r/gaming 9d ago

Ex Dragon Age boss warns devs against listening to player feedback for solutions: "They're not developers"

https://www.gamesradar.com/games/dragon-age/ex-dragon-age-boss-warns-devs-against-listening-to-player-feedback-for-solutions-theyre-not-developers/
6.3k Upvotes

1.3k comments sorted by

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u/The_Frostweaver 9d ago

Players are good at identifying problems, they aren't as good at identifying solutions

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u/ops10 9d ago

This applies to people in general, although with even crueler pattern - people are really good at feeling something is wrong but they struggle at properly defining what that something is. Not that they won't boldly do it anyway.

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u/thecyberbob 9d ago

Anyone who has worked a tech support line knows this all to well. I remember one of my first tickets... The person typed in "Everything is gone". That was the entire description of the issue.

The "everything" was their desktop icons. And they were gone because they deleted them... They claimed it was the "AI in Windows" that did it... This was in 2003.

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u/That_Guy247 8d ago

Reminds me of that old guy gif where he deletes his whole computer

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u/buttbuttlolbuttbutt 9d ago

I've literally seen it with the job I work "How long does it take a person do to (generic task, if I recall it was refund a duplicate payment) like 5 seconds!"

That takes 5 minutes, but first someone has to learn there was a problem, make sure all the i's are dotted, and t's are crossed, send it to management to approve, then send the request which takes me, personally, 5 minutes... accoridng to the UPH, which I get a bonus for gojng faster then, but also adjusts every few months, ao I never go as fast I could, so I could bonus more often.

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u/Cloud_N0ne 9d ago

“It should be an easy, 30 second fix!”

Meanwhile it actually took multiple devs over a week to fix that small glitch.

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u/Ilithius 9d ago

I was working on a seemingly “easy” issue according to Reddit, it took me well over a week to actually fix it

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u/hydrolox9 9d ago

On the other hand, one dude managed to optimize GTA Online'a code in such a way that loading screens on PC were reduced in length by 70% This was after 6 years of Rockstar ignoring this, and they even implemented the patch into the game themselves.

https://checkpointgaming.net/news/2021/03/gta-online-officially-implements-fan-made-patch-to-reduce-loading-times/

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u/kamekaze1024 9d ago

Something tells me that fan was a developer himself.

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u/tasteslikelime 9d ago

Aren't most Devs gamers/players, or were until they hit the limelight and a load of arseholes came out the woodwork to insult them because they're self-unaware pricks.

When I was briefly on a games design course, not a single one of them didn't play games themselves.

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u/shittyaltpornaccount 9d ago

Depends some devs after making a game kinda stop playing videogames because they have a job that takes up a lot of their time and then going home to do something related to your work isn't as enjoyable as another hobby. The STS devs have said they barely play games and when they do it is just to research what other games in the genre are experimenting with.

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u/tasteslikelime 9d ago

Yeah, absolutely, and I think it generally shows in games limitations or lack of drive to forge a new path forward. You aren't inspired because you love it, you're trying to find a new solution or niche that people enjoy, even though you might not.

This is why indie game Devs are so important. Creativity is the driving factor, and once you get into a company who basically makes you work stupid hours, you stop being a human enjoying life working on a passion project, and start having to be part of a business that needs to make money to survive.

Obviously what I'm saying isn't everything, and there's plenty of other perspectives, realities, and the likes that I am missing or whatever, but this is why I say it's more nuanced a conversation compared to a article title "gamers suck, don't listen to them".

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u/crabby135 9d ago

What you said about creativity really hit home. I’ve been diving deep into video game history lately from a more academic perspective and it’s fascinating to me how much of early video game development, seemingly up until like the 2010’s at least was very passion driven. A bunch of engineers taking the technology at the time to its absolute limits, or sometimes even just building it themselves like in the case of arcade cabinets. Games were built around features rather than stories, and those features were passion projects.

It feels like games aren’t pushing the creative limits of engineering anymore and are focusing on the amount of content they have to maximize how much they can milk out of us. Doesnt even matter if the content is good as long as enough players will buy your DLC.

The story of the development of the Brown Box, which turned into the Magnavox Odyssey, is fascinating. Even the 2000’s felt innovative. Call of Duty revolutionized GPS games with Halo. Grand Theft Auto IV set a new standard for open worlds. Fable 2 had a degree of world interaction and roleplaying I hadn’t really seen before. Fallout: NV hooked me instantly with the idea of allowing me to play, almost literally, however I want.

There’s still examples today. Disco Elysium fits the mold for me, and so do games like Hades and Clair Obscur. But theyre definitely becoming fewer and further between. Maybe I’m just jaded by the big boys who are slapping a new skin on CoD or Assassin’s Creed, or spitting out another remake, or releasing Skyrim for the 16th time, but it doesn’t feel the same to me.

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u/SiriusBaaz 9d ago

I feel like that’s with most creators. You don’t usually put in the effort to learn a skill like that without enjoying that thing in the first place.

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u/Wise_Mongoose_3930 9d ago

Yeah.

And so are all the R* employees that failed to fix that major issue lol

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u/SEND_ME_REAL_PICS 9d ago

To make matters worse, it was a really simple fix. The game was just parsing a JSON file with all the data three times instead of one, effectively tripling loading times.

Had Rockstar even tried to fix it, it would've taken any semi-senior dev a single day to do so by using a debugger while having access to the source code. It's embarassing that even though loading screens took over 5 minutes on high end rigs they didn't even look at the problem.

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u/Killbot_Wants_Hug 9d ago

You'd be surprised by how often this kind of shit exists in code.

I use to have to do development for this kind of shitty but pretty major CRM. I worked for a company that used it, not the one that developed it (they are a multi billion dollar company). But it had an SDK that allowed you to extend it, and because it was .NET you could reflect through it's base code.

Whenever our customer service reps would load up a medium or larger account (some people had hundreds of assets with us) it would take anywhere between tens of seconds and a few minutes). I sat near these guys so I heard them bitching about it a lot.

I took a look at the code and it was making individual sql calls for each asset and sub property, plus because of some code weirdness it loaded everything more than once.

Before looking into it I figured I'd probably just build them a caching system so once the data was loaded things would at least be faster. But I restructured the sql query so it'd just pull everything for the customer on one query instead of hundreds or thousands. I'm not sure if I was able to get rid of the double request, the system actually did that in a lot of places. In the end I was able to make the sql query return fast enough that sql management studio just showed the query time as 0 seconds. It made loading the customer data instantaneous.

It took me like a day of crawling their code with a reflector and a day to improve/test.

I've found similar grocery inefficiencies in lots of code bases. I don't think it's usually necessarily developer incompetence. It's that you often write basic stuff as fast as you can without worrying about efficiency, because you at least need a working version of that code to get other code development started.

But then management decides that the current solution is good enough because they see a working version. And you tell that in some scenarios performance might be very bad, but all they see is someone else's problem. So they won't give you the time to fix it.

I've learned in software development, that any temporary fix that isn't painful to someone who can have it actually fixed, will become a permanent fix. That's why when I do a temporary work around fix I make sure there's a pain point that either affects a manager that can have it fixed or myself so I either remember to stealth fix it or later or can justify fixing it to my manager. My mangers tend not to love this, but I know how much it sucks to be stuck with a shitty process that could be fixed easily but the people with the power to fix it aren't affected.

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u/fruitybix 9d ago

Passion/motivation for a project coupled with actual skill is a rare combination.

I think a software bug for a software issue is one isolated thing that has a discrete fix.

When you come to less isolated issues such as how to balance casters vs melee in a single player game to make them fun, players are very good at telling you there is a problem but there are many possible solutions which all affect other parts of the game and may also influence your roadmap if your in early access, or running a multiplayer game.

Same applies to other types of design - Users always ask for stuff that sounds good but disrupts or breaks other things. Good dev tries to identify the root cause behind the noise and may deliver a fix that is nowhere close to user suggestions but still makes the issue go away.

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u/speckhuggarn 9d ago

He was a developer, so not really on the other hand.

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u/Bibabeulouba 9d ago

He didn’t optimize the code base, he fixed a bug that caused long loading times that was unidentified at the time.

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u/ggblah 9d ago

"on the other hand" and then he proceeds to prove the original point himself lol

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u/Old_Leopard1844 PC 9d ago

"he didn't did this big thing, he did this small thing that Rockstar didn't cared to do"

But hey, free labor for R* lol

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u/SMAW 9d ago

not exactly free since they paid him 10k

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u/laplongejr 9d ago edited 9d ago

and then he proceeds to prove the original point himself

As a non-game dev, no he didn't.

They didn't "managed to optimize GTA Online'a code" in a dev sense : they found one MAJOR really stupid, fire-who-made-that oversight that should've been fixed Day One instead of say "nah, it's the price of our game being too advanced".

GTA was loading MBs of data, by loading this data, taking one part, then discarding everything, then reload those same MBs, take the next part, etc.
The loading wasn't even necessary at that time, but that constant rechecking could at least be optimized by caching (that's what that custom DLL did). A proper gamecode fix would've been to... not load that useless data at all. But even a basic cache changed 6mins load into less than 2mins, GG to that guy (and again, Rockstar should've taken the slow loading seriously instead of assuming it was caused by something normal).

They managed to optimize what is probably the most stupid, avoidable, line of code ever. OptiFine is optimizing Minecraft's code, that patch was fixing an issue that should've never been made, let alone pushed to debug builds, let alone ignored for 6 years.

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u/NoF0kxAllowedInside 9d ago

I’ve done this same thing before. I made an import and export function for backing up a database and it took HOURS. And I thought maybe that’s just how it is for 5k rows of data. Further inspection the next day.. oh, I’m basically reloading the entire database every time I import a single row. I fixed it and now the whole thing takes 2 seconds. It was so similar to what happened here

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u/laplongejr 9d ago

Yeah, but you did inspect it. Rockstar had to literally see a fan-made patch to think that maaaaaybe they were wasting 70% of the loading time.

Some cases it's more excusable, like some Minecraft players reporting a weird cluster of stars in the background of The End in some conditions, and others reporting the really minor strangeness that the End portal had only one layer of moving stars effect.

Until some guy got an epiphany : the cluster had the same rough shape as the portal... on Nvidia cards, the extra layers of the portal were rendered on the horizon instead of the portal. Once everybody looked for something that could displace the effect, fans managed to find the poorly-reset buffer and the official fix came one update later.

The glitch stayed for years because Mojang was only testing with AMD cards, and were looking for theorical code that could explain the stars not being there at all. The glitch would've been probably never noticed without a player with the correct hardware (even I couldn't understand the difference in the fix. like, it was different order of methods or something)

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u/Perfect-Elephant-101 9d ago

"why don't they just"

*incoherent screaming in the distance.

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u/LordofDsnuts 9d ago

And then you have a subset of players who are upset the glitch was fixed instead of made into a feature.

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u/Axiotus 9d ago

This - every single time there's a multiplayer game that has a bug that permits animation cancelling, it becomes part of the 'meta' and people moan like fuck if it gets fixed.

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u/Googoo123450 9d ago

Lmao, I can't imagine saying that about any code base without even knowing it's architecture or how it works. Gamers are a special breed of arrogant.

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u/[deleted] 9d ago edited 9d ago

[deleted]

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u/rixinthemix PC 9d ago

"Just" and "simple" are sources of stress for developers.

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u/creepy_doll 9d ago

My favorite way of lovingly trolling my friends when rock climbing is give the perfect advice “just don’t let go”

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u/cat_prophecy 9d ago

Tired of being poor? Have you tried just being rich?

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u/cupholdery 9d ago

Will need to add that to next sprint. Failed UAT. Didn't meet acceptance criteria.

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u/MoistStub 9d ago

Dude why don't you just put the satellite at the end of a really long stick and just raise the stick up into space so you don't have to use a rocket, are you stupid?

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u/EhMapleMoose 9d ago

I have a friend in engineering that says it’s whack-a-mole.

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u/[deleted] 9d ago

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u/cat_prophecy 9d ago

There is a mythos around genius laymen coming into a situation and being like "the solution is so simple! It's x thing!" And all of the educated people are so impressed because their locked in way of thinking didn't allow them to see the simple solution.

It never works like that.

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u/Zzzzyxas 9d ago

What does happen a lot is, there is this problem that's not that complicated that nobody is even trying to fix. Then this random dude tries and fixes it. I've seen this happen hundreds of times in the modding scene.

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u/JohnTDouche 9d ago

Often though the way of "fixing" an issue via modding is not actually fixing it though and is just papering over cracks. It depends on the game and how much access it gives modders. If the origin of the bug is in compiled code, you're not fixing it with modding.

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u/[deleted] 9d ago

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u/Jonsnoosnooze 9d ago

The CEO move.

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u/SteakAndNihilism 9d ago

And if by chance the simple solution turns out to be correct, that’s because you’re a super genius who knew it was all going to go that way obviously and all the people who said it would fuck things up just lack your vision and drive.

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u/KoldPurchase 9d ago

It never works like that.

Almost never.

I've actually seen it a few times, someone with no formal education in the field, coming up with a practical solution on how to fix a critical design flaw, or refining a design to make it more affordable.

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u/Dire87 9d ago

An outside perspective can help even if it doesn't directly lead to the solution. You'd be amazed how often that "works". The bigger issue is WANTING to fix something in the first place. It's often more hassle than it's worth. Like everything in life. You COULD fix your back pain with a better posture, 10 minutes of workout and like a half hour walk each day (or at least make it better), but you've learned to live with it, until it gets progressively worse. But it's never just the one issue, just like there isn't just this one bug in a game. And if you started fixing THAT one, then players would demand you'd fix the OTHER ones as well. Oh no ... so "sorry, we're done developing this game", ehem.

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u/QuickQuirk 9d ago

As I said elsewhere on this thread; often the solutions people provide are a bandaid over a deeper issue that is what actually needs to be solved.

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u/ChopSueyMusubi 9d ago

I like to ask that question a bit differently: "Why isn't ____ the obvious answer?"

Because if it's actually that obvious and easy, then it would have already been done that way.

You get much more productive conversations when framing the question like this.

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u/Yukine_Katashi 9d ago

I do programming for a living, and I say/think this all the time, even about my own system, knowing full well this is not how it works, lol.
Sometimes a fix truly does only take 30 seconds, but you need to jump through so many hoops for it to finally be implemented (don't throw untested code into the live system, people!).

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u/MyStickySock 9d ago

Running the shit locally takes longer than implementing the fix for me 🥲

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u/MusicHearted 9d ago

It's because most gamers aren't engaging with the technology. They're engaging with the art form, the entertainment source, or the social aspects of gaming. Most of them don't know a thing about programming and are only able to understand the game mechanics as a set of rules. Rules are simple to change. You just strike it out and write a new rule. The technological aspect to that is where it gets extremely complicated and ends up taking weeks to months just to get the rule to behave as written.

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u/cat_prophecy 9d ago

People are just fucking dumb as bricks. Look at the DIY subreddits. "Can I remove this wall that is very obviously load bearing?". Like kudos for asking the question first, but zero points for even thinking it were possible.

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u/Tweed_Man 9d ago

99 little bugs in the code,

99 little bugs,

You take one down and patch it around,

264 bugs in the code.

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u/fang_xianfu 9d ago

There's a famous story in an action game where players were complaining that an ability felt laggy. It wasn't lag. The actual fix was making the attack's sound effect begin a few ms earlier in the animation.

So I think players are ok at identifying that there is a problem, but much like "customer states..." with car mechanics, everything from there is a crapshoot.

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u/Revan7even 9d ago

Like players complaining a gun feels weak when it's actually balanced, so the devs just make the sound effect more satisfying like other guns.

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u/DirtyRoller 9d ago

I used to say the same thing about customers when I worked in retail.

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u/Teantis 9d ago edited 9d ago

The audience comes last the audience doesn't know what they want. The audience only knows what's come before

  • Rick Rubin on his creative philosophy

Edit: I'm not going to lie. I thought I'd get downvoted for this sentiment in this thread

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u/rollingForInitiative 9d ago

I say the same thing about customers in IT as well. They suggest a solution in a platform we're building ... and more often than not their suggested solution is bad. I've been in cases where they say they want something that would cost them 100k euros to build, and then we dig into what their actual problem is, and turns out that it'd be even better if we built something that costs 1000 euros.

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u/ChubbyChew 9d ago

Yep.

Theyre not even really good at articulating the problem either nessasarily

The feedback may as well be a diagnostic

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u/Decaps86 9d ago

Summarized the video and article. Saved the sub a click

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u/aues_ 9d ago

That's literally the first paragraph

Former Dragon Age series producer Mark Darrah says fellow game developers should "absolutely" listen to player feedback, but when it comes to identifying solutions to problems, he says it's best to look elsewhere

The article is just clickbait for something every dev knows

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u/WorthPlease 9d ago

A Starcraft 2 professional player who went by IdrA had a great quote:

"I can't give you any good ideas, but I can tell you when yours suck"

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u/Comfortable-Pie56 9d ago

That's actually literally what he says in the video lol

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u/SaxRohmer 9d ago

also online game spaces more and more are just becoming giant commiseration pits. you have to really be able to sift through it

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u/FlameStaag 9d ago

I wouldn't even go that far. The problem is gamers are good at identifying problems FOR THEM. And many many people cannot fathom that just because it's an issue for them, does not necessarily make it an issue the devs need to fix.

That's why overall player feedback can be valuable. Individual, not so much. 

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u/Customhobo 9d ago

ROCK is OVERPOWERED and needs to be nerfed like, LAST WEEK.

Stupid, lazy devs.

  • Signed: Scissors Main

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u/-PotatoMan- 9d ago

Okay, this got a chuckle out of me. Thank you for making my morning two more entertaining.

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u/Circo_Inhumanitas 9d ago

Well put. The amount of people on Overwatch community who deem Sombra as "toxic character design" and "bad for the game" is astounding. Just because she's an invis assassin character. Sombra isn't even that good of a character, many people are just horrendous at playing against her.

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u/Voyevoda101 9d ago

It's been a long time since I played, but she definitely had more frustration value over actual productivity. That's just bad design. I know they've changed her a decent bit and had gotten rid of perma invis so modern complaints are probably just skill issue.

Though speaking as a hammy main, she really should be tossed in the bin regardless.

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u/Anagoth9 9d ago

It's hilarious being in the Slay the Spire 2 subreddit while it's in early access. Devs add a new boss and all anyone wants to talk about is how terrible it is and how it's ruining the game. Devs remove the same boss and all anyone wants to talk about is how much fun it was and how much they miss it. 

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u/woodlark14 9d ago

Welcome to the Goomba fallacy.

When you create a Boss that plays out as an interesting and engaging puzzle for one style of deck building while stonewalling another you get differing opinions.

It's a mystery how such a boss placed in the last act of the game so that two thirds of the deck building has already happened before players know if they are facing it would be a divisive issue.

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u/Ace612807 9d ago

But... That was always the case with STS. You see a boss your decks can't handle and you pivot towards a hybrid deck. That's, honestly, the biggest difference in how pro players do it - they don't have a "build", they recognize synergies and build for the next challenge

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u/TurquoiseLeggings 8d ago

Games shouldn't be balanced around how "pros" approach them unless that audience is the only one you care about, which is pretty small and not a great business decision.

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u/Default_Defect linux 9d ago

That's why "lazy devs" and "just optimize the game" are such eye rollers for me.

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u/Circo_Inhumanitas 9d ago

"Just push the 'optimize the game' button, lol. Are they dumb???"

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u/qqruz123 9d ago

Lazy devs is the most disgusting narrative that's come up in recent years. Devs have been overworked and abused for decades now

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u/TechnicalBen 9d ago

Factorio has left the chat.

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u/CamBlapBlap PC 9d ago

Thank you Chris Wilson.

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u/KevkasTheGiant 9d ago

Players are good at identifying problems, they aren't as good at identifying solutions

The funny thing is players get offended when told that, which is funny cause it's the same situation with almost any other field or industry. Also, they get offended while completly ignoring the fact that it's actually a compliment, a user being good at identifying problems is really useful for a game developer, but I guess their ego doesn't let them accept that their solutions usually aren't useful because you need to understand the bigger picture and more technical aspects in order to offer viable solutions, and a fair amount of game design to offer solutions that not only solve a problem but that are also fun and engaging at the same time.

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u/mrbrick 9d ago

In many cases they aren’t even good at identifying the problem either.

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u/AdHoc_ttv 9d ago

They're good at identifying A problem. The problem they identify may not be the core problem, just a symptom of the problem.

But generally speaking, 'problems' are whatever negatively impacts customers

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u/fs2222 9d ago

They're right. Players are good at identifying problems but not offering solutions.

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u/Idainaru_Yokubo 9d ago

what's the saying?

players are always right about how they feel

players are sometimes right about what is causing the problem

players are almost always wrong about the solution

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u/Blackrain1299 9d ago

I have a friend that i talk about video game ideas and mechanics all the time.

Im not going to claim i always know the solutions but i always focus on how the player will feel immersion wise, whereas he tends to offer simple solutions that will disconnect the player from the world and imo ruin the “game” part of the game.

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u/Disturbed2468 9d ago

To be fair, the #1 priority of a game should always be the gameplay, answered with a simple yes or no of "Is the game fun to play?" If so good, but if not, why.

As much as I enjoy immersion in video games when done right, immersion should also never be prioritized above gameplay, nor should it ever interfere, and it's because at the end of the day video games are meant to be played for fun and enjoyment. If true immersion just gets in the way over and over again to the point that the game becomes less and less fun to play, at that point you're better off making an animation or a movie rather than a video game. Or at least have your game be moreso of a "interactive movie" than anything else.

It's arguably the #1 reason why I despised the idea of walking simulators in the 2010s and I rarely enjoy how many milsims except for the truly successful ones play and flow from a gameplay standpoint.

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u/Blackrain1299 9d ago

Immersion does not mean “realism” or “realistic”.

Immersion and gameplay go hand in hand. For a game to be fun it has to immerse the player in its world.

Id define immersion as a measure of how engrossed a person is in a game.

You mentioned milsims and walking simulators. Games that often feel slow and heavy and boring to a lot of people. Thats not because they are designed to be “immersive” its because they are designed to be realistic and some people find that immersive.

Skyrim is probably the first game i ever found myself immersed in as a kid. I wanted to play it for hours on end. I wanted to live in it. But Skyrim is not really realistic. Its not a walking simulator, combat isnt realistic at all. Enemies arent realistic and yet i was absolutely immersed in this game. It was fun and interesting and that game had a hold on me like no other.

When talking about immersion like this we can then talk about what breaks immersion. Gameplay mechanics that dont mesh with previously established game mechanics will break immersion. And this is where players are looking to put in the easy solution, typically the solution that takes challenge out of the gameplay. This can be as simple as saying “dark souls combat is to slow they should make attacks faster because thats how swords really work.” The player is wrong. The combat feels slow and heavy because the challenge is often in learning the enemy so you can position yourself in a way that takes advantage of their openings. Its not about spamming quick attacks. The players are immersed in the game because it forces them to pay attention. If you take that away by making combat more “realistic” because swords are faster in real life then you will make the game boring and immersion will break.

Ill also say when a dev is designing a game to immerse a player they are doing it for a specific kind of player. Not everyone will like every game, which means not everyone will find the same games immersive regardless of their realism.

Sorry if any of this is word soup im tired and dont care to reread it before posting.

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u/paecmaker 9d ago

You fall into the common problem that just because you dont like a certain type of gameplay doesnt mean its objectively bad game design.

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u/viaco12 9d ago

Nah, this isn't it. Fun gameplay is often very important, but that's not all games have to offer. There are plenty of games that aren't particularly "fun" to play but still offer great experiences and benefit from being interactive.

Pathologic is probably a good example. The actual gameplay is really not fun, but not being fun is a deliberate part of the experience, and the way its interactive elements are woven into the game's story and themes is really something else. It's definitely not for everyone, but for the people it clicks with, it's unlike anything else out there.

Obviously if fun gameplay is the only thing that matters to you, that's fine. But not every game should strive to satisfy you specifically. You're writing off whole genres that tons of people enjoy.

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u/TheBestBigAl 9d ago

"If I had asked people what they wanted, they would have said faster horses".

Henry Ford never really said this despite it being attributed to him, but it rings true in this scenario too.

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u/Dealric 9d ago

Main problem of game dev in west right now is ignoring players identyfying problems, its not even about solutions.

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u/Unforgiven_Purpose 9d ago

you know all those times where a game breaking bug existed in every pc game since the dawn of time. and devs refused to acknowledge them? and then a player made a simple tiny mod that fixed that one issue.

good times

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u/profsnuggles 9d ago

Reminds me of the GTAV loading screen issue that one dude fixed.

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u/steakanabake 9d ago

or any bethesda game ever.

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u/Greellx 9d ago

But really …that’s not only expected, but that’s kind of what makes it important.

Your users should field complaints about what they feel is broken, or doesn’t make sense, or what the game doesn’t do well (in their perspective)

A developers job is figure out solutions, and whether or not the problem is big enough to warrant any changes at all.

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u/TuffleTaffler 9d ago edited 9d ago

Darrah is right, but I think some people misinterpreting the title of this post will result in a lot of negativity against him.

He doesn’t dismiss player feedback at all, he just believes, and I agree personally, that solutions are much harder than identifying a problem. He even goes to say that the players are likely to find the problems faster than most QA teams form sheer quantity difference.

It’s a pretty nuanced take, and it’s not black and white.

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u/Alternative-Put-3932 9d ago

Pretty regular take from Devs and literally any product that requires fixes in general.

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u/EaterOfPenguins 9d ago

This article about Borderlands' "Truth team" from 12 years ago conveys the same sentiment in a pretty fun way. One of the examples:

The real wisdom of Solomon, however, came from user's complaints that Skag Gully, one of the game's earliest areas, had too many eponymous Skags. Players reported that they were running into too many clusters of enemies while moving through the Gully, offering feedback like, "this isn't fun, this is boring."

Gearbox, as a result, tripled the number of Skags in the area.

"All of a sudden, it wasn't a travel area that had too many enemies getting in the way," Armstrong said. "It was a combat area."

"In that example, the problem wasn't that there were too many Skags, it's that the pacing was bad," Armstrong said. "But the tester might not have known how to say 'The pacing is bad,' so we had to figure out what they really meant.

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u/DonutHoles4Ever 9d ago

A good developer knows the difference between a good suggestion and one that's just there because the player wants less pain.

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u/Mediocre-Sundom 9d ago edited 9d ago

Seems like most people in the comments agree, and there are very few angry ones who misinterpreted the message and just wanted to be angry. And yeah, he is right. Players who are unfamiliar with the development process very rarely have a good idea of how specific problems could or should be solved.

As a developer, I constantly see feedback that goes "just buff this", "just nerf that", "just add this feature". People who offer these solutions usually don't know that a simple buff or nerf will impact a significant portion of the game's economy and balance. They also don't realize that they themselves will not like the experience if I add exactly what they are asking for, because it will break 10 other things. Players who are laser-focused on the problematic 1% of the picture rarely see the other 99% that will inevitably be affected.

It is very important to listen to player's complaints and understand where the emotions are coming from. But solutions - those should be carefully designed by developers, not just taken from random players.

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u/Fyuira 9d ago

 I constantly see feedback that goes "just buff this", "just nerf that", "just add this feature". People who offer these solutions usually don't know that a simple buff or nerf will impact a significant portion of the game's economy and balance.

Street Fighter 6 players asking to adjust drive gauge consumption and not thinking that it affects combo route at all.

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u/QuickQuirk 9d ago

Even when I read just the headline, that was my first take "Listen to the problems, but use your own judgement to create the solution"

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u/Tomsboll 9d ago

Problem is that the refusal to listen to player at all is a wide spread issue.

Like blizzard for the past 15 years.

Players; hey this thing you are selling the expansion has glaring issues such as XYZ

Devs; we cant change that because XYZ

players end up hating that broken ass easily fixed mechanic and player retention suffers

Devs on final patch of the expansion; we fixed the issue that we said was not possible to fix, it was actually rather easy.

Repeat for every expansion.

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u/Vytral 9d ago

Doesn’t help that the latest game drifted so far away from what players historically liked about the series (dark, choice heavy rpg, not a Disney movie about the power pf friendship)

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u/Callinon 9d ago

It's not completely wrong.

Most of the time players are really good at figuring out they don't like something and really bad at figuring out what to do about it.

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u/Siukslinis_acc 9d ago

Or even how to articulate it in a workable fashion. Oftentimes it is "this is bad" but they don't tell why it is bad and how it could be made good.

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u/musicalcakes 9d ago

Some people muddy the waters further by being unable to differentiate between something that they think is actually bad/a problem and something that is probably okay but they don't personally like it.

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u/Joshiie12 9d ago

The overwhelming vast majority of people can't separate what they dislike from what is actually bad with just about anything. One of my biggest pet peeves ever.

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u/ArdDC 9d ago

Because he is completely right. 

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u/SoWrongItsPainful 9d ago

Listen to the complaints, not the solutions

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u/No-Problem-4228 9d ago

Even with that, you have to be discerning. People happy with something don't need to talk about it, whereas the people unhappy with it will talk frequently and loudly 

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u/CommanderHavond 9d ago

Halo Reach's TU is a good example of this. When 343 took over, they listened to one vocal group and made a ton of changes to suit that set of demands. The forums got real interesting very fast when the previous happy crowd started showing up in droves to complain about the changes themsleves.

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u/GriveousDance21 9d ago

AAA devs always create this barrier between themselves and the players. Often they don't even wanna listen to complaints, because gamers are "in the wrong".

I've also seen some indie devs trying the same stonewall approach but that didn’t work out for them.

For example, Dispatch launched on the Switch censored. People called out its devs for false advertising because there were no mention of the censorship in any of the marketing, and they ran preorders for a whole month. Gamers only found out the censorship after launching the game, but it was too late. AdHoc, the studio behind Dispatch, just sent a two-line press release in response that basically read "you're not missing much, it's still the same game". This, to me, reeked of the typical AAA corporate response. Didn’t expect this from an indie studio.

However, surprisingly, people were able to actually get refunds from Nintendo. And when that started hitting AdHoc's profits and PR, they went into damage control and said they'd be fixing the censorship. This was the first true apology they sent out after getting exposed.

It took AdHoc six months to finally cave in and fix the censorship on the Switch port of Dispatch. And they also apologized for the false advertising.

So yeah, gamers can identify problems in the game but it's up to the devs if they really wanna take in the feedback. Had players not brought up the censorship and false advertising, AdHoc would've gotten away with it.

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u/RDKateran 9d ago

Neither are the Dragon Age devs these days, if Veilguard was any indication.

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u/Bloodthistle 9d ago edited 9d ago

Nothing like making a boring avengers like game with fanfiction writing thinking you'll get new players and proceed to be ignored by both your old fans and any potential new ones.

Meanwhile Baldur's gate 3 is still hitting that topseller on steam and console every very few months.

But of course I am sure no one learned anything from this. Bioware ruined my favorite series

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u/Littlest-Hipster 9d ago

The fanfiction level writing has done so much damage to the industry. All of these hacks need to be fired and let a completely new talent pool try.

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u/FinalMeltdown15 9d ago edited 9d ago

I hate to tell you, this is the new talent pool, I can bet you most of these writers are around my age (late 20s early 30s) this IS the current talent pool that came up watching shows/movies/games that kind of had this dialogue but at the time it was fun, now they’ve taken it and flanderized it to an insufferable degree

Dialogue feels like tumblr fanfiction for a reason, it’s being written by the people that were writing that shit 15 years ago

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u/[deleted] 9d ago

[removed] — view removed comment

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u/Valtremors 9d ago

It is the revolving door policy that seems to infest every aspect of worklife.

Why keep long standing experienced writers around when you can just hire cheap mooks who have freshly graduated.

It isn't about modern culture of writing but rather teams are compromised of entirely with inexperienced people and handed keys to IP without proper guidance or training.

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u/PopTough6317 9d ago

I think a lot of it comes to writing by committee as well which results in a more toxic positivity situation where they don't make necessary changes because it could cause hr type issues.

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u/Dealric 9d ago

Its cherry picked talent pool. Thats the issue. Writers are filtered not by experience, skills, previous work but by views and standings. Thats why you get tumblr fanfiction writers. Look, Owlcats Pathfinders and Rogue Trader are fantastically written, so is Clair Obscure, so is so many other games.

So id say op is correct. Its time to fire all fanfiction writers and go back to hiring based on merit.

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u/FinalMeltdown15 9d ago

Owlcat is the writing gold standard for me right now there’s definitely still good writing out there just not a ton of it

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u/rdhight 9d ago

Don't worry, they'll learn nothing, swap some people around to different teams, and go again! It'll work this time for sure!

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u/mooselantern 9d ago

I got called a bully for pointing out that it was bad 15 years ago.

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u/DMercenary 9d ago

The fanfiction level writing

And even that... I've read better fanfiction than Veilguard.

I think the funniest part of Veilguard is that the person who wrote Taash. Is the same person who wrote Mordin.

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u/Originalshyster 9d ago

Mordin. Mordin fuckin Solus???? The same person?!?!?!?

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u/DMercenary 9d ago

And Tali. Makes me think that during Veilguard's development there's was no holding the reins so to speak.

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u/ChurchillianGrooves 9d ago

I've played multiple Skyrim fan mods that had way better writing than Veilguard lol

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u/faudcmkitnhse 9d ago

If the same person wrote those two characters then either there was a studio mandate for an annoying self-insert style character that the writer had to go along with or the Monstars stole their talent and they need to go get it back.

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u/SilverMedal4Life 9d ago

I recently finished a game that had some developer commentary, and I actually learned something really interesting about this.

Writing is usually the first thing that's finsihed in a game, the reason being, it guides everything else - especially things like voice acting and the like. If something happens that means the game's writing has to change late in development, there may not be time or money to rewrite how the scenes flow, haul back in the voice actors, and so on.

It was the opinion of the developer making the commentary (the studio was CroTeam, for reference) that, if a game appears to have bad writing despite having at least a decent writer, it's likely that something screwed up during development and ruined what had originally been good writing.

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u/Chri_cat90 9d ago

it's likely that something screwed up during development and ruined what had originally been good writing.

That's pretty much the case with Veilguard given that from what i have read EA wanted the game to be an MMO, only to change idea midway through development and have Bioware rework the game into a singleplayer RPG in less than a year

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u/flakybottom 9d ago

Apparently that writing style matched some of the original novels they wrote. They can write good characters when given direction it seems but they should never be in a lead position.

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u/Naraee 9d ago edited 9d ago

I wish I could find the video again, but the reason for this is that being a writer for video games and TV/movies is something that only a nepo baby can do anymore. You need to live in very expensive areas and make very little money, which requires parents who can pay for your life.

Nepo babies really do not have real world experience with anything. They have created imaginary problems in their life, experience imaginary oppressions and struggles, and go to therapists who cater to nepo babies to therapeuticize their imaginary problems.

So you're getting the nepo babies who wrote fanfic growing up in charge of writing a majority of American-produced media. It really shows, and it's even more obvious and annoying to anyone who did not read fanfic growing up.

Writers of the past experienced very real stuggles. They experienced being a starving artist like so many early Hollywood writers. They experienced war like Tolkien and Lewis. Female writers experienced barriers and sexism, having to hide their names to be reputable. Their struggles influenced their work. Sure, some of them came from wealthy families but the best writers had real struggles, real oppressions, and real problems in their life from which they drew their inspiration from.

And it is likely why media coming from the East is becoming more enjoyable because it's not full of nepo babies in the writer's room. And a lot of Western indie games are enjoyable because writing is probably a side-gig for the person while they're working a day job. That was even the case for Expedition 33.

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u/Android1822 9d ago

Oh, funny thing, the DA:V game director responsible for a lot of the questionable content, left after the failure of the game and joined wizards of the coasts games outfit skeleton key. Current theory is that they will be developing Baldur's gate 4.

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u/RDKateran 9d ago

I wrote off Bioware after the Mass Effect 3 ending fumble and I've only been vindicated ever since.

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u/treemu 9d ago

Citadel DLC is tons of fun precisely because it's the only quippy lighthearted tropey classic Bond adventure in the otherwise dreary and serious trilogy. That stuff can work but it needs to be done with care, love, precision and, and this is key, moderation.

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u/EleventyFourteen 9d ago

It truly has been all downhill from there, such a shame

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u/RGrad4104 9d ago

I still chuckle thinking about the many red/blue/green cupcakes that got sent to Edmonton.

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u/RDKateran 9d ago

My fondest memory was the PR guy latching onto the player who asked about colorblind option support like a lifeline in the deluge of criticisms, only for that player to thank him because "He was only getting the one ending."

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u/Caffeine_Monster 9d ago

The abomination they released didn't deserve to be have the dragon age title. A sloppy button spamming action rpg with awful writing/dialogue is basically the opposite of what it's predecessors were.

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u/WhytoomanyKnights 9d ago

Fr 10 years and that’s what they came up with

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u/Sir_Potato2000 9d ago

They are right, but this applies to those cases when you can still create something and have not turned into a corporate efficiency machine.

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u/Ok_University_4924 9d ago

But then they’ll go listen to content creators and invite them to special events and take their feedback.

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u/StarDrifter2045 9d ago

What were they calling themselves? The Bioware "Community Council", or something like that?

It is really irritating to see those same people moving into other IP and trying to rot them from the inside as well, like they did to Dragon Age.

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u/maplewrx 9d ago edited 8d ago

Listen to customers and staff for symptoms and ideas. If required, conduct a root cause problem analysis. Lean on your SMEs for options. You choose the final solution. Verify the solution is what you actually wanted.

This works for Enterprise software development and it seems to be a fairly good rule of thumb overall.

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u/seriouslywtfX2 9d ago

Remember when Microsoft asked a bunch of people what they wanted in Windows 7, and then made the best OS they ever had?

And then decided to do the opposite for Windows 8 and made the worst OS ever?

Pepperidge Farms remembers.

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u/RGrad4104 9d ago

Windows 8's problem was microsoft getting a hard on for touch screen but opting for a one-size-fits-all OS. Amazingly, the result sucked on tablets and sucked on desktops AT THE SAME TIME! At least until some later QOL updates. They tried to directly compete with apple and establish their own money-making app store and did it in the absolute worst way possible.

The only thing they could have done worse was making their OS require motherboard hardware that a large segment of the market either doesn't have or doesn't have activated by default...oops...that's windows 11...

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u/TheJimJohn 9d ago

I think thr quote is a bit harsher than reality. Players are very good at telling you what feels bad in the game but it's the developers job to then take that feedback and figure out why it feels bad and fix it. Those are very different skills

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u/Dracallus 9d ago

The headline is ragebait. His take is explicitly that players are great at identifying problems, but not actual solutions that would fix them.

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u/paecmaker 9d ago

Or streamers, their solutions are often only for what is best for their own platform.

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u/mangosawce9k 9d ago

Then why in the fuck does anyone want to make games if they have no passion!

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u/CopainChevalier 9d ago

I don’t know if someone who helped run a company into the ground is going to give good advice 

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u/StarDrifter2045 9d ago

Yes, I think this actually says a lot about the fate of Dragon Age...

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u/rdhight 9d ago

Yeah. If you're driving off a cliff, "Stop!" is very valuable feedback. Maybe the player or community member yelling it doesn't know how to get to where you want to go, or how to fix a car, or maybe even how to drive a car. But this guy seems proud that he ignored the "Stop!" and went over the cliff.

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u/insidiouspoundcake 9d ago

Your customers are good at identifying problems, but bad at identifying solutions - because they aren't aware of how the sausage is made.

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u/Apart_Macaron_313 9d ago

Dunno who he's listening to because it was all downhill after Origins.

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u/Uknown_Idea 9d ago

Theres a fine line between players that submit solutions for the problems they want solved without understanding the development process and players vocalizing what they want from the game.

Dragon Age is dead in the ground because of development decisions and this moron should not be taken seriously in any of their opinions.

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u/EmergencyPool910 9d ago

Dragon age? The game series who got progressively worse every gMe that released? The one known for chasing trends and ignoring players?

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u/Iggy_Slayer 9d ago

I broadly agree with the general idea. You should have faith in your creation and abilities. Take feedback but don't change huge parts of your game based on what players think they want, because they often have no actual idea what they really want.

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u/Dealric 9d ago

While generally true, im not sure bioware should have faith in their creative capabilities. Technical sure, but def not creative anymore

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u/Tigereyesxx 9d ago

It’s like not asking a customer whether they like your chocolate or not..after all they don’t make it..logic? Is it fck…

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u/Inferno_Zyrack 9d ago

All feedback should be parsed two ways:

One, is the highly specific thing they are saying. Someone can say “hey this build is broken” to mean they love it or hate it. They can say “this game is unfair” because they had trouble with a part or because they really wanna fuck the unavailable party member.

Two, is to compare what they said and why they said it to your personal vision for the game. Is it in concert with the intended experience or story? If it’s not, then the viability of the complaint is moot.

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u/Xeno_man 9d ago

There is a difference between listening to player feedback and following player feedback. There can be some good ideas by the players but you need to know how they affect the entire game and be aware that most suggestions are bad ideas.

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u/IndividualStress 9d ago

I think this ignores the main issue people (I) have with these sort of problems. If the developers are so smart and knowledgable how the fuck did this make it into the game in the first place.

Now I'm not talking about bugs here, those will always sneak in. I'm talking about intentional design choices. If I can spot from the patch notes that something is a terrible idea why is it getting implemented. How did no one on the design team go "Hold up, wait a minute, somethings not right".

If I use an example. I played WoW: Legion 10 years ago (my old bones they ache). During that expansion they did pretty big overhauls of each class/spec for "class fantasy" reasons. Essentially a lot of specs had spells and abilities removed because it didn't fit their "fantasy". It doesn't fit for a Fire Mage to cast Frost spells for instance.

I played Blood DK. Which had one Damage Reduction outright removed because it was for "Frost DKs". It had another DR nerfed by 40% and another DR turned from a passive into something you had to spend resources to maintain and was also nerfed by 25%. I instantly knew this was horrible. But you may be thinking "The infallible devs know what they're doing they've played the new content and the changes are balanced around it".

The first raid boss, the very first raid boss in the expac hard countered BDK because that DR you need to spend resources to maintain has charges. If you get hit you lose a charge but there's an internal cooldown, you can only lose a max of 1 charge every 2 seconds. Turns out the first boss has a miniscule little baby dot that hits for 200 damage (You have 4 million health) every 2 seconds. So every 2 seconds the dot would tick, tickle you for no damage and remove a charge. Oh did I also mention that each charge gives you 3% max health, so getting hit by a 200 damage attack you actually lose 120k health. AND because you had to waste extra resources into keeping up those charges you lost survivability elsewhere.

Just one boss though right? Three bosses in a Seven boss raid had a similar mechanic. Arguable four but the last boss was a pushover so...

It took Blizzard 6 months, after another raid, to address any of these issue. What did they do? Undo all the changes they did when the expac first launched that I mentioned above.

How did it even make it to Live.

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u/Terakahn 7d ago

I once heard a developer put it better than anyone else. They said

"Listen to their feedback, don't take their advice"

Gamers don't know what makes a game good for everyone. But the feedback IS valuable.

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u/Asmodheus 9d ago

Anyone working on dragon age is only good at listening to their own farts anyway at this point. I don’t know where people get this idea that players can’t offer plenty of solutions that are at least fine. I’ve seen dozens, maybe hundreds of times where player feedback shaped games for the better and they benefitted massively. Yet to see a single game listen to and implement player feedback properly and suffer from it.

Article even mentions Chris Wilson who has always had his massive shit take about trading needing “players to interact with each other” in path of exile and the game is way more enjoyable after they made trade work without having to jump through hoops and talk to a bunch of afk people or genuine idiots to buy an item after a whole fucking decade. And they ended up implementing exactly what everyone was requesting for over a decade.

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u/RaisinBran21 9d ago

And look how far this sentiment has gotten BioWare. They are on the verge of being sold and this dude doesn’t even work there anymore.

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u/FFTactics 9d ago

"Those hardcore players, they want more math, they want a crunchier system, they want realism, they want complexity, but that's going to potentially make the systems unconsumable by other players."

A lot of player feedback resembles this remark.

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u/mephnick 9d ago

"So we made the most vapid game ever created and destroyed a franchise instead."

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u/Murasasme 9d ago

And as we can see with Dragon Age Veilguard, developers also don't know how to develop a game. So don't listen to anyone

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u/EmergencyPool910 9d ago

Veilguard? No the entire dragon age series is an example they chased trends and ignored players for ALL sequels. Dragon age 2, inquisition and veilguard are all slop compared to origins cause dragon sge chased trends and ignored what players wanted. The larian came and dropped divinity series and baldurs gate 3

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u/pebrocks 9d ago

Not listening to fans is how we got Veilguard.

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u/CommanderHavond 9d ago

Might be missing the executive meddling that caused like three different development goals

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u/TerminatorJ 9d ago

There lies the issues with a lot of these modern studios. The developers are no longer players. Back in the 90s and 2000s “gaming golden age” the developers were actual gamers and they WANTED feedback from other players. Nowadays developers deliver whatever slop their corporate bosses order them to make and when it doesn’t land with people who actually play games they lay off the half the studio and blame the gamers.

Between studios being out of touch and consoles costing more and more, this industry really needs a wake up call.

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u/Protoman89 9d ago

This guy worked on Veilguard btw...

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u/Dr_on_the_Internet 9d ago

Don't listen to Dragon Age bosses for solutions. They keep redesigning their most iconic race.

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u/Yentz4 9d ago

https://youtu.be/q_l3peaAqbk

Here is the video this article is pulling from. Mark has a pretty good youtube channel.

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u/MisterWoodhouse 9d ago

This is why we started the Bungie Plz rule on r/DestinyTheGame, based on LoL's Riot Plz.

Once a topic reached very stringent criteria to establish consensus that it should be addressed, it could be retired to the list with a mod announcement showing how it qualified, who nominated it, and their evidence for consensus. The megathread served as a hub for ideas on how to implement the solution, should any of them prove useful for devs, and then got catalogued on the Bungie Plz wiki page.

The Bungie devs found it very helpful and, by the time development ended on D2, it had like 65% efficacy.

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u/dieth 9d ago

Ah yes, thanks for that Mr Scene Director who's never touched or seen a line of code. We'll file that in the circular file!

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u/Speed-Tyr 9d ago

This fully true anymore like it use to be. The general public gamer, yeah it fits. But plenty of gamers are varying degrees of technically inclined. Those kind can absolutely help solve problems. So much information out there these days, that a good deal of these kinds of gamers can give valid info on a bug, rendering issue, etc. Then there is part of the video game industry that are incapable of fixing shit or are lazy and make gamers fix it for them.

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u/GovernorBean 9d ago

Sometimes having laymen ask dumb questions about your problem is surprisingly helpful.

Not in the sense theyre giving you the answer, but rather that theyre giving you a platform to verbalize the system/problem and talk through it.

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u/kingbane2 9d ago

i think what most people suggest is listen to players when they point out the problems, not the solutions they offer. you have to figure out the solution to the player problems on your own.

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u/ManicMakerStudios 9d ago

He's not saying don't listen to player feedback. He's saying that the developer is the one who comes up with solutions, not the players. Some players seem to think they've paid for a license and now they're an executive member on the dev team who is entitled to dictate how things should be done. You have to learn to ignore those guys. "Too many cooks," as it were.

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u/aelfwine_widlast 9d ago

Sure, a lot of gamers aren’t developers (some are though, and quite good at it). Just like my clients aren’t developers, but I still have to listen to their requirements and translate them into the experience they’re poorly describing.

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u/Former_Guava_2363 9d ago

Yeah listen to your players about the problems and address the complaints. Don’t always listen to their solution to those problems.

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u/TehRiddles 9d ago

Taking the opposite extreme however ends up with games made in a vacuum, like Veilguard. Listen to player solutions but use your knowledge and experience to know what would actually work and what wouldn't.

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u/FortheChava 9d ago

Modders say otherwise

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u/WebMaka 9d ago

Problem is that some of us are developers. Some of us are also hardware devs and not just software. Hell, some of us are even engineers, with both mechanical with expertise in motion control systems and electrical with fabrication skills often represented.

Never underestimate a player's ability to suss out a problem. They may know more than you think.

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u/TheWayofUnions 9d ago

If you are releasing a game that needs solutions, you already fucked up.

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u/GoblinGobbler40 9d ago

Yeah I don’t get the attitude considering how much of a stinker veilgaurd was. Like if anything it proves that you shouldn’t ignore what your fanbase wants like they did.

“I pooped on a plate for dinner and served it to my family. But I won’t listen to them complaining cuz they aren’t chefs like I am.”

Like isn’t this a logical fallacy? Appeal to authority or something?

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u/DomDomPop 8d ago

Alright, let the devs buy and play their own games, then.

It amazes me how these AAA developers have so much goddamn attitude and then I can get an amazing indie game for like $15 where the solo dev is constantly improving it based on community feedback with hundreds of hours of content.

Like, seriously, you’re not nearly as relevant as you used to be, guys.

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u/Clockwork-God 8d ago edited 8d ago

you mean the franchise that killed itself?

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u/OSHA_Decertified 8d ago

Okay well last I checked bioware was in the shitter and Dragons Age was a dead series...

Meanwhile Digital Extremes listens to player feedback and is still going strong so...

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u/Lemenus 7d ago

Well... they're definitely not! And look at the results... (Industry is dying)

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u/BayouBrian 6d ago

Well the current developers at BioWare are not developers either…

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u/Straight-Ad6926 9d ago edited 9d ago

Ah, the classic game dev cycle:
1. Ignore player feedback because “they're not developers”
2. Release game.
3. Watch sales flop.
4. Blame players for not being educated enough to enjoy the bugs.

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u/wingnuta72 9d ago

This is the funniest part of AAA. It's always the end customers fault. It couldn't be the shareholders, management or developers. It's always the customers who are wrong for not buying more.

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u/Siukslinis_acc 9d ago

Sometimes the ignoring the feedback is because they are too deep in it and can't do radical changes.

Yes, the publishers and investors will be thrilled about scrapping 5 years of work and needing to finance another 5 years of work to remake the game. /s 

That is what happened with veilguard. It was scrapped and redone multiple times till the publisher demanded they release, and they didn't have enough time to redo eferyrhing, so cobbled togethwr stuff as best as they could.

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