.

So I'll just share a couple of pictures under the hood of this vehicle before we talk

about how we diagnosis that but that's basically what the cause was.

The battery is weak, it was old, it was an original Ford battery, it's a 2012 vehicle,

it's now 2017, it's 5 years old, about average life for a battery.

So perfect timing.

So let's just share a few photos here of this vehicle, there's the side plate of

the vehicle with a nice electric tag on it, we're going to have to cut the screen sharing

and I'm going to refer you to our new Car Truth Show on Youtube, if you go there you'll

see a nice video under the hood, all explanation of the vehicle.

So go there you'll see all the details.

Mark: Alright.

How'd you go about diagnosing this vehicle?

Is it different than a gasoline vehicle?

Bernie: Well not a lot, I mean of course symptom wise it's different but these vehicles have

a plugin, diagnostic plugin an OBD2 connector just like every vehicle's had since 1996

and I mean, fortunately they haven't changed that because they may not require it seeing

as there's no emission testing to do in this vehicle, but nonetheless, it has that

same connector and we plug it in and hook up our scan tool and look for codes and things.

Of course, there is an engine module in this vehicle, like a gasoline powered engine, but

it's worth looking, what we do is scan the whole vehicle, look through codes and it's

interesting that they, the clue for this problem actually came from the anti lock brake system

module of all things, where it said low battery voltage code and I'll be honest it took

a little bit of figuring to go ok what's actually causing this and there's a communication

error codes throughout the system.

There's computer modules, any modern vehicle, there's computers that talk to computers

and if one of them isn't working properly there's a communication error, the vehicle

won't start and that's exactly what there was and the ignition key module there was

a communication error.

So anyways, through testing further we realized the battery was dead and that was the problem.

So that's basically the diagnostic, it's similar, just a little bit of a learning curve.

Mark: So you don't see too may of these vehicles on the road, I can't remember seeing

any of them honestly.

How reliable have you found they are?

Bernie: Well I can't say I'm an expert on these vehicles because this is actually

the first all electric car we worked on in this shop which is kind of exciting because

I mean, there's getting to be more and more of them every day on the road but I meet people

who own them and I don't hear a lot of complaints about them.

I look online to see what, who's complaining doubt them, are there problems with them and

they don't seem to be a lot and I think these are the kind of things we're going

to see.

I mean, we've seen this with Prius's as well, where this little starting battery won't

allow the car to start.

So I mean really overall, the car should be quite reliable based on the simplicity, there's

basically one, I'm sorry I couldn't show the photo, but when you pop the hood where

the engine used to be, there's just one big huge boxy motor piece with a lot of wires,

there's still a cooling system and a number of common components but there's not oil

to change, no oil to leak, there's a lot of the problems we have with an internal combustion

engine are not there.

There will be similar, other problems with electrical items and who knows over time what

those will be, but overall it's going to be very reliable.

Mark: So there you go, if you're looking for a place that is rapidly gaining experience

in electric vehicles, the guys to see in Vancouver are Pawlik Automotive.

You can reach them at 604-327-7112 or check our their website pawlikautomotive.com.

You can check out our fantastic YouTube channel, just search for Pawlik Auto Repair on Youtube

or as Bernie alluded to, our new Car Truth Show, you can also find that on Youtube or

at cartruthshow.com.

Thanks Bernie

Bernie: Thanks Mark

For more infomation >> 2012 Ford Transit Connect Electric; No Start Diagnosis - Duration: 5:35.

-------------------------------------------

How to Use SYNC® AppLink® | Ford How-To | Ford - Duration: 2:15.

[MUSIC]

Did you know that your Sync 3 equipped vehicle has a feature that lets you

control some of your favorite Sync compatible smartphone apps using voice

activated commands?

Let me tell you about it.

Thanks to the AppLink feature, you can stream Internet radio like Pandora or

order a pizza with the new Dominos app.

You'll also have the convenience to receive vehicle health alerts to your

smartphone.

Keep in mind, before you can use AppLink, make sure Bluetooth is on, your smartphone

is paired and connected and any apps you wish to access are downloaded.

iPhone users will need to connect using an Apple provided USB cable.

And if you're an Android user you'll connect via Bluetooth.

To see which available apps are currently available on your phone,

go to Apps on the menu bar.

You'll see a screen that list all the apps that are currently running on your phone.

Select the one you want.

The first time you use AppLink you'll get a screen that asks if you want to enable

mobile apps on SYNC 3.

[MUSIC] And lets you

choose if you want to accept the data usage.

Press yes, and your app will start.

Or, once the available app list appears, you can also use the voice button on your

steering wheel and say the name of the app, like Pandora, for example.

Once an app is streaming, you can use additional voice commands

to control specific app features, depending on which app you're using.

If at any time you want to stop your app, use the voice button again and

say exit Pandora.

One more thing, if Sync does not recognize an app on your smartphone, close and

re-start the application.

If you have an iPhone, apps should appear once re-started.

Android users will want to press the Connect Mobile Apps button and wait for

apps to appear.

For information on how to use specific apps,

check out the online Sync AppLink catalog at owner.ford.com.

New ones are added all the time, so make sure to check back often.

If you're not sure how to use AppLink, at any time you can use the voice button and

say, mobile apps help.

>> Mobile apps help.

You can say the name of the running application.

Any questions?

Go to Owner.Ford.com.

[MUSIC]

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