Wulfram wrote...
hoorayforicecream wrote...
But it tells me what you want. I might not be able to deliver a 200 hour epic, but it tells me you want a longer game experience.
But it doesn't tell you what I'd be prepared to sacrifice for it, so it's meaningless. All it tells you is that I want more stuff for my money.
Doesn't matter. People are notoriously bad at communicating what it is they want to sacrifice, because they have no context and don't have that information, nor care to get that information. It tells me what you care about. I don't necessarily have to act on it, especially because there's also the opinions of thousands of other fans that I can take random samples of.
I might not be able to create a city with hundreds of thousands of people in it, but it tells me that having believable ambient NPCs to make an environment feel city-like is important to you.
So you'd try to make your cities more Skyrim/Oblivion like, because that's the closest you can get realistically to my request. And then I'd really hate your cities, because that's how I feel about Skyrim/Oblivion style cities.
You're making assumptions again. No, that's not necessarily the case unless the Skyrim/Oblivion method is literally the only means of populating a city. That's not necessarily the case. Plenty of other games have cities that feel populated.
I might not be able to deliver every single strand of hair and blade of grass rendered photorealistically, but it tells me that graphical fidelity is important to you.
Except it doesn't tell you how important it is, because I'm not taking into account costs. And it doesn't tell you if I might prefer stylisation when true realism is impossible
Doesn't matter. That sort of information comes from aggregating all of the data that we as devs gather, not just from one person. It just tells me that it is important to you enough to mention it, and it's up to me to interpret it. If we are wrong in our interpretation, then that's our fault. But we can hardly fault the feedback given. It just means we should be more careful about acquiring that data, and possibly ask further clarifying questions.
Stylization vs realism are direction choices, and we aren't about to put that sort of decision into the hands of the users anyway.
I might not be able to deliver a gold statue of Leliana, but it tells me that swag is important to you.
But since I wouldn't be able to melt down the swag and sell it at a profit, I'm not interested in it.
Then perhaps you didn't think things through when asking for stuff, since you can safely assume that games will never be sold at a loss. But that's ok, because it isn't a requirement that the devs implement every suggestion. It's just one more feedback mechanism that helps shape development. It is hardly the only one.
Just because something is important to you doesn't mean the devs have to act on it. It just means that it's another data point from which to draw conclusions. There will be those who are misinterpreted. When you've got thousands and thousands of data points, there are bound to be false positives and false negatives. But as you increase that sample size, the number of false positives and negatives grows at a much smaller rate, and you can identify trends.