scyphozoa wrote...
This is already done at Bioware and throughout the game industry. Customer feedback is considered by the designers. The question was why do designers not base their designs more on customer feedback? And the answer is because what an individual customer, or even a group of customers wants is usually not the best design choice for a product that reaches millions of people. Without the talent, expertise and information required to make successful decisions about multimillion dollar projects, customers aren't going to be able to make sound design choices. Don't get me wrong, customers can offer a tremendous volume of feedback about which features they like or dislike, but that feedback isn't going to equate to a better design choice. Design choices often are sacrifices, even the devs have to argue the merits of the features they want to see amongst themselves, and often, good features get cut because it is the right design choice.
Feedback is good. Customers expecting their feedback to directly influence design choices are bad. Provide as much feedback as you can, but recognize that every individual is a voice in a customer base of millions. Do not put too much weight or expectations into your feedback. That is pretty much as clear as I can spell it out.
The answer to your question why no developers base their game designs more on customer feedback is already in my original post. It is all about the balance of pleasing your customers and sticking with your original vision without increasing development cost and time, also jeopardizing the quality of the product.
I see you've changed your tone and your argument. So just let me clearify myself a bit.
First, customers don't need the talent, expertise or information to let the developers know where they have made a mistake, or they are not pleased with the direction that's being taken in the game development. Customers might not get the full picture the development process but they surely know damm enough to know what is wrong with the product or why they like the product.
Second, I was replying to your previous comment about how you believed listening to the customers wouldn't improve the game quality and if anything, it would only degrade it.
Just let me quote you again.
scyphozoa wrote...
Being able to be entertained does not make the customer qualified to make design choices, it just means they know how to consume entertainment, so I don't think listening to customers is going to dramatically improve the quality of games, if anything, it would probably be a detriment, just IMO.
I certainly hope that no one in the game industry believes in your idea. It is possibly the worst way that a business model can be based on.
Modifié par bmwcrazy, 08 octobre 2012 - 07:58 .