Concord really needed better character designs. When the player experience is greatly changed by the character or role the player chooses to play, the way that character or role is played must be clearly conveyed through its visual design. I thought Concord actually played quite well - several of their developers were former Bungie developers and Concord's gameplay was very much like early Destiny PVP. The game performed well and the characters played in fairly interesting ways once you started playing. The major difficulty was figuring out how a character played from how they looked.
For example, each of these characters from Samurai Shodown 2 really conveys what kind of gameplay a player can expect at a glance. One is a mid-range character who excels at keeping opponents at the right distance. One is a very fast attacker with short range and high combo potential. One is a heavy and slow heavy hitter. Earthquake, first, is clearly the slow and heavy hitter - his size is the biggest tipoff. Huge muscles, huge belly, and an extremely large weapon that can reach. Nakoruru, second, is the fast, short range fighter. She's got a hawk, a very fast animal, with her and she's got no visible weapon. The third character, Ukyo, is the mid-range character with his sheathed sword and sword hand ready to draw. It's immediately apparent that he's ready to draw that sword in a blink of an eye on anyone in range.
Here are three Concord characters - Daw, Duchess, and Vale. Among these three, there's a healer, a sniper, and an explosives expert. Is it easy to tell who's who at a glance? I would argue that it really isn't. The first character has a long rifle and goggles which suggests a sniper, but the white clothing and stylized red crosses suggest healing as well. The second character doesn't really fit the visual profile of any of the roles - judging by the size and bulkiness of the character's clothing, I would have thought he was a front-line tank of some kind instead, but I could see maybe that character being an explosives expert if there were any actual visible explosives. The third character's visual design doesn't say much at all - she looks like an old superhero with a gun. There are no real visual cues as to which role she fills. These characters are, in order, sniper, healer, and explosives expert respectively. This lack of visual clarity severely hurts the interest of anyone thinking about picking the game up because they aren't immediately drawn to a character or role they could be interested in.
From what I've gathered, one of the big issues during development with the character design was, as I suspected, design by committee. When the leadership wants things a certain way, those of us in the trenches must acquiesce. I've had situations where I've been assigned a particular task and thought it was a bad idea. I voiced my issues to the leads respectfully, I was overruled and told to do what they said, and I delivered what they asked. I know of another developer who got too close to a particular feature he worked really hard on and threw a massive tantrum when that feature was cut. That unfortunate dev was fired for his behavior. As much as those on the outside might think that we get to do whatever we want during development, individual contributors really are beholden to the decisions of our leadership.
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