Should developers "listen to the fans"?

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KezzieZ

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Sep 20, 2010
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To an extent.

The problem is that, no matter what, there are always going to be those fans that whine. It's good if the developers listen to the level-headed concerns and criticisms, but the outright whiners tend to be louder, you know?

I think it's up to developers to pick and choose what they listen to but they should mostly concentrate on making a fun and interesting game their way.
 

Hides His Eyes

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Jul 26, 2011
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Yeah. The thing is, all of a game's fans will play it and like it for different reasons, and as such will want to see more or less of very particular things in future offerings from the game's developers. So if a developer tries to make a game based on what fans want, the result may be a very confused and incoherent piece of work. The developer needs to have a unified vision of their own to create a game that really works well.
 

Pandabearparade

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Mar 23, 2011
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Depends on the fan, really.

Some fans have good insight on mistakes made in previous games, ways the games could have been better.. and the desires of fans at large have to be met, or the game just won't sell. That said, they shouldn't just take a tally and let the angry mob vote for the game they want, because the game would suck.
 

The Lunatic

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Jun 3, 2010
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Generally, yes, they should.

However how they respond to it is much more important.

The Mass Effect style of "CUT THINGS OFF" doesn't work as well as "MAKE THIS MORE EFFECTIVE".
 

hermes

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Mar 2, 2009
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Yes...

Game designers should listen to their fans; especially because, after several years of working on the same thing, people tend to focus on minutia and lost sight of the big picture... Fans and gamers in general get to experience it without such bias, and have a wider vision than most developers that worked on it (short of few people in the project).

I am not saying game designers should listen to everything people say, nor that they should design the game to satisfy the biggest audience possible (or the marketing team wishes); but they should be able to see through a sea of feedback and pick which criticism is relevant, which should be addressed and which is just rants from people that "don't get it". That is a vital skill for someone that manages a team, and a would seriously distrust a game designer that lacks it.
 

mezorin

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Jan 9, 2007
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Am I the only one here who actually liked ME2 better than 1? I got to spend more time with a revamped and arguably better FPS experience, and less time digging around menus. The system in part 2 could use some work admittedly, as the customizable weapons, more depth to talent builds, armor slots, etc would go a long way in ME3 to give it RPG customization without all the omni gel house keeping. But 2 was an improvement over part 1 simply because Mass Effect IS an FPS series at heart to begin with gameplay wise.


On the OP subject, like all things in life listening to customers is something you need to take a a balanced approach in. If people are legitimately pissed off at a feature that comes up short, then those issues should try to be addressed. However, you also have to remember that customers often are not game developers themselves or often are scrubs. Noob tube is not automatically overpowered just because WhinerKid420 says it is (although that could be a symptom of poor map balance).

For a living, breathing MMO, good community relations is a must. If enough players feel like they are getting jilted in a game they will pack their bat and ball and go back to Azaroth rather than put up with it.

The best example of community relations I have seen is Paragon Studios (formerly Cryptic) with City of Heroes. While PVP is arguably a train wreck in that game (I won't get into why here), the devs there have always tried to work with a community, rather than ignore the community or cater to their every whim. The net result is a game that's held in there longer than it should have and has improved vastly in the seven+ years its been in operation.
 

Quakester

Blaster Master
Apr 27, 2010
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There is a huge difference between listening to fans and pandering to them. Every company should listen to their customers. It's just good business sense. That being said, it doesn't mean you have to give them everything they want. If a huge number of fans are screaming for a feature and giving them that feature won't kill your budget or destroy the narrative, give it to them.
 

Hipsy_Gypsy

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Jun 2, 2011
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Eh, I think it's a good idea to simply listen to and perhaps even go as far as to consider fans' ideas as input for new games because that's their target audience, however, you know as the saying goes, lest somewhat adapted; "you can entertain some of the people some of the time but you can't entertain all of the people all of the time". Plus some... some fans have the stupidest ideas.

In short, I reckon that ideas should be listened to and considered IF they're good enough, however, at the end of the day it's up to the game designers to impress and surprise their fans, eh?


SageRuffin said:
Witty Name Here said:
If bioware listened to it's fans then I'm pretty sure Dragon Age would be a Romance Simulator by now.
And both Mass Effect games. Have you seen the GameFAQs forums?

Observation: I've noticed that most developers have a nasty habit of listening more to whining than they do legitimate criticisms. Let's look at MvC3, since it's still recent. A lot of people who bought MvC3 are newcomers not completely understanding what balance means to a fighting game. Ergo all they notice are immediate flaws, usually about characters they don't like, and they often don't say more than "Character or Feature X is broken" with no reasoning whatsoever. End results, Sentinel takes a massive defense nerf and Captain America is now one of the worse characters in the game.

If more developers paid attention to legitimate criticism, then so many series' won't be run into the ground, or so I predict.

Or something like that.
Ta da!
 

Biodeamon

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Apr 11, 2011
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If they want to make the $$$$$$$$$$. then yes.

If they want to stsay true to the games and make their own then no.

if they pick the ;atter then you know that their real developers.
 

Juk3n

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Aug 14, 2010
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Absolutely YES! Especially high traffic multiplayer games like CoD. Players know best, we play the games more than developers. We can show them all the invisible elevators in Derail, and all the perfect locations to spawn trap and spawn-tube. If fans have been telling you for 6 years that Stopping Power has no right to exist then godsdamit it has NO RIGHT TO EXIST.

The customer is always right.
 

Tommeh Brownleh

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May 26, 2011
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On a case by case basis yes. A few I can think of where it would benefit the game: Sonic Team should make sonic, oh, I don't know, FAST. Assassin's Creed Brotherhood: Being on the roof for too long in MP should kill you a la Halo Reach Jetpack. Splinter Cell Conviction: Cover based shooting is NOT stealth. and LASTLY but certainly not least: Minecraft: Please let us turn the damn creepers and nothing else off. The other enemies are just fine, but dear god please no green scaryface penises.
 

Mark Flanagan

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Apr 25, 2011
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No, Several million people wanting several million subtly different things would be a nightmare to listen too. However if said fans all complained about one issue then the developers should change it ala Dice and Dropshotting in BF3.
 

Brown Cap

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Jan 6, 2009
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Probably. Even though like 60% of fans of anything are total idiots that talk out of their asses, thats how a free market economy works. If people want something and you don't/can't give it to them, then some form of failure is inevitable.
 

Filiecs

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May 24, 2011
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Yes and no.
If a game developer creates a well thought out sequel for a game but most people hate the new design, concept, mechanics, or story and such then it's not going to sell well even if by a technical standpoint it's a masterpiece.

On the other hand if you try and please the fans and not yourself you're going to end up with a piled on mish-mash of everything but the kitchen sink. That won't sell well either.

This a valuable lesson I learned from Rarity.