Welcome back to the second part of our newsletter! Let’s dive right in.
Following our COO Stirling’s insights into Ready or Not’s development and the various modes previously available on different maps, we will delve into more survey data and tackle some of the frequently asked questions from the comments on our Newsletter.
Ready or Not debuted in early access with a host of experimental elements — some may recall the grey maps without any artistic touch, others that were incomplete, and a few that were eventually abandoned (we’re looking at you, Fast Food).
The journey to launch Ready or Not into early access was challenging, but once we crafted something engaging, our goal was to ensure there was enough content to keep players entertained while we developed new features. This approach allowed us to provide more for you to explore without the necessity of creating entirely new maps. Nevertheless, this was introduced without considering its impact on future content development. While some maps offered several modes, newer ones often featured only one extra mode (like Valley of the Dolls, which I believe only had Raid), merely altering engagement rules without adding much more.
As our team expanded and the push for creating completely new content increased both internally and externally, it became evident that developing these modes alongside maps was unsustainable with our small development team. Additionally, the extensive testing required for each map mode was overwhelming. Some modes even utilized different parts of the level, requiring dedicated design focus and artistic input to ensure their readiness.
Imagine releasing with around 19 missions, each with up to 5 modes, with some even having distinct “levels” within, and needing entirely different briefings for each mode variant. This experimental early access feature proved to be a self-imposed hurdle.
It saddens me to see such features phased out, and I understand the community’s disappointment. However, there might be some nostalgia at play here. Many missions lacked depth, failing to provide variety, and our data indicated minimal player engagement with certain modes (such as Bomb threat on Dealer). Could we have expanded our team by 20 designers and assigned them to specific maps? Not really. Increasing manpower doesn’t automatically equate to efficiency; it requires managing team growth and scaling all aspects of development.
We did expand our team, but strategically, allowing for new content advancement while ensuring narratives and gameplay are cohesively paired (for instance, a scenario involving kids robbing a gas station wouldn’t realistically involve C4 explosives). While we continue to find our footing, actions taken last year have set the stage for developing content aligned with these principles, without deadline or time pressures.
With this context, I hope to clarify some points. I am committed to reviewing numerous similar posts to ensure we roll out features enabling players to curate their experiences. The timeline for such updates is uncertain, but we’re aiming for reasonable delivery.
This also signifies our commitment to continuously enhance Ready or Not, with more content and features on the horizon.
Now, let’s delve into some data from our Sentiment Survey.
- Average Playtime: 183 hours
- Top 3 preferred maps [excluding Gas]:
- 23 Megabytes A Second – Streamer
- A Lethal Obsession – Ridgeline
- Sins of the Father – Penthouse
- Most requested weaponry: More DMR-style rifles [which we addressed in Dark Waters], AK-type rifles, Bolt Action rifles.
Note: There was also a notable demand for brand-specific AR parts but as they’re functionally similar, they’re excluded from this list.
The DLC wish list was extremely diverse, making it unfeasible to compile a concise ‘Top X’ list. Interestingly, there were ideas even we hadn’t considered, in addition to several components already in development. We encourage close attention to future updates.
Q. Why don’t you elaborate more on [AI, performance, optimization, etc.]?
A. Previously, as a gamer, it frustrated me to witness companies incessantly echoing the same points, so I try to avoid overly repetitive communication. There are only so many ways to say ‘We’re aware and working on it’ before it becomes stale or unconvincing.
Q. Why Mod.io over Steam Workshop?
A. We chose mod.io for its capabilities beyond what the workshop specifically offered with Unreal Engine. However, as Stirling highlighted earlier, Steam Workshop might still be an option as we progress with Ready or Not’s development.
Q. When will PvP be introduced?
A. We’re currently not ready to broach this subject, as PvE co-op remains our primary focus for the project, but we haven’t disregarded PvP.
Q. Why prioritize DLC over fixing [X]?
A. Our team now includes a substantial number of individuals spanning various disciplines. While mappers, artists, and modelers diligently create new content for the upcoming free updates and DLCs, our programmers, designers, and partner studios are actively refining and troubleshooting Ready or Not.
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In our forthcoming newsletter, anticipate further insights about the last year and glimpses of upcoming developments!
Beyond our updates, enjoy more engaging content at:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/
Follow Ready or Not on Steam here.
Our additional links: Spotify, Discord, X, YouTube, Instagram, Facebook.
Keep your feet on the ground.
VOID Interactive