History Part 3:

Fighting Words

A community catches on, and Zero Dark PressCorps.

By Geoffrey Jennings (CaptainInArms)

A collection of PressCorps shout-outs by Foxhole's developers on their dev stream.

(Top Left) One of several PressCorps features on the main menu. (Above) The developer support for this project has consistently been positive and affirming, and the entire Corps is eternally grateful. (Near Below) Lead Developer Mark plugging the stream. (Far Below) Max letting players know they'd be handling questions on the Zero Dark PressCorps stream. (Bottom Left) Main menu feature for Commander Rod's radio drama.


(Above, Right) Random samples of Twitch chat I remembered to screen cap over the years. Community love has matched the developer support ten fold, and it's always a pleasure looking back and reading all of it. Every word from Reddit to Discord to random corners of the internet.

PRESS_Magazine_-_Conflict_7.pdf

In 2019, the developers held an open art contest within the Foxhole community. I had zero visual artistic skills, but writing was still allowed. Since I already had a lot of lore for the PressCorps in my head, I decided to dedicate to it and put it to paper.

The document itself would be part of the overall piece, with the cover page and "In Memoriam" sections torn off since it was supposed to be a magazine. I wrote from the points of view from four of my personal major characters (Dr. Ponsonby hadn't made his debut on stream yet):


It's the most fiction writing I've ever done, and somehow I won Honourable Mention.


(Top Left) My 2019 art contest submission. (Bottom Left) Developers discuss the art contest winners, including my entry.

The early episodes of Zero Dark PressCorps were much less formal without the presence of a developer unofficially requiring us to use their time properly. In this clip from Episode 2...and I can't believe I'm summarizing this through text...PressCorps frontline sketch artist Sakuga Eijiro had drawn a quick sketch of Boris Grishenko's feet. Meanwhile, I manipulated the OBS image of Boris in a Soviet ski mask looking out of the side of the feet sketch, and [CAW] MeTatersAreOnFire was borderline hyperventalitng with how funny they thought it was. I don't know the context. We had been on the air for, like, three hours at that point and no one was calling in. I think we were still roleplaying we were in a physical studio together. It was 2019 and my name was still just "PressCorps."

With increasing recognition from the playerbase and now the developers, I realized once again the power that came with it; that there was a responsibility to everything put out into the world.

So I started a podcast, of course.

For its first five episodes, Zero Dark PressCorps was nothing more than a way for PressCorps' reporters to talk smack about each other, but with the added twist of community guests who would "call-in" by rotating in and out of the Discord channel. We treated it more as a tribute to old talk shows on the radio and TV.

The developers saw this and volunteered to become guests on the show, off-the-clock, for fun. Eventually, they began showing up every episode, and the list of community callers grew to the point where we couldn't get through them all in over two hours. Because who wouldn't want the chance to pitch their ideas or share their feedback with a developer? The idea was novel, and as far as I'm aware, nothing like it is known to have been done before.

It also sparked what I considered a grand experiment: A community-driven common ground that would help ease communication between the developers and the players with live, verbal discussions. Communication has been an issue that has plagued every online multiplayer game. Some big, some very big.

Foxhole's developer-player communication issues are, like the game itself, very unique. When Foxhole's Early Access debuted in 2017, the devs were putting out blogs and streams every week or two. Apparently even more so during the Alpha stages of the game, but I wasn't around for that. Every time they appeared, they were adding something new and exciting. A truck! An SMG! A whole damn tank! A map that had more than two towns!

They were also extremely approachable on Discord, something Max has publicly said he regretted because it developed a habit of boundary-crossing among the community. I can also attest to this, with many players often forgetting they're talking to an adult with a job to do. The Foxhole Discord has also grown from humble beginnings, to officially having over 200k people in it.

(Above) The first episode of Zero Dark PressCorps to feature a developer guest. The series would run every two to four weeks until (Below) episode 40.

 This has led to the classic case of jokes and sarcasm becoming exponentially exaggerated through social media and thousands of different people, to the point where it's hard to tell if someone is "taking the piss" or straight-up just insulting you. Most of the time, people don't even think they're being mean and rude, since that's how their close-knit group of friends make fun of each other all the time in their group chats. If Mark or Max or Matt are one of us as gamers (which they certainly are), why can't we treat them the same way?

With Zero Dark PressCorps, maybe this time, I thought, we could find that middle ground.

And it was fun for a good while. I felt like I was really doing something for the community of this small indie game I loved. Got a myth that would get lost in the mass of casual Discord conversations? There's a Zero Dark clip for that. Have a question about development? Here's a timestamp of a developer, on mic, answering that question from a player who had that exact question. When a scandal involving player-moderators rocked the community real bad, I felt it was especially pertinent to keep the dialogue going.

As the experiment continued however, I began to notice certain effects on the developer-community relationship at large:







By that episode, we had established a long-standing rule to not discuss specific instances of moderation because we didn't want the show to be public court. Despite that rule, this person, for 12 minutes, live to hundreds, and point-blank to a developer: 1) brought up the banning of one of their members, 2) disputed the justification of that ban with disinformation, 3) claimed a Game Moderator was harassing them, 4) brought up general accusations of them being racist, 5) goaded a dev into publicly saying the they weren't racist, and 6) argued that permabans for language shouldn’t exist.


The whole thing was so bad, I cut that person's call from the YouTube upload, and thankfully it doesn't exist on Twitch. I won't say or confirm who it was because the community doesn't need another round of drama. I do bring it up as an example of how people can manipulate good-faith developer time for selfish reasons. To this day, I can't believe I let them go on for that long, and it remains my greatest failure as a show host. Once the dust settled, it was the first time I seriously considered ending the show.



So there it is. A grand experiment I was happy to try, and even happier I did, but ultimately didn't pan out. Instead of complaining about these things publicly or continuing to live with its stressors, I ended the show entirely of my own accord. The reason why I never brought all this up in an announcement was because I though it'd bring up more drama than it was worth. Writing this history, however, I realized there was a lot of good lessons in video games, social media, and communication.


Later, I attempted pre-recorded one-on-one discussions with Lead Developer Mark. He did the best he could, but I still felt the creeping need to goad him for information the devs weren't ready to share. I, entirely of my own accord, began telling Mark the questions a day in advance because I noticed people didn't like many of the answers. My hope was to give him more time to extrapolate the important parts, but ultimately Mark's delivery stayed the same. Whether or not you like how the devs conduct themselves is one thing, but you can't deny they've got a method, and they're sticking to it.


Eventually, I personally concluded that even these discussions, while more productive than Zero Dark PressCorps, weren't worthwhile compared to the developer Reddit Q&As. In the Reddit-based ones, multiple devs could answer many more questions at their own pace, and follow-up with Reddit's reply chain system. From what I've seen since 2017, these Reddit Q&As have been the best at facilitating the kind of communication players want.


(Left) A series of pre-recorded one-on-one discussions with Foxhole Lead Developer Mark. It was good not having callers trying to angle for a leak, but carrying all the questions by myself required a lot of game knowledge I couldn't keep up with. If I didn't know what I was talking about, it was irresponsible to keep going.

For all the talk of "communicating with the players," I've learned this: when a game community says they want communication, what they really want is to be shown progress on the actual game (discounting immediate matters like downed servers or game-breaking glitches).


And that's completely natural. You want to know as much as possible because you care deeply. However, if a developer keeps talking with nothing to show for it, they just become Peter Molyneux or the Star Citizen team. The only time to talk is when you're ready to talk. So when I brought the devs onto the show, I thought I was building a bridge, but I realize now I was building an entire show around hype the devs could not deliver on. For the past several years, Siege Camp has learned to "keep their head down," and only talk about something when they're ready. I've noticed this has led to drastically more managed expectations, and allowed the playerbase to naturally focus on other things instead of constantly thinking of new ways to get Mark to admit that, yes, your favorite tank will be getting a nerf.


One example of how this has worked out is the devs' 2024 Reddit thread on changes made to defenses, a little more than a week before the changes were to be pushed to the live server for an update. While a majority of the comments were, naturally, focused on the changes themselves, several comments were simply grateful for the open communication. Had the developers simply talked about making those changes before work was done, they likely would have been tossing out vague hope for years before disappointing everyone. Or worse, they would have killed their vision before it has a chance to be proven right or wrong (and I tend to lean on the side of letting artists make their art).


This does introduce a new question: Do the devs actually listen and put that info to good use? They have the tools, the audience, and the lack of publisher to do so, but that's something only the devs can answer for themselves. And for the players to judge for the good of the gaming landscape.

Another format I noticed success in was player-based discussions. Those did a lot better, especially without a developer in the room for everyone to constantly turn to. They were and are absolute hell to schedule, especially if they involve people from all over the world, but if any intrepid community content creator wants their hand at it, these have been the best formats at advancing the conversation, for the better.

(Left) A roundtable of logistics-focused players with Lead Developer Mark.

 (Right) An all-player roundtable with members of the L.O.G.I. group, who facilitated the 2021-2022 logistics strike.