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  1. #11
    Player
    Azurymber's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,677
    Character
    Azury Ariella
    World
    Balmung
    Main Class
    Scholar Lv 90
    I don't see how anyone can argue that the game would crash and burn if it was designed to make players who play it happy.
    If it implements what players actually want instead of what the dev team -thinks- players want, then there would be 1000s of happy players, who in turn wouldn't cover the forums in pessimistic negative topics, making others perceive the game to be better.

    Further, by going by a "plan" the dev team may waste significant time on aspects of the game that only 5% of players actually enjoy. And knowing what current players enjoy and don't enjoy would give them an idea of what new players would like.

    Side quests and guild tasks seem to be the best examples of what could have been done better if these polls had existed.
    From what i've read on these forums and heard in game, very few people like or even bother to do sidequests since they essentially take a long time for a few lines of lore and give no "real" rewards.
    And guild tasks seem pretty pointless since you get a small reward for an expensive or harder-to-get item when you could just craft a cheap item 1 or 2 times and get the same essential reward.

    Lets just say for the sake of argument that only 5% of players like both of these things.
    But if SE doesn't know that they might devote hours to adding in new sidequests or creating guild tasks for DoW jobs, preventing them from implementing something that 95% of people may want (like chocobos).

    Even if the dev team doesn't listen to people and goes by a "plan", knowing how people are reacting to their plan and to the game will help them make a better plan for the future.

    And one last argument to those who say the dev team has a plan and its important to ignore what we want and to focus on that plan:
    Tanaka had a plan.... in my opinion he had a pretty good plan... and what happened there? an Epic Epic failure.
    Plans are -RISKY-, by understanding your players, you can greatly reduce that risk.
    If Tanaka knew ahead of time how much of a problem surplus would have caused he could have changed the system quickly and avoided many negative reviews of the game. Instead he chose to leave surplus in and tell reviewers to "hold off for a few months". Clearly that didn't work too well.
    (0)
    Last edited by Azurymber; 06-08-2011 at 05:51 AM.
    Mew!