THE CUSTOMER IS ALWAYS RIGHT - PERCEPTION OF DESIGNER & PLAYER "RESPONSIBILITIES" IN AMATEUR & COMMERCIAL VIDEO GAMES

Posts

chana
(Socrates would certainly not contadict me!)
1584
I must say I play a demo like I play a full game : basically, how much pleasure I take in playing either one, I don't feel ,personally, as a player, involved, in the making of the game.
Max McGee
with sorrow down past the fence
9159
I also think that people need to stop and think about their biases when offering feedback. It's probably already been said (likely in the first post, even, and I'm forgetting), but I believe that it is important for people to differentiate between things that are inherently bad design choices and simply something they don't like.


This a really excellent point, and sadly some of our more prolific reviewers fail to do this.

That said, I've played a variety of games, both good and bad, and I'm pretty forgiving to even the worst ones I've played (barring one or two... -_-; )
I think this is because of the number of games I've played. I've played games where all the dialogue was text-talk (oi, brian, lts go2 lake tmz!) and games where the script is amazingly polished and/or overly complicated (Phylomortis, anyone?). I've played games where floors are used as walls, doors are houses and a forest contained three trees. On the flip, I've played a few german games, a couple of french ones and others like Eyes Without a Face. I've played games where the plot is to collect four crystals, and enjoyed them. Played ones where the story is focussed on time travel and paradoxes. Games that used the RTP sounds and music, games with original sountracks, games that were buggy, but enjoyable, games that were solid but boring, games with incredible systems that were too complex or weren't fun, games with only the default systems that were a lot of fun and always will be.


XD

A quick example is an LT of one of my games where the LTer never bothered to grab the chests that were easy to see and get to, then complained about dying in the first battle because they hadn't bought anything at all (items or armour), bothered collecting treasure, listening to any NPCs or using skills. This kind of playing is, in my opinion, lazy and irritates me. As such, I listened to a few things that were said (tweaked the stats a tiny bit for the fights as watching that battle I'd noticed that some of the enemy skills were a little tougher than I'd meant them to be), but kept everything else the same.


This is almost exactly what this thread is about. It's good that you listened at all, but I think you would have been well within your rights to just tell that person to go fuck themselves. They obviously made no effort to engage with your game at all on any meaningful level.

I'm not saying this statement is wrong but... this point is rather meaningless when there's a key difference between a player and players (guess which matters more). Somewhere down the line your game's quality doesn't depend on how amazing your GAME DESIGN KNOWLEDGE is or even how much effort you spent on it. But it's how well you listen to your audience as a whole. If 10 people think your puzzle is shit, there's probably some good reason as to why it's bad, even if you thought the puzzle was a stroke of genius. That's something people shouldn't forget in the long run.


I don't disagree, but as I said last time....for me the number is about 5. Five is the number of people who have to not like something, and I don't mean 5 gross, I mean 5 net. If 5 people don't like something but another 3 do, I'll probably keep it in, because that's only 2 net. This is not an exact formula, of course. And one person with a particularly persuasive argument is probably more of a factor than 5 who just say 'I don't like it'. (People also favor the feedback of those they respect and trust...to a point.)

It would be great if ~10 people ever gave comments on what they hate love about a game, instead of just what they love hate.


Fixed that for you. We're, as a community, much too harsh. We encourage good games at the cost of discouraging games. Even making a game that is flawed or mediocre (note, I'm using the actual definition of mediocre, I've seen some people around here use it to mean 'bad', mediocre should mean 2.5 stars) is a laudable accomplishment deserving of praise and support.

And I personally have never had the problem of too little criticism, but have often quit projects because of a lack of audience enthusiasm.

It is very hard for me to take any feedback seriously if someone says they hate EVERYTHING in one of my games. It makes me think they just hate me. If on the other hand they say "I liked the story, but the battle balance has problems" I'll be much more likely to listen, and I won't just put on my rad/cool glasses, bump my head, and say "haters gonna hate".

You have to understand , when a player really liked a game, he(she)'s like a spectator in a concert, he (she) wants to GIVE you back something, and it's not going to be by saying : point a/ .point b/.. etc, no but : "wow, I loved your game!"or "Thanks!".
Maybe if you're getting "better" feedback for the secong game, it's because people like it less?!!


qft basically.

I think players need to realise the difference between a demo and a full-game a bit more when commenting. Saying that a demo is awesome is a great ego boost for the developer, but someone who players a demo should - if they like most of that demo - give the developer some tips so that the finished game is even better. It pays off in the long-run for both the player and the developer!


Strongly agree; and the flip side is 'plz fix' lists for finished games are pretty worthless/disheartening.
author=Fallen-Griever
It would be great if ~10 people ever gave comments on what they hate about a game, instead of just what they love. Sore Losers suffered a lot from this during its development, see how that turned out? ...It's alright to say that people should listen to the players, but it's kinda hard when they're not saying anything.

Heh; I love how this is. Some people want criticism, and some people just want a pat on the head. Some people think we are too lenient, and some others that we're a bunch of assholes. It's all a vicious circle, really. A "give and take" that generates friction and is bound to wear us all out little by little... At the end we'll all end up getting banned or rage-quitting. I, for instance, am starting to feel like ramming a fork into the next person that complains about how 'mean' we are as a community. =)

author=MaxMcGee
Fixed that for you. We're, as a community, much too harsh. We encourage good games at the cost of discouraging games. Even making a game that is flawed or mediocre (note, I'm using the actual definition of mediocre, I've seen some people around here use it to mean 'bad', mediocre should mean 2.5 stars) is a laudable accomplishment deserving of praise and support.

*eye twitch*
Max McGee
with sorrow down past the fence
9159
Watch out bro, I have a spoon with which to defend myself.

And it is big.

Some might say TOO big.
Ameture = you hold no obligation to anyone.
Pro = you do.
Max McGee
with sorrow down past the fence
9159
There is no point offering up a "plz fix" list for a completed game, but a reviewer should still point out the things that they didn't like.


Sure, but that probably should not be the *focus* of such a review unless it is completely unavoidable ALL or is all phrased in a very constructive context.

"Here's why I hate the game you took three years finishing bro" is a terrible message no matter how flawed the game is.

"Hey, you finished a game. Hey guys, he finished a game. This is what the game is about (without snark), this is what I liked about it, and this is what you could have done better."

But this is actually off topic. This topic's not about sugarcoating reviews, it's about accepting responsibility as a player that it's not ALWAYS the game's fault if you lose, get stuck, or are frustrated. (Also, a PM in response to the other part of your post.)
I always repair what people think are flaws or broken. A lot of "broken" things are people misusing the word. This is why I spent 16 hours working on a game that was released over a year ago...
Max McGee
with sorrow down past the fence
9159
Oh, and I'd just like to add a note about the strong bias from being a reviewer created by the relief you feel if a game is dismissably bad, that way you can write a review of it and get it over with. The larger your backlog is, the stronger this bias, to the point when you're looking for ANY excuse to stop playing a game and call it done with so you can move on to the next one.
author=Max McGee
"Hey, you finished a game. Hey guys, he finished a game. This is what the game is about (without snark), this is what I liked about it, and this is what you could have done better."


I question whether even the "this is what you could have done better" tract, phrased that way, has any business being in a review. Aren't reviews supposed to be directed at the players, not the developer?

And I agree with this point wholeheartedly:

If the *COMPLETED* flag is to have meaning, then Completed games should simply not be treated the same way as games that are in development.


Not sure I like this blurred distinction between games that are complete and games that are still in development from the standpoint of giving criticism that seems prominent in hobby game-authoring communities like this one. I think that most game authors, when they're in development, do want all the criticism they can get. But once they've called their project complete and moved on to other things.... not really.
This forum topic was oddly inspiring. Yes, amateur games are judged more harshly, but perhaps for good reason?
There are a lot of them. And they are free. Let's not pour more crap into the landfill.

I am more forgiving when playing commercial games, but that doesn't necessarily mean I like them better; I just have more faith that whatever I am struggling with is temporary.

RM games gives us the impression that if X area had a half-assed design and Y area was to hard, then surely Z area is going to be ugly and impossible!

My advice would be to focus on consistency. Make sure one part of the game doesn't outshine the rest.
Max McGee
with sorrow down past the fence
9159
I am more forgiving when playing commercial games, but that doesn't necessarily mean I like them better; I just have more faith that whatever I am struggling with is temporary.

RM games gives us the impression that if X area had a half-assed design and Y area was to hard, then surely Z area is going to be ugly and impossible!


You can't see how this is a completely unfair double standard massively detrimental to the community that we should all struggle to overcome? Use the same 'rules' for RM games that you would for anything else. They're just as capable of being 'good but uneven' as commercial games, and commercial games are just as capable of being made of fail from the getgo, and not deserving of your patience (I'm looking at you, Alpha Protocol. Yeah, I tried to wait that shit out. And I regret it.)
I'm still supporting a game a year after its been made. Uggg.... Pouring hours and hours into it still.
No no, I am agreeing with you!
I'm just saying that there is a lot more half assed amateur games than half-assed commercial games, regardless of how good they actually are. This is because teams of people and large budgets address and then solve problems; With one person game teams there is a lot less perspective and input making it more likely to overlook something.

The reason we are jaded to RM games is because the distribution of effort is usually unbalanced, and the good games to the bad games ratio is probably 1:10
There are plenty of RM games that have commercial quality and a solid RM game is much more inspiring to me than a equally good commercial game.

But, there have been plenty of RM games AND commercial games that I don't get much farther than the intro scenes.
author=Max McGee
You can't see how this is a completely unfair double standard massively detrimental to the community that we should all struggle to overcome? Use the same 'rules' for RM games that you would for anything else. They're just as capable of being 'good but uneven' as commercial games, and commercial games are just as capable of being made of fail from the getgo, and not deserving of your patience (I'm looking at you, Alpha Protocol. Yeah, I tried to wait that shit out. And I regret it.)


Its funny you should mention Alpha Protocol. People's enjoyment of that game tends to vary depending on their play-style. I went through the game using stealth and taking headshots with a pistol and I had a great time. The game's failing was that it claimed you could go through the game using any type of character and some styles were clearly more tested than others. Alpha Protocol is an example of a game that can be fun if you play it the exact way the developers were intending.

The reason I bring this up is that your recent games, mainly Blood Machine and To Arms!, felt the same way. This time however I was on the other side. I was wiped out so quickly and decisively in both games that I couldn't help but feel that I was doing something wrong. However after reading other people's more positive comments and your "passionate" defense it seemed like the games were winnable if played correctly. Unfortunately my initial gut reaction was negative and I did not have sufficient motivation to try and find the right way to play.
Max McGee
with sorrow down past the fence
9159
I also went through AP using stealth tactics because it is a fucking spy game and I had an awful time. The game is pretty much universally despised, so seemed a good example for my point.

Starseed: Blood Machine there might be a grain of truth to what you're saying. To Arms! in my opinion not even a fucking grain. There are dozens of ways to play that game and win. I know, because me and half a dozen other people spent hours and hours playtesting all of them. I have no idea what to tell you if you're getting wiped out in that game. I can't even hazard a guess as to what you must be doing wrong, but I would guess it's something pretty fundamental. Either that or the laws of probability are spectacularly failing to apply to your RNG.

Also I wonder if the version you played was before or after I made it arbitrarily easier as a result of everyone's bitching. Ironically, I did that solely because of people's whining, yet none of the whiners seemed to have the good grace to go back and play the easier version, so I don't know why I fucking bothered.

I will firmly ask all people to confine further discussion of my games to their respective game pages and/or PM.
author=Max McGee
I also went through AP using stealth tactics because it is a fucking spy game and I had an awful time. The game is pretty much universally despised, so seemed a good example for my point.

Starseed: Blood Machine there might be a grain of truth to what you're saying. To Arms! in my opinion not even a fucking grain. There are dozens of ways to play that game and win. I know, because me and half a dozen other people spent hours and hours playtesting all of them. I have no idea what to tell you if you're getting wiped out in that game. I can't even hazard a guess as to what you must be doing wrong, but I would guess it's something pretty fundamental. Either that or the laws of probability are spectacularly failing to apply to your RNG.

Also I wonder if the version you played was before or after I made it arbitrarily easier as a result of everyone's bitching. Ironically, I did that solely because of people's whining, yet none of the whiners seemed to have the good grace to go back and play the easier version, so I don't know why I fucking bothered.

I will firmly ask all people to confine further discussion of my games to their respective game pages and/or PM.


Uh, okay. Wow. I'm sorry I said anything.
Max McGee
with sorrow down past the fence
9159
Sorry! Didn't mean to bite your head off! This is why I normally don't post in the mornings. : )
slash
APATHY IS FOR COWARDS
4158
I agree completely; I also believe some of the hate comes from the fact that the community between indies and their players (especially here on rpgmaker.net) is much closer to each other in terms of communication. When a player can talk to a developer, he can ask questions about the game dev process, the intention behind some parts of the game, etc. In addition, iteration time between game versions is much shorter, and players know devs are very capable of changing their game quickly. No one has the sort of connection with, say, Square Enix, but here it's all over the place, and it's evolved into players requesting and even demanding things of their game-making companions.

For an example, go to the World of Warcraft or HoN forums. They are full of players blaming the developers for making poor game balance choices, criticising poor management decisions, and requesting additions to the game. Both of these games have active communities and relatively short iteration processes (patches/updates), unlike a Final Fantasy game, which is released once and never patched or bugfixed.

In short: Players often complain because there is a chance (even if it's small) that their complaint might be heard and acted upon.