We should take all the feedback but the trick is you need to listen to everything but you don’t need to believe or react. He again adds “ Our process for understanding a game starts with feedback.
Joas suggests: “ Understanding your fundamental problems is essential, just like we did during the Gold Pass and just having it land in a ground is simply infertile.” He gives examples of how each item that was introduced in the game fixed the basic needs that was void till then. The conclusion of presentation was with delivering three key points to remember for designers, who are keen to work on their project. Takeaway for Designers and their Projects We wanted you to get benefits for being a loyal customer by giving benefits for purchasing Gold Pass and giving more benefits for your Clans”. Joas said “ There are some things under progress which we wanted to get it done, but we didn’t. Even though they weren’t very descriptive, they did have a lot of weight and can make you expect better. Joas didn’t forget to share the team’s plans for the coming updates. Well, the reference of completing the objectives that they put on paper was similar to the Infinity Gauntlet, from the Avengers movie series, where Joas adds “ all things are put into place” followed by a snap.Ĭlash of Clans Design Talk – Plans for the Future