[QUOTE=tangoliber;388573]Brink would have never been successful on PC without appealing to the competitive community, so the following is only for consoles.
Why was their so much backlash against Brink? The marketing did a good job selling copies, but they did this by targeting an audience that the game wasn’t made for. This created backlash. Market towards the target audience and you will sell less copies, but you will have a bigger, lasting fanbase on consoles.
Why did it get bad reviews? Because reviewers have never been that fond of multiplayer-centric games. They don’t get them…they aren’t good at them…etc. Reviewers need lots of content, narrative and immersion. They don’t care about metagame or last second victories.
In my opinion, the most important question of all is: Why is the active playerbase on consoles so small? Games that suffered from much more backlash, and had much worse reviews have still maintained larger communities than Brink.
Why? Because they chose matchmaking over a match browser.
Matchmaking is never a good idea unless your game has hundreds of thousands of players a week. A custom match browser is always a better choice.
A match browser brings people together. There is no one stuck searching and only getting games with bots. They are able to see where the players are, and they can choose their match based on content and ping.
When Brink was released, I had 5 clan members from previous games who came over to Brink with me. They all absolutely loved the game, but they all left because of one reason: It was too hard to get matches with real people.
ETQW had a match browser, and despite worse reviews and sales on PS3, it had a better community than Brink for a long time. (Its dead now, but it has been a while.)
A match browser is also great for fostering a clan community, and allowing for customized rulesets.
The clan system is nice, and a great idea. But when you look at what the PS3 people were doing in the first several months by creating a Competition chatroom, and a Big Teams chatroom, and using those rooms to invite people and get games going… we were basically emulating what a match browser does. We weren’t emulating a clan system…we were emulating a match browser. It should be clear which of those two things is more vital to a community.[/QUOTE]
Having actually returned to play recently I think this is the same conclusion that I have come to. After all this time the worst thing about playing is that there’s never full matches anymore. The matchmaking system wasn’t as big of a problem before IMO because a lot more people were playing, but with such a small community the problems are worse than ever. All it would take is having matches not start until they are full or at least 5v5 or something. However, it seems like this was sacrificed for the sake of faster matchmaking and confidence in the ability of bots to replace human teammates. The reduction of the bot AI in MP, while seemingly a minor change at first, absolutely ruined any fun to be had in less than full games and wasn’t a problem until non-full games became the norm.
If a game can’t get the absolute basics right, like matchmaking, it’s screwed before it even heads out the door.
This isn’t my only problem with Brink, but it’s the one that currently plagues me the most outside of the fact that I might as well be playing an MMO with the RNG, spread, lotto that’s considered gunfire in this game.
Here’s to SD actually positively utilizing this feedback for the creation of their next title.
*Side note: Any way you guys think SD could self publish? That might have prevented the whole fiasco. Even if that had forced them to release Brink as a smaller, F2P, PC only, etc. game that they then expanded on over time, I still think it would be in a much better spot than it is now. I’m wondering this because I’ve been following Uber Entertainment over the course of their self-publishing two games now and the giant headaches with MS that caused them to give up on consoles altogether.