[POLL] ACCOUNTING FOR TASTE
Poll
(For instance), how many people need to tell you they hate the battle music you love before you actually change it? - Results
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One person. If anyone hates it, it must be bad!
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1
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2%
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Two people. If two people hate it, it REALLY must be bad.
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3
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8%
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Six people can't be wrong.
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12
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34%
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Twelve or more people hate this battle music. Maybe I'm wrong about it.
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10
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28%
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I WILL *NEVER* CHANGE IT
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9
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25%
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Posts
Ok. I'll be honest. This is something I'm really struggling with on a personal level. But I think it's a struggle that is applicable to anyone who has ever made anything. And I think that there's potential for a good discussion here. I am not necessarily personally looking for advice. I just want to explore this topic.
General question to all serious developers of games:
At what point do the tastes of others (i.e. audience, fanbase, subscribers, random mean jerks on the internet) start to influence the artistic decisions you make in your game.
We'll start with something extremely simple and purely aesthetic before we get into thornier territory that involves actual meaningful design decisions.
Let's say that after much deliberation, you've chosen a battle music that you really like, even love. You enjoy listening to it during battles when you're playtesting your game, and you think it's perfectly fitting and appropriate to the game as well as awesome to listen to. Pure ear candy. Just thinking about it makes you in the mood to work on your game, and you really want it *in* your game because you think it fits your game perfectly.
How many people does it take telling you they absolutely fucking hate that battle music--like using hyperbole like that it "makes their ears bleed" or that hearing it made them want to quit the game immediately, some kind of intense negative reaction--before you actually change the battle music you love?
The last one is obviously the option I find the most fascinating from a meta-social and aesthetic point of view.
(Let's not quibble with "compromise" options like making the battle music random or selectable in an options menu. Because once you've done anything like that, you've already made a deviation from your personal taste. For our purposes, that's changing it.
Oh, and if you actually made the battle music yourself...that obviously adds a whole new dimension to the entire situation than a simple aesthetic choice. So by all means, you know, if you are a composer, even though this is just a hypothetical case--discuss.)
General question to all serious developers of games:
At what point do the tastes of others (i.e. audience, fanbase, subscribers, random mean jerks on the internet) start to influence the artistic decisions you make in your game.
We'll start with something extremely simple and purely aesthetic before we get into thornier territory that involves actual meaningful design decisions.
Let's say that after much deliberation, you've chosen a battle music that you really like, even love. You enjoy listening to it during battles when you're playtesting your game, and you think it's perfectly fitting and appropriate to the game as well as awesome to listen to. Pure ear candy. Just thinking about it makes you in the mood to work on your game, and you really want it *in* your game because you think it fits your game perfectly.
How many people does it take telling you they absolutely fucking hate that battle music--like using hyperbole like that it "makes their ears bleed" or that hearing it made them want to quit the game immediately, some kind of intense negative reaction--before you actually change the battle music you love?
- One person.
- Two people.
- Six people.
- Twelve or more people?
- Or is there no amount of hate for that battle music that will get you to change it?
The last one is obviously the option I find the most fascinating from a meta-social and aesthetic point of view.
(Let's not quibble with "compromise" options like making the battle music random or selectable in an options menu. Because once you've done anything like that, you've already made a deviation from your personal taste. For our purposes, that's changing it.
Oh, and if you actually made the battle music yourself...that obviously adds a whole new dimension to the entire situation than a simple aesthetic choice. So by all means, you know, if you are a composer, even though this is just a hypothetical case--discuss.)
I WILL *NEVER* CHANGE IT
Now, no. It's not true. But no numerical value of people will make me want to change it. It is the arguments that will. If they don't like the battle music or the art style I've used for the backdrops, what a shame! There are plenty of other games that use different styles, go play those instead!
Even if 12 peolpe hate the battle theme and 2 love it, you're on the winning position. Those 2 people are what matter. And they will like your game. Not so much if you bend it and twist it to those other 12... Who will still not give a shit anyway. It's your vision, your game! Do it the way you envision it! Otherwise, why are you even designing games?
That's my opinion on the topic. I know it's quite strong. Hahahah.
But I believe you probably share it!
Now, no. It's not true. But no numerical value of people will make me want to change it. It is the arguments that will. If they don't like the battle music or the art style I've used for the backdrops, what a shame! There are plenty of other games that use different styles, go play those instead!
Even if 12 peolpe hate the battle theme and 2 love it, you're on the winning position. Those 2 people are what matter. And they will like your game. Not so much if you bend it and twist it to those other 12... Who will still not give a shit anyway. It's your vision, your game! Do it the way you envision it! Otherwise, why are you even designing games?
That's my opinion on the topic. I know it's quite strong. Hahahah.
But I believe you probably share it!
In terms of changing something based on legitimate criticism (since I tend to ignore people who violently cuss about issues) I would consider doing so after a majority of people give feedback in that direction.
So going by your poll options, say if 10 people played and 6 said they didn't like something, I'd take a look at it. If a majority of people say that a certain boss isn't very good then they probably have a point. Probably. This being said however, if I felt that the "problem" was something like a plotpoint in the story or a character's design, you know, something artistic, I'd be less likely to change it at all. This is an artist thing I guess, I'm less likely to budge on my own artwork for a project since it's so personal to how I envisioned the game.
Basically it all has to do with how my team evaluates the issue in question. If we agree that there's a problem, then we'll change it. If it looks more like an issue of personal taste or opinion, it's probably fine to stay in the game.
So going by your poll options, say if 10 people played and 6 said they didn't like something, I'd take a look at it. If a majority of people say that a certain boss isn't very good then they probably have a point. Probably. This being said however, if I felt that the "problem" was something like a plotpoint in the story or a character's design, you know, something artistic, I'd be less likely to change it at all. This is an artist thing I guess, I'm less likely to budge on my own artwork for a project since it's so personal to how I envisioned the game.
Basically it all has to do with how my team evaluates the issue in question. If we agree that there's a problem, then we'll change it. If it looks more like an issue of personal taste or opinion, it's probably fine to stay in the game.
But no numerical value of people will make me want to change it. It is the arguments that will.
That is an amazingly fascinating position to take and adds a whole new dimension to the issue and I'd honestly love to hear more about it.
legitimate criticism (since I tend to ignore people who violently cuss about issues)
First off, ignoring people who are rude jerks is a laudable position and I sympathize. But one of the hardest lessons I've ever learned in my career as a professional creative is this: just because criticism is not delivered nicely or politely doesn't automatically make it illegitimate.
Basically it all has to do with how my team evaluates the issue in question. If we agree that there's a problem, then we'll change it. If it looks more like an issue of personal taste or opinion, it's probably fine to stay in the game.
Well, let's twist the knife on this hypothetical scenario, then. Let's say that one of the handful of people that hates the aesthetic decision in question is a member of your team (let's say for argument's sake half of your team hates it, and the other half, including you, loves it; this can be true for a team of 2 or a team of 12).
I agree with Joseph. It really depends on what they are saying. If all of them say "I don't like the music because it's classic and I don't like classic", I might not change it unless a whole lot of them say so. If a couple of them give a good reason, however, I will be much more likely to change it.
It also depends on how important I think this specific thing they want changed is to the game overall. If it's just some minor thing like a chair in a house, I don't mind changing it even if it's just one person saying they don't like it, if it only takes a small amount of effort. If it's something that would change the entire game though or take enourmous amounts of effort to change, they better give a damn good reason for changing it.
It also depends on how important I think this specific thing they want changed is to the game overall. If it's just some minor thing like a chair in a house, I don't mind changing it even if it's just one person saying they don't like it, if it only takes a small amount of effort. If it's something that would change the entire game though or take enourmous amounts of effort to change, they better give a damn good reason for changing it.
author=Max McGeeBut no numerical value of people will make me want to change it. It is the arguments that will.That is an amazingly fascinating position to take and adds a whole new dimension to the issue and I'd honestly love to hear more about it.
For instance: Someone plays Romancing SaGa and turns to Kawazu, saying "Hey, it's annoying to level your affinity for weapons! Cut it out!"
I'd in turn say "No. Thanks for playing."
But if it someone plays Romancing SaGa and says "Hey, it's interesting what you did there. But maybe you could level affinity for weapon types, instead of weapons!" (and thus improving over the original mechanics instead of ditching the developer's original vision of his creation) I'd take it in consideration. This is a legit example because it's exactly what he did for Romancing SaGa 2, and I'm sure he'd have thought it up for the first time if someone in the dev team gave'im that idea! Or maybe he'd simply change what was said, but figure a different solution instead. (man, my wordings and examples are shit.)
Also, yeah, all criticism is pivotal to your growth. Doesn't matter if it's bashful or not, there's always a reasoning behind that. Even if the person is a total jerk, they're doing you a big favor in telling you their opinion.
EDIT:
author=SnowOwlNot only that, they don't know the vision you have for your game. They don't know why things are what they are. They don't know what is heart and what is core in your game. This is why I don't think people's opinions matter that much, as long as you know what you're doing, of course.
If it's something that would change the entire game though or take enourmous amounts of effort to change, they better give a damn good reason for changing it.
I... Guess. xD
Here in the RPG Maker scene it's all very different, and people behave very differently from the actual game design industry. And games, for most of us, are just hobbies after all! They don't have as much thought put into them than the commercial games do. (because 100 people's thoughts almost always outweights 2 people's.)
That's not to say that they're necessarily better, there are a lot of shit commercial games out there, and a lot of freeware and very solid masterpieces (Cave Story comes to mind) out there. But it's easier to change something when this something is not "core".
author=SnowOwl
If all of them say "I don't like the music because it's classic and I don't like classic", I might not change it unless a whole lot of them say so. If a couple of them give a good reason, however, I will be much more likely to change it.
Yeah I guess that's an important point. Let's assume that these are critiques that don't immediately self-dismiss as a matter of personal taste...but are still, when you get down to it, hella subjective things that you disagree with.
Some things along the lines of "I don't think it fits the tone/mood" or "it just seems like WAY too much, too extreme" but not one of those almost-self defeating appeals to taste like "personally I HATE bluegrass".
To clarify: I'm firming up the hypothetical case for future poll voters.
Doesn't matter if it's bashful or not, there's always a reasoning behind that.
Um....bashful?
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
In my game Iniquity and Vindication, I got six or seven complaints in my initial demo about "This hardcore metal battle music is too loud and obnoxious." I ignored them all. It's a game with a rad 80s motif and I'm going to be using metal for the entire soundtrack. I don't care if you hate it. You'll probably hate the whole game, so you might as well leave now!
But then I got one complaint that read something like, "I feel like this music is actually... too good. I don't know if that makes sense, that sounds like a ridiculous complaint. It is honestly distracting me from the exploration and strategic combat." This was the one that made me change the music.
So I guess the answer is... it only takes one complaint? But it has to be the right one.
But then I got one complaint that read something like, "I feel like this music is actually... too good. I don't know if that makes sense, that sounds like a ridiculous complaint. It is honestly distracting me from the exploration and strategic combat." This was the one that made me change the music.
So I guess the answer is... it only takes one complaint? But it has to be the right one.
In my game Iniquity and Vindication, I got six or seven complaints in my initial demo about "This hardcore metal battle music is too loud and obnoxious." I ignored them all. It's a game with a rad 80s motif and I'm going to be using metal for the entire soundtrack. I don't care if you hate it. You'll probably hate the whole game, so you might as well leave now!
My respect for you...+++
Shit, this makes me actually want to PLAY your game.
Think of it this way:
"This is fucking horrible". Says a guy.
"Why" you ask?
"Because it hurts my ears. Its a shitty little loop that just plays a dumb dissonant arpeggio and it never stops. Couldn't you change it to something else?"
I personally don't think that this is bad. But not everyone is in love with 8 bit music and I can understand where a guy is coming from if the music is annoying rather than him straight up disliking it. I straight up dislike most rap music. But its one of the most popular genres in American aside from country, which also bugs me. "It all sounds the same" I say. "There's subtle nuances and differences that make each track unique, they say" and the same could be said for most folk music. Which I do like. Its all relative.
For me, I'll change a game's music if someone comes and tells me about it when the game's in a demo format or if someone gives me a better song to work with. If they just say "it sucks" in a forum or status or something, or choose not to explain why. I won't bother. Because its all a matter of opinion. I mean hell, a lot of games have music that's excellent to play in-game and sounds amazing, but might be pretty boring and not that great to listen to on a CD track.
^ case in point
"This is fucking horrible". Says a guy.
"Why" you ask?
"Because it hurts my ears. Its a shitty little loop that just plays a dumb dissonant arpeggio and it never stops. Couldn't you change it to something else?"
I personally don't think that this is bad. But not everyone is in love with 8 bit music and I can understand where a guy is coming from if the music is annoying rather than him straight up disliking it. I straight up dislike most rap music. But its one of the most popular genres in American aside from country, which also bugs me. "It all sounds the same" I say. "There's subtle nuances and differences that make each track unique, they say" and the same could be said for most folk music. Which I do like. Its all relative.
For me, I'll change a game's music if someone comes and tells me about it when the game's in a demo format or if someone gives me a better song to work with. If they just say "it sucks" in a forum or status or something, or choose not to explain why. I won't bother. Because its all a matter of opinion. I mean hell, a lot of games have music that's excellent to play in-game and sounds amazing, but might be pretty boring and not that great to listen to on a CD track.
^ case in point
author=Max McGeeDoesn't matter if it's bashful or not, there's always a reasoning behind that.
Um....bashful?
AHAHAHAH MY VOCABULARY ISN'T VERY GOOD >____<"
I meant "agressive" >............<
I'm awful with words. >:
since 923847923874 ppl posted since I editted that post I'm posting the edit here again so that you can see it hahahah xD
EDIT:
author=SnowOwl
If it's something that would change the entire game though or take enourmous amounts of effort to change, they better give a damn good reason for changing it.
Not only that, they don't know the vision you have for your game. They don't know why things are what they are. They don't know what is heart and what is core in your game. This is why I don't think people's opinions matter that much, as long as you know what you're doing, of course.
I... Guess. xD
Here in the RPG Maker scene it's all very different, and people behave very differently from the actual game design industry. And games, for most of us, are just hobbies after all! They don't have as much thought put into them than the commercial games do. (because 100 people's thoughts almost always outweights 2 people's.)
That's not to say that they're necessarily better, there are a lot of shit commercial games out there, and a lot of freeware and very solid masterpieces (Cave Story comes to mind) out there. But it's easier to change something when this something is not "core".
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Good question. However, I think the choices of change or don't change may be a bit too black and white depending on the point of disagreement. If you don't mind, I'd like to stray from the battle music question and go into something else. Let me give a personal example from my first game:
When the demo first came up around December of last year, I received lots of (really helpful) feedback. While they all had different opinions on different aspects of the game, the one thing they almost universally disliked was how hard the combat was. One character, in particular, could die within 2 turns if the player wasn't careful. They all suggested that the combat should be made easier.
Long story short: I didn't agree.
To sum up the reasons without devolving into shameless advertising, the party consisted of children. Children aren't good fighters for obvious reasons. As such, it would be easy for them to get killed in battle. The player had to think a bit about how (or even IF) to approach combat. They were also not very happy to see that even basic attacks has a small MP cost. Many times I have heard, "Take that crap out! It's not in any other game!"
Well, I had no intention of either taking out the MP cost for attacks or reducing the difficulty. I felt like the setting was perfect, and making the enemies easier would harm the overall tone of the game rather than help. Instead, I asked myself, "Why are they having a hard time? I placed lots of healing items and some armor if the player just LOOKED around!"
So instead of giving in, I took a different approach: I set up a help section on the game page as well as in-game hints about looking around and finding things. Also, on an easier difficulty mode, I put a block on the players progress until they find a certain weapon for a character that DRAMATICALLY increases her survival rate.
Suddenly, a magical thing happened: Most of the complaints about the game being too hard suddenly turned into, "WOW! This game is challenging, but survivable! This game rewards exploration and the enemies, while tough, are actually beatable!" At that point, I told myself, "Oh! They were actually right! I just didn't convey the intentions well enough! I'll do better next time."
Of course, I still get some complaints that the game is too hard or that basic attacks shouldn't use MP every now and then, but that was the way I designed the game, and even if 100 people tell me that it's too hard, I look for ways to nudge the player in the right direction instead of simply giving in the demands. It's harder to do, yes, but the result is much more satisfying (to me, at least).
EDIT: Holy hell, I got ninja'd by ELEVEN other posts? I need to type faster.
When the demo first came up around December of last year, I received lots of (really helpful) feedback. While they all had different opinions on different aspects of the game, the one thing they almost universally disliked was how hard the combat was. One character, in particular, could die within 2 turns if the player wasn't careful. They all suggested that the combat should be made easier.
Long story short: I didn't agree.
To sum up the reasons without devolving into shameless advertising, the party consisted of children. Children aren't good fighters for obvious reasons. As such, it would be easy for them to get killed in battle. The player had to think a bit about how (or even IF) to approach combat. They were also not very happy to see that even basic attacks has a small MP cost. Many times I have heard, "Take that crap out! It's not in any other game!"
Well, I had no intention of either taking out the MP cost for attacks or reducing the difficulty. I felt like the setting was perfect, and making the enemies easier would harm the overall tone of the game rather than help. Instead, I asked myself, "Why are they having a hard time? I placed lots of healing items and some armor if the player just LOOKED around!"
So instead of giving in, I took a different approach: I set up a help section on the game page as well as in-game hints about looking around and finding things. Also, on an easier difficulty mode, I put a block on the players progress until they find a certain weapon for a character that DRAMATICALLY increases her survival rate.
Suddenly, a magical thing happened: Most of the complaints about the game being too hard suddenly turned into, "WOW! This game is challenging, but survivable! This game rewards exploration and the enemies, while tough, are actually beatable!" At that point, I told myself, "Oh! They were actually right! I just didn't convey the intentions well enough! I'll do better next time."
Of course, I still get some complaints that the game is too hard or that basic attacks shouldn't use MP every now and then, but that was the way I designed the game, and even if 100 people tell me that it's too hard, I look for ways to nudge the player in the right direction instead of simply giving in the demands. It's harder to do, yes, but the result is much more satisfying (to me, at least).
EDIT: Holy hell, I got ninja'd by ELEVEN other posts? I need to type faster.
Yeah, despite what people say, I don't think I would be able to change anything from my game. Unless it's my decision or it's something that most of the people think it's a big mistake, then I would change it.
But still, it's pretty hard for me to change something from my game, because I probably liked that aspect from the game and well, it's my game in the end. If I change something that I like from my game just because of people's opinion, it would start feeling less like my game. You know what I mean, right?
But still, it's pretty hard for me to change something from my game, because I probably liked that aspect from the game and well, it's my game in the end. If I change something that I like from my game just because of people's opinion, it would start feeling less like my game. You know what I mean, right?
See, Red_Nova that example is actually the kind of thing I am specifically NOT talking about. Because it is really NOT something that comes down to, in the end, being a matter of taste, of some people loving things that other people hate. It's also not what I'm talking about because it's not a simple aesthetic decision. There are so many other factors that it's a whole other topic.
(Side-Note: I have learned, over the years, that difficulty is a major sticking point for me in game design. What I have slowly realized is that a game I've designed that is ENTERTAINING for me to play is going to be TOO HARD for most players. Games I have designed that feel BORING AND TOO EASY for me to play might be closer to an APPROPRIATE CHALLENGE level for most players. This is unfortunate, but it basically means that if I am bored playing my game because it seems too easy, it should be about right for most players. Although even then some will think it is too card.
The balancing factor that makes this NOT an issue of personal taste is the fact that a developer's insider knowledge will ALWAYS give him an advantage at playing his own game.)
Yeah this thread has really caught fire in the first 30 minutes of its existence for some reason. I hope it keeps going!
I totally get what you mean and it's kind of the eternal struggle. Because I mean, yes, let's say just as an ancient example from fucking prehistory, I love Coheed & Cambria (spoiler: I do) and I want to put their music in my game some place. Well obviously, that's my decision. But what complicates it, what makes the fact that some people (with abysmal taste) DON'T like Coheed & Cambria's music RELEVANT, is that...I want my game to reach a lot of people. Ultimately, we all want that, because we've spent a lot of time on our creation and we want to see that effort not go to waste. We want a large audience. We want a lot of people to play our game and ultimately we want a lot of people to like it.
And therein lies the rub.
(Side-Note: I have learned, over the years, that difficulty is a major sticking point for me in game design. What I have slowly realized is that a game I've designed that is ENTERTAINING for me to play is going to be TOO HARD for most players. Games I have designed that feel BORING AND TOO EASY for me to play might be closer to an APPROPRIATE CHALLENGE level for most players. This is unfortunate, but it basically means that if I am bored playing my game because it seems too easy, it should be about right for most players. Although even then some will think it is too card.
The balancing factor that makes this NOT an issue of personal taste is the fact that a developer's insider knowledge will ALWAYS give him an advantage at playing his own game.)
author=Red Nova
EDIT: Holy hell, I got ninja'd by ELEVEN other posts? I need to type faster.
Yeah this thread has really caught fire in the first 30 minutes of its existence for some reason. I hope it keeps going!
author=Ilan14
But still, it's pretty hard for me to change something from my game, because I probably liked that aspect from the game and well, it's my game in the end. If I change something that I like from my game just because of people's opinion, it would start feeling less like my game. You know what I mean, right?
I totally get what you mean and it's kind of the eternal struggle. Because I mean, yes, let's say just as an ancient example from fucking prehistory, I love Coheed & Cambria (spoiler: I do) and I want to put their music in my game some place. Well obviously, that's my decision. But what complicates it, what makes the fact that some people (with abysmal taste) DON'T like Coheed & Cambria's music RELEVANT, is that...I want my game to reach a lot of people. Ultimately, we all want that, because we've spent a lot of time on our creation and we want to see that effort not go to waste. We want a large audience. We want a lot of people to play our game and ultimately we want a lot of people to like it.
And therein lies the rub.
author=Max McGeeBut no numerical value of people will make me want to change it. It is the arguments that will.That is an amazingly fascinating position to take and adds a whole new dimension to the issue and I'd honestly love to hear more about it.
legitimate criticism (since I tend to ignore people who violently cuss about issues)
First off, ignoring people who are rude jerks is a laudable position and I sympathize. But one of the hardest lessons I've ever learned in my career as a professional creative is this: just because criticism is not delivered nicely or politely doesn't automatically make it illegitimate.
Basically it all has to do with how my team evaluates the issue in question. If we agree that there's a problem, then we'll change it. If it looks more like an issue of personal taste or opinion, it's probably fine to stay in the game.
Well, let's twist the knife on this hypothetical scenario, then. Let's say that one of the handful of people that hates the aesthetic decision in question is a member of your team (let's say for argument's sake half of your team hates it, and the other half, including you, loves it; this can be true for a team of 2 or a team of 12).
Oh, I know that angry criticism is still legitimate (sometimes), but what I mean is that I'm less likely to listen to your criticism if you can't offer it without throwing a tantrum or being a child about it.
In terms of a disagreement happening in house, we usually just discuss all the pros and cons and stuff like a normal studio would. We're a two person team, and we're room mates, so there's a lot pf respect there as people and as devs- if my partner has an issue with something then I'm more likely to listen to him out of that mutual respect. I'm sorry that I can't answer in greater detail, I'm on my phone on a bus right now.
I'd also like to clarify my stance on art based criticism- if someone says for example that they think the colours are muddy, or there's a problem with shape or brightness/perspective/saturation then yeah, I'm flat out always going to consider it. But if someone's complaint is "I don't like that this game has an anthropomorphic mouse in it" or "I don't like the setting because its fantasy" or "I don't like that you use so many patterns" or something asinine then I can't say I'd listen to it, cause it's totally opinion based.
EDIT: Removed a bit that was entirely off-topic.
I honestly think you have every right to do any aspect of your game any way you want, no matter how many people don't like it.
I personally have a middle ground. There are things I don't want to change because they are essential to what I'm going for.
But everything else is fair game. If enough people tell me an element of my game is making it unfun, I generally try to listen. You can usually fix the problem in a way that doesn't compromise your overall vision.
I honestly think you have every right to do any aspect of your game any way you want, no matter how many people don't like it.
I personally have a middle ground. There are things I don't want to change because they are essential to what I'm going for.
But everything else is fair game. If enough people tell me an element of my game is making it unfun, I generally try to listen. You can usually fix the problem in a way that doesn't compromise your overall vision.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
@Max: Really? I think it is on topic. Players disliking the difficulty usually support that criticism with "It's the beginning of the game. It should be easy."
I think that actually is a player's personal taste talking. Players can come into almost any game with a preset number of (understandable) expectations. For example: The beginning should be easy. The intro shouldn't take 4 hours before a battle. I should never get creamed by one single, basic enemy. Cutscenes shouldn't last too long.
When those expectations aren't met, a thought that will cross the minds of many players is, "This is wrong. This needs to be changed. What was the developer thinking?"
However, there are many games that disregard those expectations. To list some examples: Persona 4, Dark Souls, Metal Gear Solid 4. Yet, these games do SO WELL critically and commercially. Why? Because smart design decisions were made to make the breaking of those expectations easier. Metal Gear Solid 4 has long, loooong cutscenes. But certain decisions mere made to keep the player from getting bored during those scenes. During the mission briefing, you could control a little robot and explore the room you were in, and there was lots of interesting things you could check out. So you weren't bored while you listened to the character talk and talk and taaaaalk.
In Dark Souls. You could essentially get creamed by a single, basic enemy, but you rarely fought more than three or four at once. This is just enough time to you to focus on that one enemy's attack patterns and movements. If -when- you die, you know exactly HOW you died, and feel justified in getting killed in that manner.
Let me use an RPG Maker game for a new example (that I hope will be slightly more on topic than the last few paragraphs). You remember Essence Enforcer, yes? Well, the last boss music, I feel, is a great example of making design decisions that allow for personal taste. I hate dubstep. Wub wubs practically make my eardrums want to commit suicide. Essence Enforcer was no exception.
However, 2 decisions were made to make the choice of music appropriate:
1: It was a good selection of music for the situation. The wub wubs, while annoying to me personally, were fast-paced, intense, and appropriate considering the intensity of the boss. If something like THIS played instead, I would have muted the game instantly. (I can tell you that with certainty because I couldn't listen to more than 30 seconds of that track before copying the URL and putting it here.)
2: The song changes. For those that find any kind of dubstep intolerable, the music does change after 1/3 of the boss' health is depleted to the EXACT OPPOSITE of wub wubs. Instead, it's a more somber, suspense-building piece that really drives home the feeling of fighting a powerful being.
I can promise you that the wub wubs would have been panned by everyone who dislikes that kind of music if the previous two decisions were handled poorly.
I think that actually is a player's personal taste talking. Players can come into almost any game with a preset number of (understandable) expectations. For example: The beginning should be easy. The intro shouldn't take 4 hours before a battle. I should never get creamed by one single, basic enemy. Cutscenes shouldn't last too long.
When those expectations aren't met, a thought that will cross the minds of many players is, "This is wrong. This needs to be changed. What was the developer thinking?"
However, there are many games that disregard those expectations. To list some examples: Persona 4, Dark Souls, Metal Gear Solid 4. Yet, these games do SO WELL critically and commercially. Why? Because smart design decisions were made to make the breaking of those expectations easier. Metal Gear Solid 4 has long, loooong cutscenes. But certain decisions mere made to keep the player from getting bored during those scenes. During the mission briefing, you could control a little robot and explore the room you were in, and there was lots of interesting things you could check out. So you weren't bored while you listened to the character talk and talk and taaaaalk.
In Dark Souls. You could essentially get creamed by a single, basic enemy, but you rarely fought more than three or four at once. This is just enough time to you to focus on that one enemy's attack patterns and movements. If -when- you die, you know exactly HOW you died, and feel justified in getting killed in that manner.
Let me use an RPG Maker game for a new example (that I hope will be slightly more on topic than the last few paragraphs). You remember Essence Enforcer, yes? Well, the last boss music, I feel, is a great example of making design decisions that allow for personal taste. I hate dubstep. Wub wubs practically make my eardrums want to commit suicide. Essence Enforcer was no exception.
However, 2 decisions were made to make the choice of music appropriate:
1: It was a good selection of music for the situation. The wub wubs, while annoying to me personally, were fast-paced, intense, and appropriate considering the intensity of the boss. If something like THIS played instead, I would have muted the game instantly. (I can tell you that with certainty because I couldn't listen to more than 30 seconds of that track before copying the URL and putting it here.)
2: The song changes. For those that find any kind of dubstep intolerable, the music does change after 1/3 of the boss' health is depleted to the EXACT OPPOSITE of wub wubs. Instead, it's a more somber, suspense-building piece that really drives home the feeling of fighting a powerful being.
I can promise you that the wub wubs would have been panned by everyone who dislikes that kind of music if the previous two decisions were handled poorly.




















