When I heard today (Tuesday, the 21st of May) that the Dash and Shield Bash update is imminent, I began to think more deeply about why I am intensely apprehensive of this change. Pondering this has brought something into sharper focus for me.
In order for a game to be fun, it must have what I call Design Congruence. To explain, the more that a game's elements are congruent with the overall intention of its design, the better they work to fulfill that intention. This is a fundamental rule of design that I have seen again and again in my twenty years of game analysis.
If a change to a game is not congruent, it weakens the overall experience. Another way to say this is that, if part of the intention is to make a fun game, every incongruent change will make the game less fun.
I'm of the strong opinion that Dash and Shield Bash are incongruent with Spiral Knights' design, and therefore are not a fit for the game.
I have a sense that many people may be feeling that something is off here, but they're unable to articulate what's going on. However, I see clearly what's going on, which means it's up to me to speak up. So, despite the fact that every post like this takes a massive amount of time and effort for me to write, that's what I'm doing. I care much too deeply about this product to stay silent.
Spiral Knights was the only game of its kind, I've spent a huge number of hours playing it, and I can't stand watching it transform into another generic hack-n-slash.
Now I want to offer some concrete analysis of how I came to my conclusion that the imminent combat update is incongruent.
As I see it, the addition of Dash and Shield Bash will likely result in a temporary increase in activity as players sign on to check out the new features. However, after the novelty wears off, it will only result in more players leaving and fewer players joining.
Why will the novelty wear off? Why will the update undermine player retention? Because existing players will see the emptiness of the changes, and new players will find the game less appealing overall. These new mechanics are gimmicks. They're not actually new content; they just change the medium through which players experience the content. It's like Facebook's Timeline "upgrade," which 80% of users dislike. It's like YouTube's upcoming channel page layout "improvement," which removes a number of features and caters to mobile users who can't even see the ads that make Google money. Spiral Knights' combat system already worked. It was already brilliant. We already loved it. It's a huge part of why we've been playing the game! Trying to fix what isn't broken can break what's already in good shape.
The fundamental problem with the combat update is that it will increase the complexity of Spiral Knights' gameplay. One of Spiral Knights' greatest strengths has always been how easy it is to pick up and play, while still providing great depth to its gameplay with its simple controls. Dash and Shield Bash go against this by adding another button to the control scheme and complicating the player's options for no good reason.
As I touched upon in my earlier comments about the revealed design for Battle Sprites, increasing the player's control options does not equal increased depth of play. It only appeals to people who enjoy complexity for the sake of complexity, which is a very small percentage of Spiral Knights' player base, too small of a group to be worth catering to. Adding these new features won't even succeed at making the game more appealing to that type of player, as the rest of the game wasn't built with Dash and Shield Bash in mind.
Spiral Knights has brilliant enemy design and level design, and a lot of that will be invalidated by the combat update, as some testers have already pointed out. The enemies and levels were originally designed to be bested by intelligent play. Dash and Shield Bash change the emphasis to technical skill, encouraging speed run tactics that reduce the game to something more akin to an obstacle course. They also effectively allow knights to cheat the system, speeding through areas previously meant to be navigated carefully, breaking up crowds of enemies previously meant to trap them, and overall ignoring the great care that was originally put into the game's designs.
From the players' experience, the effect of the combat update will be akin to taking mechanics from a completely different game and shoehorning them in where they don't fit. In other words, the mechanics are not congruent with what's already in place in the game.
As I said in my Big Picture Analysis, fans want the game to be improved in terms of quality, not changed in terms of experience. Dash and Shield Bash are a huge, fundamental change to the game engine. From what I've seen, this is not remotely what fans have been asking for, just like no one had been asking for the changes to Facebook or YouTube.
Spiral Knights has been drifting further and further away from the original vision behind it for quite a while now. Yet, as I see it, the combat update is an official abandonment of what once made the game unique, an official abandonment of that original vision.
It's a change to the engine! It's a change to how the game is played on a fundamental level! This is why you don't mess with the engine of a popular product! It breaks what wasn't broken.
I realize that, by the time most people read this, the combat update will likely have already been implemented. Nonetheless, the decision makers behind Spiral Knights are now at a pivotal choice point. They can either follow in the idiocy of the other big companies that have greatly compromised their successful products with ill-considered tinkering, or they can be an exemplary model of a company that stays true to what people already love about it and is able to expand from that firm foundation.
I agree that the level of retention is not there, such that old players may come back only for a short period of time, and new players may quit after a short period of time. The truth about retaining players in a game is about how the game experience can be altered endlessly, making the game less linear in the sense, thus complexity comes into play. However, though this update can increase the complexity of gameplay, creating new attack strategies et cetera., the overall game experience has not improved substantially.
Simple example, Team Fortress 2 was able to keep its players due to the different play styles each person has, whether playing as an engineer to defend the intel, or a spy to infiltrate enemy lines. This mutual gameplay has helped intensified the experience, thus making the game worth playing. The usage of facebook and youtube as an example is not valid, because the overall usefulness of those sites will not be altered by some petty updates, even though I hate the new youtube channel layout, I would still consider youtube my #1 free video watching site.
In Spiral Knights however, the linearity of the levels made it less appealing as players whiz through the levels, knowing every spot in the back of their head. Boooring. Of course, we cannot blame the small crew size for this game, because it is just a small crew working on it. The end.