Don't just listen to players. If given the option, they'll optimize the game out of their games, and the story out of their stories. It's our job to filter information and data and feedback into good work, and while we'll sometimes miss it's better than blindly following surveys.
Reposted from
Josh
I once worked on a visual novel game where all the surveys and focus groups said that nobody wanted romance, they only wanted mystery and sci-fi.
Then 75+% of clicks in-game went to stories with explicit romantic or sexy themes.
www.pcgamer.com/gaming-indus...
Then 75+% of clicks in-game went to stories with explicit romantic or sexy themes.
www.pcgamer.com/gaming-indus...
Comments
I made few somewhat popular threads about it and devs admitted mistake.. after half a decade.
One of the reasons why games like Ghost of Tsushima struck a cord with me is because you had a close companionship without it being romantic.
-Alan Moore
Ask the public what they want and it’s good news stories.
See what they read and it’s bad news stories.
Sometimes people's answers are more towards what they think the intent of the question is.
Bad surveys with bad sampling lead to bad data which lead them to wrong conclusions.
(Please note current game is a flipper where you clean walls and build castles, not what I’d call challenging)
Asking people what they WANT from their entertainment is a very unintuitive exercise, given surprise and delight originate from being exposed to things you haven't yet imagined and didn't know you wanted!
It's such a dumb thing to say what people want or don't want.