lemming Posted yesterday at 02:01 PM Posted yesterday at 02:01 PM As someone who was a developer on another game (much smaller), the devs would take input from the players. Sometimes it would be some offhand comment about something else that would morph into a different feature. Sometimes it would just be the reinforcement of an idea that one already had, sometimes it would wind up as a modification. Creativity takes a lot of different inputs. 1
tidge Posted yesterday at 02:35 PM Posted yesterday at 02:35 PM (edited) I like this: 35 minutes ago, lemming said: As someone who was a developer on another game (much smaller), the devs would take input from the players. Sometimes it would be some offhand comment about something else that would morph into a different feature. Sometimes it would just be the reinforcement of an idea that one already had, sometimes it would wind up as a modification. Creativity takes a lot of different inputs. I think there is some sort of cognitive disconnect when thinking: (1) Eliminating/restricting other critical user feedback because critical feedback is bad for a suggestion, and (2) A development team is more likely to implement a suggestion that gets no critical user feedback (maybe because the Devs would take feedback in Beta? *1). Unless somebody believes that the devs are going to (eventually) implement 100% of all suggestions that only have an absence of (negative) critical feedback, asking to restrict feedback on publicly shared ideas would be an example of narcissistic behavior. (*1) We have had (on HC) a small number of cases where the HC team implemented something that generated a reaction of "Who asked for that?" and/or "How did that slip in?"... in other words: negative critical reactions. Some were rolled back, some were not. For the huge number of player-made suggestions, I'd prefer some discourse happen before anyone touches the code. EDIT: The first example of a rolled-back change that comes to mind was the "rolling alignment tips" that would pour in. The obvious "problem" being solved was "what if a player doesn't want the morality tips they have?"... which on its face could be an issue for some players. In practice, players can of course buy any (level-restricted) morality mission they want... and the rolling solution was simply flooding players with notifications and eliminating morality missions that they may have wanted to keep. Edited yesterday at 02:39 PM by tidge 1
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