THE CUSTOMER (OR THE PLAYER) ISN'T ALWAYS RIGHT.

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In fact, they might just be dead ass wrong.

This article changed my life.

Granted, I don't work in customer service anymore, but I did once, and I'm sure some of you guys did or do, and all of us are customers in one way or another. More specifically, all of us who play games are 'customers' for the developers, and us developers have 'customers' who are the players. It's a general rule for us as game designers to try to cater to what the players might want out of a game and try to make our games to that standard; after all, nobody wants to make a shitty game.

However, when is this principle wrong? When is it counterproductive? A few points from that article are relevant because one, sometimes 'customers' (the player) can make the 'employer' (the developer) unhappy with incessant, and sometimes mutually exclusive demands (one player says this, the other says that, and sometimes the same dude says two different things that clash), and point two, some 'customers' are 'bad', or more specifically, they don't know what the fuck they're talking about and it just messes up your job as a developer.

Obviously I am not suggesting we throw up the middle finger at the player as an excuse to make a bad game (and I am not suggesting that game making directly parallels a business). We want to make games that people can play, right? Then yes, make your game playable, and enjoyable! But what is the point where you can't afford to cater to your players as a developer without sacrificing something?
Very true. Obvious, really.
You need to consider how good service comes to be, and you'll realize the customers are just the last step.

A common problem is also that those who are satisfied and happy will usually give no response at all, while those unhappy will make demands and complaints. Looking at only the small portion of complaints doesn't say jack shit about the vast majority of customers.

I sometimes see the conductor being treated rather badly for just doing his job. I sometimes commend him for staying so civil, or mention that it's a tough job he's doing. Always cheered them up a little, and I think we should do that more often.

The first thing is that demands of any kind are wrong by default. You being unhappy does not make it a break-point for others.
It's ultimately the employer who decides what items and services are put on sales, what standards the employees have to follow.
Whereas the customer try to search for the best available option. If a business is not up to the customer's standard, then they should better move on.

That's the basic principle and allows "good" businesses to be more successful. We all know having a monopoly or something that does not have better replacements etc. can mess with that, but we've got enough people here, at least.

However, that concept does not refuse complaints and negative feedback, although positive feedback is just as useful.
If an employee really isn't up to the business' standard, then better tell the employer. Or what you liked or disliked.
Having complaints or suggestions does not mean that they need to be used.
It's feedback. If there is enough reason to assume something is really wrong, you'll ultimately notice. And often times you can't just change everything.
There's no reason to shut up, just realize that any feedback will remain your opinion and that it's up to the creator to make changes when he sees it as useful.
And that nothing, absolutely nothing can be used as an excuse to insult the creator or the efforts. We all try our best here, don't we?
"Always look on the bright side of gam"

I see plenty of "why is this game so short?" complaints. I mean, here are so many games available, why should all of them be 30 hours+? Why should that even be a complaint? Length doesn't say anything about quality. The games here are free to boot, so it's not to "be worth your money", either.

What we gamers need to remind ourselves of asking ourselves: What can we expect from this creater/this game?

And also need to realize that you have your own focus and point of view. Others will perceive it differently.
If you want to have something changes, how would it affects all the other guys out there? Not everyone wants fluffy unicorns everywhere.

I do say we have a very constructive community here. But I'm not too long here and I certainly don't get wind of any pmed complaints or so.
But as for the site .. we are damned lucky to even be able to play any of these free games. There are some fine gems out there I'd have glady have buckets for and we get them fucking free. No gamer is entitled to see "his dream game" realized here.

How is it for the developers here? Any shitstorms going on or just the occasional grumpy customer?
New dev here.

I haven't recieved any senseless complaints yet (though granted, that I only have two games...)
The comments were mostly constructive and helpful, and thus were acted on accordingly.

But I'll relate this in real life here. Majority of the people here in my place are blunt and outspoken, and as such, are quite a pain to the peeps in the customer service. Many times did I overhear some proud, bitchy customer rant on endlessly. Usually bringing shame to the poor guy/gal. And to think that their reasons were so shallow... Ie. They've been waiting in line for 3 min. just because the cashier had to put a cart-full of grocery into a bag, by herself. They can't even appreciate the fact that she did it that fast, alone!

I just don't get some people.

Sorry if my post veered off a bit...
While it's true that the player is certainly not always right, I don't think at least this sites players are very abusive towards developers, quite the opposite usually. Sure there's a few unreasonable complaints every now and then (I've had some myself, such as this one), but I try to at least get something useful out of them and if they just dislike the game for reasons that alot of other players actually like the game for, I put it out of my mind.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
My biggest project is an online RPG where I've hung out with my players in public chat for every day for the last ten years, so this is a topic I have a great deal of familiarity with.

I went through a phase where I tried to do things that everyone seemed to want even if I thought they were stupid ideas, I went through a phase where I tried to ignore what I thought was bad advice, and I then went through a phase where I tried to explain to players why I do things or show them firsthand what would happen if I tried things the way they were suggesting. That last method was by far the most effective, since it would very often result in them coming back with vastly superior counterproposals which gave a much better explanation of what they really wanted and why. But it was also the most time-consuming.

Over time, though, I learned to be able to read into what the players were saying. I realized that if I talked to them just a little bit and heard complaints from enough players, I could figure out what they really wanted without extensively interviewing them. I was learning to mind-read them a little, or maybe just becoming a more experienced designer.

See, even when a player's complaints are wrong and stupid, they have a reason for wanting the changes they're asking for. Something in the game is improvable, something can be changed that will make them enjoy it. That something just isn't actually the thing they're asking for. The thing they're asking for would fix what's bothering them but also cause major problems. But there's a way to make them happy without fixing it. Every time.

---

Here's a great example: How to keep high level players interested in my game. This is an online game, and for a long time, it was possible to keep leveling up indefinitely. But obviously I can't keep making new areas and bosses and missions up to level infinity. So eventually it gets really boring. Some people keep leveling up though. The highest level content in the game was at level 125, but there were people who had reached level 200. These people were bored. They wanted shit to do. They wanted new higher level content.

Now, I don't want to ignore the complaints of the high level players. They spend more time playing the game than anyone else. Losing them would only make me lose about 1% of my total players, but I would lose about 25% of my active players online at any given time.

So for level 100 to 150 we add a bunch of new equipment, a handful of new areas to XP in, and some extremely hard superbosses.

But leveling up beyond level 125 is horrifyingly boring. It turns out that by creating incentives to do it, what I'm actually doing is creating incentives to start botting, because the other 99% of players can't stand it. Shouldn't have listened to you stupid fucking players!

As a bandaid, we create a level cap of 255 to keep the problem from getting worse. Would have made it lower, but people were already leveled up that high. This infuriates the 1%, of course.

Over time, listening to player, I realize something that I should have realized much sooner. The players who level up to level 200+ care more about becoming stronger than they care about having things to do. There are two types of players who play RPGs - those who only become more powerful because they need to in order to beat the content, and those who only beat the content because they need to in order to become more powerful. The stuff that we added is attractive to the wrong type of player.

Yet it's what the high level players fucking asked for, because they didn't think it through. They just knew they were bored and so they started suggesting stuff that sounded like it would alleviate their boredom. They also didn't predict the mindsets of the other players, which is totally understandable, because that's my job, not theirs.

We ended up lowering the power of those high level bosses so that everything is doable by level 140. Adding alternate ways to beat them. We also ended up increasing the levels of some areas, so that the game was at least not super boring until after level 140. We made high level parties vastly better, so that all players would enjoy the experience more. All of this was just to fix the problems we'd created by listening to players.

And then to solve the original problem for real, we added sets of missions that can be repeated once every two and a half days, and give a reward every time. We also made the superbosses keep giving rewards every time you killed them, forever. Now high level players have stuff to keep doing forever, and some of that stuff lets them prove how strong they are; they can eventually kill the superbosses alone instead of needing a party. But the players who dislike grinding can feel satisfied that they've seen everything after doing it all once.

The level cap is still there, because fuck you guys.
I never bought into that saying. I worked in customer service for many years and figured out that it was false early on. Many people know that if you complain you will get free stuff, so they will lie on purpose. I actually had someone tell me his phone just stopped working but he was out of warranty. He forgot to hang up when he put the phone down and I could hear him talk to his gf/wife about how he dropped the phone in water heh

As for game making, I'm always open to suggestions but I will take a stand for my own choices.
author=Kylaila
How is it for the developers here? Any shitstorms going on or just the occasional grumpy customer?


I love the people here. Now, I joined recently too, right around the Kontroversy, but all of the negative/critical feedback I've gotten from RMN was civil and thought-out. If I recall right, there's a strict policy here against harassing other members. It's wonderful. Love it.

Now, if you were to go to a place where people won't be held accountable for their actions, you won't have a good time.

I haven't been too worried about people just disliking my games. Any game dev should KNOW that not everyone will like their game... The scary thing is the threat of personal attacks over the internet. Yeah, I know, cyberbullying waa waa, but it's honestly pretty scary to think of what will happen if my next games don't handle certain subjects in a way people consider "tasteful".

Back on topic, I find it helps to think that people want something interesting, rather than to think "people want rpgs with 30 hours of gameplay" or "people want horror games with lots of jumpscares". If you can make something weird in the way no one else can, then you're on the right path.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Horror games are extremely unpopular, there are probably like three and a half of them in existence outside of RPG Maker, none of which sold very well. The fact that they make up like 80% of our total games on RMN is probably a sign that people here do not give a flying shit what their players want or would enjoy.

In fact, in general, I'd say there are too many people here who are all like "but it is my aaaaaaart there's no such thing as wrong art you can't tell me what to doooooo" and then they release a bunch of ugly unplayable horseshit. And then they get mad that players (and other designers) don't think their game is a precious irreplacable snowflake that's perfect just the way it is.

And then there are also too many people here who are just like "man I don't want to spend effort on actually learning anything or improving anything I just want to make what I WANNA MAKE." And then no one wants to play their awful game because too much of it is just a bunch of RPG Maker defaults plus maybe the Yanfly battle system with default settings.

I don't think either of those are good mentalities to have. They're oddly selfish ways of thinking, for a hobby where you're making entertainment for other people. You should always try to please your players. Their happiness is the reason your game exists, after all. You just shouldn't always listen to them. They don't really know what they want, most of the time.
man I don't want to spend effort on actually learning anything or improving anything I just want to make what I WANNA MAKE.


...except that I wanna make generic fantasy jrpgs, so it works out.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Keep living the dream!

You polish the shit out of your generic fantasy RPGs though. I mean, you're not making I Miss The Sunrise, but you're also not making Fire Kingdom: Christmas. You seem to work hard to give a good experience to the kind of players your games attract, or else you're just extremely lucky and got a bunch of stuff right the first time. (Don't tell me if it's the second one.)
slash
APATHY IS FOR COWARDS
4158
I agree with this philosophy in general. When you read feedback by a player (or fellow gamedev), you gotta figure what they're really getting at:

1. If they're obviously spitting off rage and vitriol, don't give them any time that you don't want to. Even if they have useful information within their feedback, you gotta know when to just write someone off, especially if it's incredibly stressful or harmful.

2. Sometimes they just... don't know what they're talking about. Players may give you advice on what they think would make a game better, but often haven't considered what the change will mean and how it will affect the game - certainly, they tend not to consider the scope of a request, and sometimes that player's just an outlier. No game is gonna please everyone.

In addition, sometimes a player will ask for a specific change, when what's really bothering them is something else entirely - for example, in an early game of mine players would get totally lost, so they asked me to add a mini-map. Instead, I just re-designed the map itself so that it was much more difficult to get lost.

It's worth giving feedback consideration and it's dangerous to ignore it completely, but if a piece of feedback really doesn't seem useful (or it's outright useless, or cruel) then throw it away and don't look back.
I think that you can as a good game designer very well differentiate between bad and good feedback. And you also know which feedback is "globally a good idea" and which is strongly a matter of taste.

For example someone suggesting to reorganize the menus so that the user can faster access the most used screens is something that will globally improve the game. Nobody will come and say he likes to do more clicks / button presses to access the menu.

However something were everyone has a different opinion on is for example difficulty. This one shouldn't be changed just on feedback of a single person, you need to try to catch the global opinion. And more often than not, it might just be a single enemy too hard or too easy rather than the game generally being too hard or too easy (if someone comes to you and says the game sucks because it's too hard that's usually because he got stuck at one point).
The player isn't always right, but they usually have a good point, since they're playing it fresh, with no knowledge of the inner workings of the game.

They've helped me find a few flaws in my design by giving me feedback on my recent demo. And although one bit of feedback REALLY annoys me since I really find the mechanic "works"...Since EVERYONE is complaining about how it's too dangerous and makes that character feel unusable, leading to them doing nothing but guarding with her...I've bitten the bullet and realized that maybe they have a point and that I should rework it a bit.

It's not easy, but I'm working on it.
Solitayre
Circumstance penalty for being the bard.
18257
One player isn't always right.

If twenty players are saying the same thing, you should probably be willing to revise.
The fun part however is figuring out how you should change something. If twenty players says something is too hard, making that something easier is perhaps in order. However the question still remains how much easier you have to make it and by what means you should make it easier. Best case scenario, you can solve the problem by explaining you game better.

A let's try could in theory help here. They let the developer see what the player is actually doing. I said in theory, because most let's tries seems to have been made by a select few people who play RPGs poorly.
Twenty people can be wrong about the same thing.
You can't simply go by numbers. Often you don't even get 20 constructive "feedbacks" total.

Also even if a feedback comes only from a single person it might actually be more helpful than the feedback you got from the 19 others.

You need to learn how to handle the feedback. But we had that topic in another thread already.
Honestly, I don't fully understand why so many developers have problems with handling it, because for me it's quite easy to tell if feedback is good or just ranting. And even if I'm not sure, nothing ever stopped me from just asking the one who gave feedback to clarify a point.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Eh. Yes. But if everyone disagrees with you, and you're making entertainment that they're the ones who are going to play it and are supposed to enjoy it, and you're not, odds are that you're probably the one who's wrong.

It depends how much design training you have. If you've been doing this fifteen years and have studied game design and player psychology, and have a couple fellow designers you're bouncing your ideas off of, feel free to MOSTLY ignore the unwashed masses. If you downloaded Ace a year ago and have been spending a little free time each week trying to build your first game, pay the fuck attention to what your players are telling you, because you're no better at this than they are.
author=Link_2112
Twenty people can be wrong about the same thing.
I think it's more like "if 20 people point something out, you probably shouldn't just dismiss it out of hand."
Sorry, didn't mean to suggest that you should ignore something if 20 people say it. Just that multiple people saying something doesn't make it right. Not that anybody even suggested that. I was just spewing words.

If 20 people is everyone who gave feedback and they all the say the same thing, there is a problem somewhere.
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