DOES NEGATIVE FEEDBACK DETER YOU?
Posts
Depends. I have to look at the content of the criticism as well as where the person who make the comment is coming from. There isn't much point thinking about a comment saying 'Your game has too many texts' in a visual novel from a person who doesn't understand the genre.
One type of criticism I tend to ignore automatically is 'Your game is like xxx/yyy/zzz' or 'Your game is a rip off of xxx/yyy/zzz'.
One type of criticism I tend to ignore automatically is 'Your game is like xxx/yyy/zzz' or 'Your game is a rip off of xxx/yyy/zzz'.
Negative feedback hurts. If my clear flaws are noticed, I know what I should specifically work on.
The more spot on the criticism is, the more it hurts. It will be more accurate, so I truly know how to get better.
The more spot on the criticism is, the more it hurts. It will be more accurate, so I truly know how to get better.
I have two reactions for negative criticism. I either look at it seriously and take what they say into consideration. Or I just laugh my head off. It's really disappointing when people just go around posting really mean stuff just for the heck of it. But, I don't let it bother me at all. I used to care, when I was like, 12, but that's because I didn't understand the world. Now I do, and I no longer care because of it! :P
I think that feedback during the design phase, whether it is positive or negative, is extremely useful for the designer, as it means that a) people care enough about your project to comment, and b) you have the chance to fix things or augment things before a project's release. Getting feedback from your game making peers is the best way to go; these guys know what they are doing, understand the complications and time involved in changes, and will respect your work because they know you respect their's.
Criticism of a finished project, however, isn't primarily for the designer, but for the general audience who might possibly play a game. A review which says, "stay clear of this game!" is of course going to be painful to the designer, who probably invested, at the very least, 100s of hours into making said game. If reviews are consistently bad, it can easily ruin the entire hobby for an individual, as it is very difficult not to be reminded of an earlier failure, especially if, in the worst case scenario, their work becomes infamous and results in them becoming stigmatized as a designer. That wouldn't happen here, but I'm sure I don't need to describe how brutally critical the general public can be on the Internet.
So, the conscientious critic has a twofold obligation; they must consider the work involved with a project and understand things from the developer's point of view, as well as being honest to the general public and not sugar coating a project's flaws. Not all critics are equally up to this task. For example, here is a review for the poorly received game Last Rebellion, which does the latter but largely ignores the former:
http://elder-geek.com/2010/03/last-rebellion-review/
In this review, there is clearly no respect for the designer, and no real depth to the analysis beyond the frustration the reviewer felt as a player. It's valid, but it's not an especially good review.
Below is a superior review, which offers a more in-depth analysis of the intentions of the designers and the shortcomings of the game:
http://www.destructoid.com/review-last-rebellion-164935.phtml
You'll notice right away why the second review, while also quite negative, is superior; from playing the game attentively, the reviewer shows insight into the creative process by extrapolating upon the mechanics of the finished game, allowing him to give a very well-reasoned and direct review which clearly explains to the designers and the players alike what the game's strengths and weaknesses are, all while acknowledging his own bias. This is, frankly, a great review, and a good example of what a game review should be.
If I had designed Last Rebellion, the first review would have left me feeling devastated. The second review, however, shows a respect for my work, even though the reviewer didn't particularly like it. It gives me a lot of feedback I can use for my next project. You'll also notice, too that the responses to the reviews respectively follow the tone of said review, demonstrating that critics have a definite sway over potential players.
So, in short, if you need to give negative feedback, be sure to back up everything you say, and respect the work in question. There is no reason anyone should ever disrespect hard work.
Criticism of a finished project, however, isn't primarily for the designer, but for the general audience who might possibly play a game. A review which says, "stay clear of this game!" is of course going to be painful to the designer, who probably invested, at the very least, 100s of hours into making said game. If reviews are consistently bad, it can easily ruin the entire hobby for an individual, as it is very difficult not to be reminded of an earlier failure, especially if, in the worst case scenario, their work becomes infamous and results in them becoming stigmatized as a designer. That wouldn't happen here, but I'm sure I don't need to describe how brutally critical the general public can be on the Internet.
So, the conscientious critic has a twofold obligation; they must consider the work involved with a project and understand things from the developer's point of view, as well as being honest to the general public and not sugar coating a project's flaws. Not all critics are equally up to this task. For example, here is a review for the poorly received game Last Rebellion, which does the latter but largely ignores the former:
http://elder-geek.com/2010/03/last-rebellion-review/
In this review, there is clearly no respect for the designer, and no real depth to the analysis beyond the frustration the reviewer felt as a player. It's valid, but it's not an especially good review.
Below is a superior review, which offers a more in-depth analysis of the intentions of the designers and the shortcomings of the game:
http://www.destructoid.com/review-last-rebellion-164935.phtml
You'll notice right away why the second review, while also quite negative, is superior; from playing the game attentively, the reviewer shows insight into the creative process by extrapolating upon the mechanics of the finished game, allowing him to give a very well-reasoned and direct review which clearly explains to the designers and the players alike what the game's strengths and weaknesses are, all while acknowledging his own bias. This is, frankly, a great review, and a good example of what a game review should be.
If I had designed Last Rebellion, the first review would have left me feeling devastated. The second review, however, shows a respect for my work, even though the reviewer didn't particularly like it. It gives me a lot of feedback I can use for my next project. You'll also notice, too that the responses to the reviews respectively follow the tone of said review, demonstrating that critics have a definite sway over potential players.
So, in short, if you need to give negative feedback, be sure to back up everything you say, and respect the work in question. There is no reason anyone should ever disrespect hard work.
If the feedback is belligerent or doesn't have logical reasoning behind it, it usually doesn't bug me and I tend to ignore it.
If the feedback is well-thought out and reasoned... it depends. Most of the time I'm pretty accepting, although if I'm in a bad mood, I might take it a little personally. Even then, when I look back, I'm usually able to tell that it was meant to be professional, not personal.
Everyone has ideas, and everyone will offer you their ideas. Being a good designer means picking out which ideas fit in your game and which don't :)
If the feedback is well-thought out and reasoned... it depends. Most of the time I'm pretty accepting, although if I'm in a bad mood, I might take it a little personally. Even then, when I look back, I'm usually able to tell that it was meant to be professional, not personal.
Everyone has ideas, and everyone will offer you their ideas. Being a good designer means picking out which ideas fit in your game and which don't :)
If the feedback really is directed at me the developer, such as through comments posted on the project page or preferably through private messages, it is invaluable. Positive or negative, I want as much as I can get, at least for as long as the game is in development.
Negative feedback in the form of a review I can do without. Who enjoys seeing their design shortcomings (real or perceived) trumpeted to the world? Worse that that is watching a reviewer persuade other people not to play one's game. Although that hasn't really happened to me, it would really get my goat if it did, and doubly so if the reviewer wasn't even my target audience.
Negative feedback in the form of a review I can do without. Who enjoys seeing their design shortcomings (real or perceived) trumpeted to the world? Worse that that is watching a reviewer persuade other people not to play one's game. Although that hasn't really happened to me, it would really get my goat if it did, and doubly so if the reviewer wasn't even my target audience.


















