How the Closed Alpha affected Rainbow 6 Siege development

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R6siege

A small group of fans recently got their hands on the Rainbow 6 Siege Closed Alpha. It offered developers all sorts of feedback – qualitative and quantitative. This feedback has changed the game dramatically already.

First up, here’s a video explaining some of the things that were changed as well as why Ubisoft is so grateful to have these opportunities for feedback.

Then there is this blog post, enumerating the vast array of changes made as a result of the Alpha. Hit counts were removed except for friendly fire and kill confirmation. Game pacing came under review, as did some changes to firearms and the heartbeat sensor. Developers saw players’ paths, kills and patterns, allowing them to see elements that needed tweaking, adjusting the todo list quite dramatically.

Beyond the specific changes, I’m just happy to see this level of community engagement. I don’t think that developers should always take too much on board from the players – it’s a tricky balance to strike. On the one hand, players need to be heard and listened to; they are the consumers after all and their ideas of what’s good or bad can save a game. However, consumers don’t always know what they’d want. There’s that famous quote from Ford (that may or may not be a complete fabrication) that if he listened to his consumers they’d say that they want a faster horse. It’s important to have a good idea of what you’re trying to do before you show it to the players, but then their feedback can be invaluable. It looks thus far like Rainbow 6 Siege is taking the right approach to this.

Last Updated: May 14, 2015

Zoe Hawkins

Wielding my lasso of truth, I am the combination of nerd passion and grammar nazi. I delve into all things awesome and geek-tastic. You can read more of my words over at www.borngeek.co.za, or just follow me on all the social networks to get the true range of my sarcasm and wit.

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