THE CUSTOMER (OR THE PLAYER) ISN'T ALWAYS RIGHT.
Posts
I've pointed things out....and they are still not the way I would like them :) hahahahahaha
But then I'm just an Orcish Tank, so what the hell do I know? :(
Thank you for listening, now back to my download of Fire Kingdom.
I sure hope I enjoy it or I will have to fill someones mailbox for the suggesting it....or simply mentioning it, not sure which :)
But then I'm just an Orcish Tank, so what the hell do I know? :(
Thank you for listening, now back to my download of Fire Kingdom.
I sure hope I enjoy it or I will have to fill someones mailbox for the suggesting it....or simply mentioning it, not sure which :)
It's as much as the developer's choice to how they respond to things as it is the customers, I love all feedback, however, i don't implement all of it-- the thing to realize is that it is still your game, a game you are making for you to share with others, so feedback is invaluable when it's got a point, but there's also feedback which is more on the lines of 'cater to meeee'
To wit, there are two types of feedback, entitled feedback, and good feedback.
Entitled feedback can be good if you charge for your games and people make valid points about why this game isn't working for them, but otherwise, it's mostly going to be useless-- never, ever cave or compromise something about a game you love just because some shitty whiners say "it's too hard" or "THE GROUND IS TOO SOFT!"
Actually I'd probably make the ground out of obsidian then... er-- my point is that entitled whining isn't feedback, it is a whine, it has no reason to be respected as a phrase.
Now, good feedback, you don't have to go by this 100%, but definitely pay more heed to it, when someone has written out a wall to describe what one may consider flaws in a game, for god's sake read it, absolve it-- and acknowledge it. I'm happy to receive any feedback, on what I do, and then in my time, I'll seperate the good from the whines, and see what needs to be changed to make the people who actually are going to stay loyal, loyal.
If you're a developer, it's a good bet you've been a gamer at some stage in your life or in likelihood, still are! So use common sense, but here's the big secret.
Right and wrong, it doesn't matter-- what matters is tuning your playerbase the way you want them. Throughout my career as a developer, people have come to know I'd rather a straight blunt if harsh truth, than a boring sugarcoated lie in which the original intent is lost. Even the fellas in my company will say "wow, bro, that head looks horrifying, try moving the eyes up a little and making the mouth on less of an up curve, also the head is way too big! Looks like a bobble-head doll."
I take that sort of feedback much easier, because it's blunt, and tells me immediately where the problem is. That was indeed about an art piece I've been working on, not everyone is the same, but the point is, why it is your game, if it has bugs, you gotta squash em, if it has balance issues, you gotta look into them! Players have eyes a developer does not, and that's why feedback is so important.
I've begun to personally request housekeeping's feedback on games I make, because he can be blunt, and can tell me 'this is what needs work, i liked this, try looking into this' yadda yadda. The review I got from him on Menagerie was what made me look and think "yeah, this needs some work!".
Also, be happy with any feedback, this is the most important thing to remember: People are taking time out of their lives to play a game you've made, and you should be honored by that reality, it should make you feel special. If they write a review, even one that points out every bad thing about the game, that's still good! It means they want to see more of what you can do, and want to see your growth as a developer. They care, man!
Alright, I think that's about all, but just in case here's a link to the CCC's feedback philosophy.
Sorry to be such a wordsworth again, I just like offering hopefully helpful advice in my field of study, I'm basically my own PR for now.
To wit, there are two types of feedback, entitled feedback, and good feedback.
Entitled feedback can be good if you charge for your games and people make valid points about why this game isn't working for them, but otherwise, it's mostly going to be useless-- never, ever cave or compromise something about a game you love just because some shitty whiners say "it's too hard" or "THE GROUND IS TOO SOFT!"
Actually I'd probably make the ground out of obsidian then... er-- my point is that entitled whining isn't feedback, it is a whine, it has no reason to be respected as a phrase.
Now, good feedback, you don't have to go by this 100%, but definitely pay more heed to it, when someone has written out a wall to describe what one may consider flaws in a game, for god's sake read it, absolve it-- and acknowledge it. I'm happy to receive any feedback, on what I do, and then in my time, I'll seperate the good from the whines, and see what needs to be changed to make the people who actually are going to stay loyal, loyal.
If you're a developer, it's a good bet you've been a gamer at some stage in your life or in likelihood, still are! So use common sense, but here's the big secret.
Right and wrong, it doesn't matter-- what matters is tuning your playerbase the way you want them. Throughout my career as a developer, people have come to know I'd rather a straight blunt if harsh truth, than a boring sugarcoated lie in which the original intent is lost. Even the fellas in my company will say "wow, bro, that head looks horrifying, try moving the eyes up a little and making the mouth on less of an up curve, also the head is way too big! Looks like a bobble-head doll."
I take that sort of feedback much easier, because it's blunt, and tells me immediately where the problem is. That was indeed about an art piece I've been working on, not everyone is the same, but the point is, why it is your game, if it has bugs, you gotta squash em, if it has balance issues, you gotta look into them! Players have eyes a developer does not, and that's why feedback is so important.
I've begun to personally request housekeeping's feedback on games I make, because he can be blunt, and can tell me 'this is what needs work, i liked this, try looking into this' yadda yadda. The review I got from him on Menagerie was what made me look and think "yeah, this needs some work!".
Also, be happy with any feedback, this is the most important thing to remember: People are taking time out of their lives to play a game you've made, and you should be honored by that reality, it should make you feel special. If they write a review, even one that points out every bad thing about the game, that's still good! It means they want to see more of what you can do, and want to see your growth as a developer. They care, man!
Alright, I think that's about all, but just in case here's a link to the CCC's feedback philosophy.
Sorry to be such a wordsworth again, I just like offering hopefully helpful advice in my field of study, I'm basically my own PR for now.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Linkis
I've pointed things out....and they are still not the way I would like them :) hahahahahaha
But then I'm just an Orcish Tank, so what the hell do I know? :(
Thank you for listening, now back to my download of Fire Kingdom.
I sure hope I enjoy it or I will have to fill someones mailbox for the suggesting it....or simply mentioning it, not sure which :)
Just to be clear, I mentioned it as an example of a generic fantasy RPG where the designer made no attempt to improve or refine his game or his own design skills, and the game was a complete failure in every way as a result
author=kentonaauthor=Link_2112I think it's more like "if 20 people point something out, you probably shouldn't just dismiss it out of hand."
Twenty people can be wrong about the same thing.
More like "if 20 people point something out, f**k them."
I knew before I began playing, it was just an example. I don't especially enjoy XP games. But I do enjoy most VX that I play. Seems the XP are a little plain and blocky...but that's just me.
Of course, needling you was enjoyable :)
Of course, needling you was enjoyable :)
I think main problem with XP is that it has poorly done RTP. I got bored of it after just 3 or 4 games I played. VX/VXAce RTP is much better IMO, I have yet to get bored with it despite numerous games I've played that uses it.
Furthermore, I think the only advantage XP has is its mapping system (along with semi-unlimited tilesets). If they'd combine it with VX Ace's speed and functionality, perfect RM would be born.
Back to the topic: No, player isn't ALWAYS right, but he is in like 85% of the cases so you better listen to them or you'll end up like EA: ignoring feedback and alienating their players. Case in point #1: Simcity. Case in point #2: Pools and toddlers in The Sims 4. They say they can't make it on launch, because they'll miss the window, but I'd be perfectly happy with the delay if that'd mean we'd get pools and toddlers.
Also CashmereCat above gives VERY bad idea. Don't listen to him.
Furthermore, I think the only advantage XP has is its mapping system (along with semi-unlimited tilesets). If they'd combine it with VX Ace's speed and functionality, perfect RM would be born.
Back to the topic: No, player isn't ALWAYS right, but he is in like 85% of the cases so you better listen to them or you'll end up like EA: ignoring feedback and alienating their players. Case in point #1: Simcity. Case in point #2: Pools and toddlers in The Sims 4. They say they can't make it on launch, because they'll miss the window, but I'd be perfectly happy with the delay if that'd mean we'd get pools and toddlers.
Also CashmereCat above gives VERY bad idea. Don't listen to him.

















