Community Forums => General Chat => Topic started by: KDR_11k on December 23, 2003, 10:49:54 AM
Title: Listening to the fans - pro or contra?
Post by: KDR_11k on December 23, 2003, 10:49:54 AM
Since I saw a lot of articles (ok, two: GameSpy's S/CS and CubeEurpe's Roundtable) on the topic of whether fan input should be listened to or whether it should be ignored I felt the need to talk about that stuff a bit, if just to get my thoughts written down.
PRO Fans are the people who will buy the game. That's pretty obvious. They usually have played the game (or its precedessor) to death and know every single weak point of the balancing. Unlike developers they aren't blinded by the development process (creating a piece makes you blind for its faults, only after taking a long break from it you can make somewhat objective decisions about it) and can see the flaws the devs might no longer be able to see.
CONTRA (my position) Fans are often blinded as well. They love a certain part of a game and want to defend it against any change they don't think of as favourable. They don't play the development builds, they have no idea how the change influences the experience. I can cite Trackmania as an example: The game (racing/puzzle) has no collision with other cars. While that seems like a major fault at first, the devs explained their decision to remove car collision: It was impossible to drive a perfect race and got really frustrating after 5 minutes. Would an outside person have known this? No. They'd complain loudly. Not every obvious change would have been a change for the better. Some (or maybe most) fans don't know that much about the balancing in the reference game and will want features that would seriously imbalance the game just because they seem logical (say, enabling walking on certain material or jumping at certain places). Also, fans are contradicting and slightly conservative. Some want more powerful weapons, others want weaker weapons. Some want more realism, others don't. Who would you prefer over the other? Imagine Sunshine had no waterpack. You think it'd be better? Be honest, wouldn't you have shouted at Nintendo for "rehashing" an older game? Sunshine has puzzles around the waterpack. Those wouldn't work with the SM64 gameplay. In one article they said many people just want additional content for the first game to lengthen the good experience they had. But ask yourself, would that work? Every gameplay has its limits and those might have been reached by the first game. If they tried another game with the same mechanics they might run out of ideas for the levels. You'd shout at them for becoming repetitive. A game cannot be stretched to any length. Maybe they didn't have any ideas for more levels for Pikmin? Would you have liked them to just repeat the same levels over and over again (*cough*Halo*cough*)?
I guess that block could have been reduced to less than half while still saying the same. I'm too tired, though. Night.
Title: RE: Listening to the fans - pro or contra?
Post by: Bill Aurion on December 23, 2003, 10:55:05 AM
Fan input should be absolutely minimal...Everyone has their own gaming tastes(or lack thereof) and input would just be contradictory...Just leave the pros to do the innovation, please...
Title: RE:Listening to the fans - pro or contra?
Post by: Hostile Creation on December 23, 2003, 10:59:37 AM
Agreed, leave it to the experts. There are a few fans who might understand the workings of the ideas behind the games (you seem pretty informed), but the people making the games are making the games for a reason.
One of the reasons why so many American games have an unusual aptitude for sucking is because they're all just a bunch of fanboys that want to be the real thing. They don't actually have any ideas, they just think they can improve upon on old idea, and it does not work.
Title: RE:Listening to the fans - pro or contra?
Post by: Munky on December 23, 2003, 11:02:45 AM
I think fan input should be kept to a simple "Do you like this idea? Why or why not?".
Title: RE: Listening to the fans - pro or contra?
Post by: Ian Sane on December 23, 2003, 11:28:41 AM
"Imagine Sunshine had no waterpack. You think it'd be better?"
If they merely made the exact same game without the waterpack it would have been worse. However if they never planned to use the waterpack period and thus didn't have the tropical island theme or the emphasis on water based puzzles it probably would have been better. But that of course would have been a complete different game.
Anyway I think fan input is important to some extent provided that the fan requests are very generic. If there is a high demand for a sequel for example I think it makes sense to make one. If a game series goes in a completely new direction and the fans backlash against I think it would be smart to go back to the old format or at least release two formats like Nintendo has done with Metroid Prime and Fusion. Listening to fan input becomes dangerous when the change is very specific. If a group of fans suggested that the sword fighting in Zelda should be made super realistic it would be risky to implement that change because the desire for such a change isn't going to be so universal.
Actually I find the ideal source for feedback would be reviewers since they usually tend to have some idea what they're talking about. If I'm complaining in a forum about how the bombs in Zelda are unrealistic and thus should be removed my opinion is less valid than if all three reviewers in EGM say that the game is too easy.
It's tricky. Blatantly ignoring your fans is foolish yet at the same time you can't do everything they want. I think if I was a game designer when making a sequel I would look at the general complaints made by most people and only listen to improvement suggestions (this menu is too cluttered) instead of outright changes (they should make it an FPS).
Title: RE: Listening to the fans - pro or contra?
Post by: Grey Ninja on December 23, 2003, 01:50:47 PM
If you listen to the fans, you get no innovation.
If Nintendo had listened to the Zelda fans, what would Wind Waker have been like?
If Microsoft had a focus group decide what the Xbox controller should be like... wait... that did happen, and it sucked!
My point is that in order for something to change dramatically for the better, you MUST NOT listen to the fans. That's the problem that PC Games have slipped into. The fans demand the same game with better graphics, and they are given exactly that, time and time again. Console gamers have traditionally been completely ignored by the developers, and it has done wonders for our games.
People are a big squabbling menace to themselves. In Psychology, we were taught that to guage the intelligence of a group of people, you take the lowest IQ of the bunch, and divide it by the number of people present.
Title: RE:Listening to the fans - pro or contra?
Post by: Renny on December 23, 2003, 02:18:07 PM
Listen to what the fans have to say about the game, but of course don't take suggestions at face value. Try to identify the problem they have with the game and interpret that to make the necessary changes. Carmack recently commended Nintendo for following through with their own ideas, saying that if you do what the fans want, you'll just continue to add things until it's too complicated and then lose focus of what the game is about.
Title: RE: Listening to the fans - pro or contra?
Post by: DrZoidberg on December 23, 2003, 08:04:45 PM
i'm definatly super probotector the alien wars on the subject, look at any gaming forum anywhere and think, do you want these people to influence the games you play? i sure don't
remember morons can shout louder than sane people.
Title: RE:Listening to the fans - pro or contra?
Post by: mouse_clicker on December 23, 2003, 08:07:04 PM
I definitely think that fan critique should at least be taken and kept in mind when creating a videogame, but there's a reason they're the developer and the fan isn't.
Title: RE: Listening to the fans - pro or contra?
Post by: KnowsNothing on December 24, 2003, 05:44:14 AM
Everybody should listen to me.
Title: RE: Listening to the fans - pro or contra?
Post by: Ian Sane on December 24, 2003, 06:22:16 AM
"If Nintendo had listened to the Zelda fans, what would Wind Waker have been like?"
Really awesome. Sorry I just had to say it.
Title: RE: Listening to the fans - pro or contra?
Post by: KDR_11k on December 24, 2003, 10:54:47 PM
How about: "Like OOT with more polygons"?
Title: RE: Listening to the fans - pro or contra?
Post by: oohhboy on December 29, 2003, 02:12:56 AM
Hey if any suggestions are to be given by fans it should be this
Push the game to the limits. Make the game something to be proud of. A.I. GFX, control, gameplay, level design. Superise me.
I really couldn't ask for much else. As long as there are no fundamental problem(s) any game should atleast make a good game.
Title: RE: Listening to the fans - pro or contra?
Post by: Plugabugz on December 29, 2003, 03:13:37 AM
I believe the aim is to take the negative points only.. BUT... then you decide how you rectify that issue. If you take the suggested improvements from the fans, it becomes too liquidated.
Not knowing what you're receiving (in this instance) works out better than knowing what's forthcoming.
Title: RE:Listening to the fans - pro or contra?
Post by: Jale on January 04, 2004, 01:01:47 PM
Quote Originally posted by: Ian Sane "If Nintendo had listened to the Zelda fans, what would Wind Waker have been like?"
Really awesome. Sorry I just had to say it.
Longer and less sailing. Or perhaps faster sailing.
Quote Originally posted by: KDR_11K How about: "Like OOT with more polygons"?
And how is that progress? That would bring nothing to the gameplay, it woul only be a cosmetic improvment. Besides, you cannot improve upon the perfection that is OoT. They had to create a new perfection. However WW was not perfect because it was too short. However WW2 will probably be longer, so they are learning from thier mistakes. People dont always know what they really want. A lot of people really wanted an OoT style game, but then found WW even better, apart from the longevity of it.
Title: RE:Listening to the fans - pro or contra?
Post by: Berny on January 04, 2004, 01:24:41 PM
Quote Originally posted by: Jale However WW2 will probably be longer, so they are learning from thier mistakes.
I hope so. The problem I had with the last two games (I'm sorry to say that I had problems with a Zelda game, but I did. There is no perfect game.) was the length. Hopefully they have learned but I dunno. Ninty's been pushing release dates like Mordor trolls at the "seige engines." Oh and I badly want some WW2 screens but I'll bet we don't get them until one month before the game's release because they don't want to reveal some top secret classified new aspect of gameplay NEVER BEFORE SEEN ON EARTH!!!
Title: RE:Listening to the fans - pro or contra?
Post by: Jale on January 04, 2004, 01:38:33 PM
Wow how many times has that been said. There cant be much more they can apply to the series that hasnt been done. Dragons flying: Done. Burrowing: Silly. A Sword that you wave in front of the TV to fight, heck even that has been done.
Title: RE: Listening to the fans - pro or contra?
Post by: Berny on January 04, 2004, 01:42:05 PM
HA HA HA! Link the Burrower of Winds. Oh that would be great. New gameplay! OMG! Link is no longer restricted by that pesky ground! Throw some bait and watch him DIG DIG DIG!
Title: RE:Listening to the fans - pro or contra?
Post by: mouse_clicker on January 04, 2004, 01:55:49 PM
I didn't have any problem with the actual length of Wind Waker, just in the method they used to attain that length, ie the Triforce chart/piece scavenger hunt. If they had replaced that whole thing with another dungeon or two, Wind Waker would have been almost perfect.
Quote And how is that progress? That would bring nothing to the gameplay, it woul only be a cosmetic improvment. Besides, you cannot improve upon the perfection that is OoT. They had to create a new perfection. However WW was not perfect because it was too short. However WW2 will probably be longer, so they are learning from thier mistakes. People dont always know what they really want. A lot of people really wanted an OoT style game, but then found WW even better, apart from the longevity of it.
How is Wind Waker any different? It is one of the best games I've ever played, but really it played *exactly* like Ocarina of Time did, just while looking cartoony. Wind Waker was purely a cosmetic change over Majora's Mask and Ocarina of Time. Hell, the Wand in WW was controlled almost exactly like the Ocarina in OoT. Wind Waker offered no new gameplay at all, unless you count the wind changing, but every Zelda game revolves around some feature or another like that. So in that sense, "Ocarina of Time with more polygons" (which still wouldn't be that realistic) is no less progressive than Wind Waker was, just different.
Title: RE: Listening to the fans - pro or contra?
Post by: Berny on January 04, 2004, 01:59:56 PM
Ugh. Triforce Charts are just b!tch3$. That was seriously the most boring part of the game. And I LIKE sailing. It was just pointless. I don't know how they could have done it though. Maybe divide the Triforce of Courage into 3 pieces and make 3 temples? That would be a long game indeed.
Title: RE:Listening to the fans - pro or contra?
Post by: Hostile Creation on January 04, 2004, 05:41:48 PM
First time around I had no problem with the Triforce charts, since I did most of them during the progress of the game and not all at once. Second time around I made the mistake of not doing that, but it wasn't that bad.
Title: RE:Listening to the fans - pro or contra?
Post by: Jale on January 05, 2004, 08:25:33 AM
WW was different to OoT In the fact that the whole map was divided into islands. This meant that you had to go looking for the secrets which was a much more rewarding experience. I cant think of another Adventure game involving a sea.
Perhaps they should impliment the "light sword". It was used in this japanese game. You use the swordlike a real one in front of the TV and then holding it differently you can cast spells ect. Buttons on the cross-piece could be used as item buttons and you could actually conduct with it.
Title: RE: Listening to the fans - pro or contra?
Post by: manunited4eva22 on January 05, 2004, 02:17:47 PM
I still haven't beaten wind waker for that reason alone. Triforce charts take way too much of my time. I like doing sidequests, I don't like making a sidequest a vital part of the game.
Title: RE:Listening to the fans - pro or contra?
Post by: mouse_clicker on January 05, 2004, 02:21:53 PM
I hardly consider changing the map changing the game- just about every Zelda game has featured a very different overworld. Actually, a few of my friends don't like Wind Waker because of the huge ocean- I loved exploring it, but they hated sailing for 10 minutes just to get anywhere.
Title: RE:Listening to the fans - pro or contra?
Post by: Jale on January 06, 2004, 07:44:44 AM
I found it very strange that a forest boy who has only ever had the chance of swimming in the local pond is able to swim across a big lake or round and round for days and days, but a boy raised on an island can only swin about 100m. Nice one Nintendo.
Title: RE:Listening to the fans - pro or contra?
Post by: mouse_clicker on January 06, 2004, 10:37:13 AM
Jale: That's more for technical reasons- Nintendo didn't want you swimming to any island you wanted. It is still a linear game, you know.
Title: RE:Listening to the fans - pro or contra?
Post by: evil intentions on January 06, 2004, 12:43:04 PM
If you had to swim from island to island then people would be even more sick of the game. At least with sailing you could get there pretty fast. Swimming...errr....lets just say that I'd quit playing it in a second. I like Zelda games, but not that much if I'd I have to take 20 minutes out of my day just to get somewhere. Because that is what would happen. Someone wouldn't want to wait and get the sailboat. THey would just swim from island to island. (Which is relaly stupid) But hey, there are weirdos out there.
Title: RE:Listening to the fans - pro or contra?
Post by: Bill Aurion on January 06, 2004, 01:21:05 PM
Quote Originally posted by: Jale I found it very strange that a forest boy who has only ever had the chance of swimming in the local pond is able to swim across a big lake or round and round for days and days, but a boy raised on an island can only swin about 100m. Nice one Nintendo.
And this is where you realize that it's a game and it really doesn't matter...
Title: RE:Listening to the fans - pro or contra?
Post by: Jale on January 07, 2004, 07:55:00 AM
Yeh but it bugs me. In some areas they didnt have the annoying swin counter thing. Maybe they should have made it that you could swim a maximum of 200m from any island before you drowned.
Title: RE:Listening to the fans - pro or contra?
Post by: The Omen on January 07, 2004, 03:18:53 PM
Listening to me-PRO.
Title: RE: Listening to the fans - pro or contra?
Post by: oohhboy on January 11, 2004, 01:34:05 AM
I have slightly changed my position on this topic. Fan input is important as it widens your idea pool greatly without too much effort from the developer, therefore allowing them to spend that time saved to develop the said ideas whether they came from fans or not. Of course there has to be a cut-off point or else the game would neve be done.
I mean, look at the mod community for any game that can take mods. If fans can take a game engine and warp it in to another game which is balanced, then there is something to be found there.
Title: RE:Listening to the fans - pro or contra?
Post by: Sooper Dood on January 11, 2004, 07:58:34 AM
To me, fan input should be taken in very few ways. The main one would be game success - if a game is popular, explore options like a sequel or a similar game. If people like a soundtrack of a game, give the composer more work. If people like a battle engine in an RPG, keep it handy for another RPG (or a sequel). But you can't sit people down in focus groups and ask them what they want - as mentioned before, look what happened to the X-Box controller. If there was some magic tool that could sum up the opinions of everybody and make an average out of it to find the best way to please the most people in the greatest way, then you could listen to the people. But until it's invented, there is a reason these people have their jobs. Because they know what works.
I think the episode of the Simpsons where Homer helps Mel Gibson make the movie is a perfect example. Look at the changes Homer made. He thought they were great, and so did Mel (and so did I), but the people hated it. You can't take random opinions and use them to please everyone, so you gotta let the professionals work and hopefully please most of the people.
Title: RE: Listening to the fans - pro or contra?
Post by: KDR_11k on January 11, 2004, 08:02:05 PM
Remember the car Homer designed? That's how the XBox got made .
Title: RE: Listening to the fans - pro or contra?
Post by: oohhboy on January 12, 2004, 12:24:05 AM
Yeah but both are the product of neanderthals. I mean everything starts off with an idea, but as I said you still have to develop it assuming the idea in the first place is any good at all and it would work in tandem with all the other ideas that came along.