Lately, I managed to pose a few queries to Henrik, who is the Product Lead at Trove, to delve into their lengthy journey. I’m curious about what keeps a game viable for ten years. What are their future plans? And how do they adjust to the constantly evolving gaming environment?
Appreciate Henrik for sparing the time to address some queries. Now, let’s move on to their replies:
Or simply:
Both versions convey the same meaning and maintain a natural and easy-to-read style.
Matt Buckley: Would it be alright if you kindly share some information about yourself with our viewers? Could you tell us who you are, what position you hold in the team, and how long you’ve been contributing to the project known as Trove?
Hello there! I’m Henrik, currently serving as the Product Lead at Trove, which is much like having the role of a Game Director in the typical gaming industry. Over the course of my career, I’ve been involved with Trove for nearly five years, but it’s only been around a year that I’ve held this specific position.
It’s fantastic to celebrate Trove reaching its ten-year milestone! Few other games, especially free-to-play MMORPGs, can boast such longevity. In today’s fast-paced gaming environment, it seems almost miraculous for a live-service game to survive for more than a year. So, what do you believe has contributed to Trove’s enduring success throughout the years? Any special ingredients in your secret sauce?
In the broader perspective of the gaming industry, it’s noticeable that many players tend to stick with their favorite game franchises, often opting for sequels or new titles from those they grew up with. It’s like returning home after a long day, where you know what to expect yet still encounter novelty and surprise.
In my opinion, much like other games, the essence of Trove lies in the balance between relaxation and challenge during Dungeon or Delve runs, where fight-or-flight situations can lead to a state of flow. This, I believe, is the fundamental ingredient we’re referring to when discussing what makes the game unique.
Interlocutor: Could you share some of the toughest hurdles you’ve encountered while working with Trove? On the brighter side, what are some memorable instances or standout moments you’ve had with it?
P: It’s no secret that over the years, Trove has been using a variety of older technology and tools. While this isn’t noticeable from the outside, we invest significant time in maintaining our systems and ensuring they function effectively. Over the span of Trove‘s existence, numerous operating systems and technological advancements have emerged, necessitating frequent updates and adaptations within our backend to accommodate these changes.
From my perspective, one of the most satisfying incidents occurred over the past few weeks. We’ve been diligently working on transitioning to new servers, and this shift significantly enhanced the performance of Trove. The change has brought about a lot of praise for the gameplay of Trove, and we are thrilled to see that our efforts have made a noticeable impact. While I can pick up some players discussing areas that still need refinement, know that we’re committed to enhancing the overall stability and performance of Trove.
Interviewee: Many individuals might assume a game remains consistent over numerous years, but what I’ve discovered about Trove is that they actively listen to their community and frequently incorporate feedback by making improvements. For instance, they recently revamped the tutorial at the end of last year. Do you believe that Trove will ever reach perfection? Or will there always be a focus on refining it further? Are there aspects of the game that were done flawlessly from the outset that haven’t required any adjustments?
It’s truly fortunate for us to enjoy a game as exceptional as Trove. Unlike other games, it maintains a light-hearted approach while providing enjoyable core mechanics. Additionally, it invites players like developers to experiment, evolve, and expand the game. The diverse blend of genres, settings, and contemporary pop culture references in Trove provides us with a rich foundation for generating fresh and exciting concepts.
Is it always going to be flawless? Regrettably, there’s no such thing as true perfection. As time goes on and we delve deeper into any endeavor, flaws or imperfections become more apparent. Perfection may be an ideal to pursue, but it remains unattainable in the end.
In most cases, we don’t get it right the first time around, so we value input from our users to refine what we’ve already launched. Of course, not every suggestion can be implemented, and minor-seeming alterations might have significant effects on the code or processes. However, we strive for excellence, and I believe this is as close to perfect as we can make it.
MB: Regarding the subject, when it comes to a game that’s been established for quite some time, it can be daunting for beginners as they may find themselves competing against players who have years of experience. In your opinion, what strategies could be employed to make the game welcoming and easy for newcomers?
As a dedicated fan, I must confess that one aspect of Trove that pushes our development skills to the limit is its unique design. However, let me share some exciting news! Unlike intense, cutthroat first-person shooter (FPS) or battle royale games, Trove is all about igniting fun and camaraderie among players.
While we do have leaderboards and a competitive mode called Bomber Royale, they are not the heart of the game. Instead, the essence of Trove lies in its social interaction. You can team up with others to construct amazing worlds through Clubs, or opt for a more self-reliant adventure by creating a charming Cornerstone where fellow players can visit you.
MB: In honor of our anniversary, the yearly Sunfest hosted by Trove is currently taking place. Could you share some insights on what led to making this year’s Sunfest different from previous ones?
Celebrating the special occasion of Trove’s birthday this year, we opted to extend the festivities for an entire month! Unlike regular events, Sunfest is stretched out over twice as long, and upon closer inspection, it is divided into three unique events rolled into one. To make things even more exciting, participants in the Sunfest event will receive a set of “Yaba-Nata” Pinatas. Each pinata yields a raffle ticket for an extremely rare mount called the “Yabaki.” This special mount has never been sold and, as far as I know, was only given out once before in the past. What makes this even more remarkable is that each pinata in Trove can reward up to eight players with a small amount of resources. It’s delightful to see that Sunfest participants are organizing Pinata parties and even sending each other birthday gifts!
As a dedicated Trovian, I’ve been pondering this question. Could we possibly witness a new chapter in the Trove saga someday? Or will the dev team continue to refine and expand the current game, keeping us hooked on its infinite possibilities?
In response to queries about a sequel for Trove, we’ve been brainstorming internally, but at this point, we don’t have a definitive plan to create a sequel. Our immediate and mid-term goals revolve around enhancing the current game with new features. We’re brimming with ideas, aiming to provide content that appeals to both our long-standing players and those just starting their adventure in Trove. Our focus is on creating an inclusive experience that caters to all players.
AL: Over the years, I’ve observed comments from long-time gamers who have grown with this game. Have you found any changes in the player community as time went by? Is it still the same mechanics they love, or have the preferences of players evolved throughout these years?
It’s fascinating to note that we continue to appeal to a youthful crowd, with both novice and seasoned Trove players frequently playing together.
It appears that a smaller number of game players seem to be skipping over quest details or task explanations. Interestingly, we’ve started adjusting our gameplay strategies to accommodate this new trend. Moreover, I brought up the point that on occasion, we incorporate references from contemporary pop culture into our game, which can shift rapidly. At times, it becomes necessary for us to confirm if the era our jokes belong to aligns with the current one.
Assistant: MB: Of course, I’ve got a good handle on all the character classes in the game. Could you share which one is your preferred choice? Or perhaps there’s one that stood out to you as especially difficult or intriguing to design or refine?
A: To be honest, I don’t have a definitive favorite class, but there are several I genuinely enjoy. As a lover of Sci-Fi, I’m really enjoying the Neon Ninja and find myself frequently visiting Neon City as Biome. In terms of playing style, I lean towards classes that allow for mobility, like the Solarion. My Phoenix provides protection, making it easier for me to survive when dishing out ranged damage. However, I initially started with a Candy Barbarian and still find myself using it often. Unfortunately, the melee classes are currently facing some challenges. But if you tuned into our livestream, you’d have noticed that we are developing a new system to enhance the survivability of melee classes.
Player: What kind of path do you envision for Trove in the coming decade? Are there any new features or gameplay elements you’re considering adding?
P: We possess a rich repository of ideas, and it seems they might be sufficient to sustain our development process for the upcoming decade. The abundance of in-game content calls for innovative, impactful features, and at times, we find ourselves struggling to prioritize which one to tackle first.
Here’s a more casual and engaging rephrasing of your text:
Let me ask you this: How many times have developers hyped up their roadmaps, only for us to feel let down? I’ve been gaming for over 3 decades, and the most disappointing experiences were when the game didn’t live up to the hype. It wasn’t just about unfulfilled promises; often, my imagination built something even better than what was promised. And you know what they say: “Expectation is the root of all heartache.” In our fast-paced world that thrives on pop culture, long-term plans seem out of sync. It feels like we’d be stuck managing expectations and explaining a lot more.
I can express that our ongoing discussions revolve around biomes, classes, gameplay modes, and significant attributes which enrich existing material with an extra dimension of intricacy and player-friendly enhancements. No specific deadlines apply to these topics, but they are the areas we’re currently concentrating on.
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2025-07-24 11:03