What if someones problem with the game is something that attracted someone else to the game?
For example, I enjoy things like the non-centralized auction houses, the limited storage space, the rarity of some gear. But, the majority of forum posts associated with these things don't even take into consideration that people like me exist.
A lot of the whining on these forums isn't objective whining. They aren't looking to make the game better, they're looking to make it better for them. It's frustrating for the people who like the current design of the game, we're forced to defend the product we're happy with, and usually get dismissed as the minority, because there are more complaints than praise on the forums.
I swear this game would be in a better place if they didn't market it as an MMO, too many expectations with you MMO players.
grimsfield wrote: »I work in a game studio on another MMO, and honestly, complaints are a very big reason for a lot of the changes that actually occur in our game. If 4 or 5 people complain about something, those people are largely ignored. If 200 people complain, then designers start to feel motivation for change.
In my opinion, complaining, even if negative, is one of the most constructive things you can do in a games forum.(This is of course only true, however, if the mods and devs recieve this criticism in a contructive manner and they don't just ignore it or blame the player or cop out in some other way) Complaints are some of the best sources for positive change, when taken in the right way. If all anyone ever did was say how great things were, than nothing would get better.
once the player base knows what the expected gameplay experience is supposed to be like then they can offer informed opinions on how to achieve that goal.
once the player base knows what the expected gameplay experience is supposed to be like then they can offer informed opinions on how to achieve that goal.
Completely agree, I suppose one way to handle it would be to track players that understand the experience, or have private forums for players that they invite to discuss such things
once the player base knows what the expected gameplay experience is supposed to be like then they can offer informed opinions on how to achieve that goal.
Completely agree, I suppose one way to handle it would be to track players that understand the experience, or have private forums for players that they invite to discuss such things
We already have guild summits, and that's bad enough. There's no way in hell I would play a game where the design direction and balance was dictated by a few players out of hundreds of thousands.
Why does everyone on every gaming forum across the internet spell whine wrong.
OrangeTheCat wrote: »
Less vs few. "could care less" vs "couldn't care less"
Just to add my pet peeves.
But on topic: complaining rarely changes anything in the real world of adults. Making a cogent argument why something needs to be changed or would be better if changed does work in the real adult world. Children whine and complain. Adults discuss.
Lord_Kreegan wrote: »Gamers hiding in their grandmothers' basements need something to feel good about, especially when they run out of Cheetos and Mountain Dew. ;-)
Darkrogue671 wrote: »I've beta tested a crap ton of games over the years (yes, I'm old) and there is a disconnection between the customer and the company. Here's what I've learned and I am happy to say it, but we are very blessed.
1. It is all planned! - Game producers have everything planned out (programming, testing, release dates, expected sales) before you ever hear about or see the game. If anything you are suggesting will alter those plans or delay them, forget it. It is not going to happen.
2. They weigh their options! - If there are changes that will placate customers they have to weigh that with projected sales or loss of sales. In other words, if it's not going to lose me customers but not gain me new customers, then why change it if it is going to take time and money?
3. They don't have to LISTEN to you! - Protected under the software licensing agreement laws, once you install it or open that package it's yours. Great advertising for a crappy game can still create great initial sales. I've worked for companies that closed, only to re-open under a different name making another crappy game. This law is outdated and ALL software companies would be structured differently if customers could return their product. The only reason why this is a law to begin with is because of piracy and we have to download all games now anyway, plus, business still have been pirating software all along despite that law which is rarely enforced.
4. It was written by a plumber! - Not really, but I want you to think about this: would you have an electrician do your dental work? Or a lawyer do your plumbing repairs? Probably not, but these individuals are programmers and developers. They are not writers and artisans. They are not movie screenplay writers and authors. They get musicians to do their music, but they will not pay for someone to come out with a kick-butt story line who will know all the nuances and characterizations that go into an epic tale. I happen to be a writer in high fantasy, so this was a tough lesson for me to learn and come to terms with.
We as customers do not know! - We don't know all the details that the developers have going on behind close door. We don't know about the code in detail and it's conflicts in certain issues that can or will arise if they give us what we want. Heck, sometimes, they don't even know until they try it and they can't please everyone all the time, so they have to pick their battles and try to make it work IF they are willing to do it at all.
And that's the blessing we have. The fact that they are willing to listen to their customer base at all is awesome. They don't have to. They don't have to have the support team they have. Most of the time in other companies, they go to an email bank in the nether that someone peruses every blue moon or so hell bent on the delete button.
So, be patient but be vocal. Never stop with the ideas because they may work and they may not work, but we'll never know if no one says anything. Who knows? Maybe a lot of players will like the idea and it can be implemented in the game! And unless you are on the development team, you don't know so do not act like you do.
Mandragora wrote: »Darkrogue671 wrote: »I've beta tested a crap ton of games over the years (yes, I'm old) and there is a disconnection between the customer and the company. Here's what I've learned and I am happy to say it, but we are very blessed.
1. It is all planned! - Game producers have everything planned out (programming, testing, release dates, expected sales) before you ever hear about or see the game. If anything you are suggesting will alter those plans or delay them, forget it. It is not going to happen.
2. They weigh their options! - If there are changes that will placate customers they have to weigh that with projected sales or loss of sales. In other words, if it's not going to lose me customers but not gain me new customers, then why change it if it is going to take time and money?
3. They don't have to LISTEN to you! - Protected under the software licensing agreement laws, once you install it or open that package it's yours. Great advertising for a crappy game can still create great initial sales. I've worked for companies that closed, only to re-open under a different name making another crappy game. This law is outdated and ALL software companies would be structured differently if customers could return their product. The only reason why this is a law to begin with is because of piracy and we have to download all games now anyway, plus, business still have been pirating software all along despite that law which is rarely enforced.
4. It was written by a plumber! - Not really, but I want you to think about this: would you have an electrician do your dental work? Or a lawyer do your plumbing repairs? Probably not, but these individuals are programmers and developers. They are not writers and artisans. They are not movie screenplay writers and authors. They get musicians to do their music, but they will not pay for someone to come out with a kick-butt story line who will know all the nuances and characterizations that go into an epic tale. I happen to be a writer in high fantasy, so this was a tough lesson for me to learn and come to terms with.
We as customers do not know! - We don't know all the details that the developers have going on behind close door. We don't know about the code in detail and it's conflicts in certain issues that can or will arise if they give us what we want. Heck, sometimes, they don't even know until they try it and they can't please everyone all the time, so they have to pick their battles and try to make it work IF they are willing to do it at all.
And that's the blessing we have. The fact that they are willing to listen to their customer base at all is awesome. They don't have to. They don't have to have the support team they have. Most of the time in other companies, they go to an email bank in the nether that someone peruses every blue moon or so hell bent on the delete button.
So, be patient but be vocal. Never stop with the ideas because they may work and they may not work, but we'll never know if no one says anything. Who knows? Maybe a lot of players will like the idea and it can be implemented in the game! And unless you are on the development team, you don't know so do not act like you do.
Thanks for your reply, really.
Maybe it would help if there could be more communication between devs and players? I know guild summits are for that, but what if you are a new player or without a guild and you just want to share how do you feel about the game - which is that kind of feedback that is probably wanted?
I don't know if the section "developer discussion" is for new ideas / some kind of feedback?
And you have to admit - if you work on a game for hours you don't have to notice things that a new player can?
Because I know devs are professionals and all, but how is the game for a player can be really different.
Then it can turns to whine - if they don't get any reply.
grimsfield wrote: »I work in a game studio on another MMO, and honestly, complaints are a very big reason for a lot of the changes that actually occur in our game. If 4 or 5 people complain about something, those people are largely ignored. If 200 people complain, then designers start to feel motivation for change.
First off, just for the fun of it, if you're British or Australian, is that "whingeny" instead of "whinny"? Just want to understand how ya'll speak across the two ponds; obviously not the same as we do here in the Great Republic of Texas...<--SNIP-->
Good devs should be able to tell the difference between good and bad feedback and they should be able to stand up to largish groups of whinny players for the good of their game.
Darkrogue671 wrote: »EDIT: I was just informed. There are TWO "E's" in "Kreegan". Yes, I know. Movie reference. Edit done.