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Should Designers Listen to Negative Feedback? 

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Players certainly aren't shy about sharing their thoughts on video games. So what should developers do when players tell them they hate a certain game mechanic, character, or level? This video will explore some tips for responding to feedback and criticism.
Sources
Please see pinned comment
Games shown in this episode (in order of appearance)
DOOM Eternal (id Software, 2020)
Bloodborne (From Software, 2015)
Pokémon: Sword and Shield (Game Freak, 2019)
Animal Crossing: New Horizons (Nintendo, 2020)
XCOM 2 (Firaxis, 2016)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Mass Effect 3 (BioWare, 2012)
ReCore (Armature Studio, 2016)
Resident Evil 5 (Capcom, 2009)
Minecraft (Mojang, 2011)
Assassin's Creed IV: Black Flag (Ubisoft Montreal, 2013)
Tom Clancy's The Division (Massive Entertainment, 2016)
Call of Duty: Modern Warfare (Infinity Ward, 2019)
Final Fantasy XV (Square Enix, 2016)
The Witcher 3: Wild Hunt (CD Projekt, 2015)
Assassin's Creed: Odyssey (Ubisoft Quebec, 2018)
Bloodstained: Ritual of the Night (Inti Creates, 2019)
Gods Will Be Watching (Deconstructeam, 2014)
The Swords of Ditto (Onebitbeyond, 2018)
No Man's Sky (Hello Games, 2016)
For Honor (Ubisoft Montreal 2017)
Cadence of Hyrule (Brace Yourself Games, 2019)
Soma (Frictional Games, 2015)
Yooka-Laylee and the Impossible Lair (Playtonic Games, 2019)
Below (Capybara Games, 2018)
Pathologic 2 (Ice-Pick Lodge, 2019)
Fortnite (Epic Games, 2017)
Don't Starve (Klei Entertainment, 2013)
Don't Starve Together (Klei Entertainment, 2016)
Burnout Paradise (Criterion Games, 2008)
Dead Cells (Motion Twin, 2018)
Battlefield 1 (EA DICE, 2016)
Blasphemous (The Game Kitchen, 2019)
Ratchet and Clank (Insomniac Games, 2016)
Resistance 2 (Insomniac Games, 2008)
Furi (The Game Bakers, 2016)
Marvel’s Spider-Man (Insomniac Games, 2018)
Apex Legends (Respawn Entertainment, 2019)
Overwatch (Blizzard Entertainment, 2016)
Sea of Thieves (Rare, 2018)
Destiny 2 (Bungie, 2017)
Star Wars Jedi: Fallen Order (Respawn Entertainment, 2019)
Half-Life 2: Episode One (Valve Corporation, 2006)
Assassin's Creed: Brotherhood (Ubisoft Montreal, 2010)
Slay the Spire (Mega Crit Games, 2019)
Tom Clancy's Rainbow Six Siege (Ubisoft Montreal, 2015)
Middle-earth: Shadow of War (Monolith Productions, 2017)
Super Smash Bros. Ultimate (Sora, 2018)
Hellblade: Senua's Sacrifice (Ninja Theory, 2017)
Disco Elysium (ZA/UM, 2019)
Super Meat Boy (Team Meat, 2010)
Nioh (Team Ninja, 2017)
Far Cry 2 (Ubisoft Montreal, 2008)
XCOM: Enemy Within (Firaxis Games, 2013)
Mario + Rabbids Kingdom Battle (Ubisoft, 2017)
Invisible, Inc. (Klei Entertainment, 2015)
Dead Rising 2 (Capcom Vancouver, 2010)
Dead Rising 3 (Capcom Vancouver, 2013)
DUSK (David Szymanski, 2018)
Resident Evil 2 (Capcom, 2019)
Resident Evil 3 (Capcom, 2020)
Resident Evil 3: Nemesis (Capcom, 1999)
DOOM 3 (id Software, 2004)
Heat Signature (Suspicious Developments, 2017)
Titanfall 2 (Respawn Entertainment, 2016)
Pillars of Eternity (Obsidian Entertainment, 2015)
Astroneer (System Era Softworks, 2016)
Noita (Nolla Games, 2020)
Darkest Dungeon (Red Hook Studios, 2016)
The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014)
Music used in this episode
Music provided by Music Vine - musicvine.com/
Other credits
Sonic the Hedgehog © Paramount Pictures
PAX East 2019 - Panzer Paladin Booth Setup Time-lapse | Tribute Games
• PAX East 2019 - Panzer...
Developer Update: Symmetra Redesign | PlayOverwatch
• Developer Update | Sym...
Devstream #135 | PlayWarframe
• Warframe | Devstream #135
Resistance 2 Gameplay Chapter 2 1080p PS3 Walkthrough | TRANCE GAMER
• Resistance 2 Gameplay ...
Sea of Thieves Epic Ship Battle - Sloop Vs. Galleon Highlights | SonoWave TV
• Sea of Thieves Epic Sh...
Nioh: Battle Tutorial (Alpha Demo) | gaijin hunter
• Nioh: Battle Tutorial ...
Contribute translated subtitles - amara.org/v/C3BDs/

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27 май 2024

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Комментарии : 3,3 тыс.   
@GMTK
@GMTK 4 года назад
Hello! First things first: the GMTK Game Jam returns in July. Sign up here: itch.io/jam/gmtk-2020 Also, the huge number of links and sources for this video was waaaay too big for the description (there's a 5000 character limit) so I've put them all in this pinned comment. Enjoy! Doom Eternal is a masterful twitch shooter symphony with one sour note | Ars Technica arstechnica.com/gaming/2020/03/doom-eternal-review-a-welcome-return-to-hell-on-earth/ Why the 'Doom Eternal' Marauder Sucks So Bad | VICE www.vice.com/en_us/article/jgezzk/why-the-doom-eternal-marauder-sucks-so-bad Bring back minecraft's original combat system | Change.org www.change.org/p/microsoft-bring-back-minecraft-s-original-combat-system Final Fantasy 15’s worst chapter gets fixed next month | Polygon www.polygon.com/2017/2/2/14476278/final-fantasy-15-chapter-13-update-dlc-release-date Nintendo has FINALLY adjusted the Animal Crossing eggs drop rate | Nintendo Enthusiast www.nintendoenthusiast.com/nintendo-has-finally-adjusted-the-animal-crossing-eggs-drop-rate/ The Witcher 3 patch 1.07: Geralt's new movement mode analyzed | PC Gamer www.pcgamer.com/the-witcher-3-patch-107-geralts-new-movement-mode-analyzed/ Ubisoft to Change 'Assassin's Creed: Odyssey' DLC After Fan Outcry | VICE www.vice.com/en_us/article/a3bdp5/ubisoft-to-change-assassins-creed-odyssey-dlc-after-fan-outcry ‘Mass Effect 3’ ending will be changed after video-gamer backlash, Bioware announces | NY Daily News www.nydailynews.com/entertainment/mass-effect-3-ending-changed-video-gamer-backlash-bioware-announces-article-1.1048196 Deconstructeam Tweet | Twitter twitter.com/Deconstructeam/status/1253670726370037760 The Swords of Ditto has a massive free update that removes permadeath | PC Gamer www.pcgamer.com/uk/the-swords-of-ditto-has-a-massive-free-update-that-removes-permadeath/ Yooka-Laylee and the Impossible Lair Update Will Make Game Easier | GameRant gamerant.com/yooka-laylee-and-the-impossible-lair-update-easier/ Ultra-tough dungeon-crawler Below adds easier “Explore” mode | Ars Technica arstechnica.com/gaming/2020/02/capy-adds-easier-explore-mode-for-freer-wandering-through-below/ A Russian Crucible: Pathologic 2 and the Problem of Video Game Difficulty | EGM Now egmnow.com/a-russian-crucible-pathologic-2-and-the-problem-of-video-game-difficulty/ A Thousand Voices: Open Game Development | GDC Vault (Free Access) www.gdcvault.com/play/1021755/A-Thousand-Voices-Open-Game Retrospective of Burnout Paradise | 4C Conference ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-jYpbXhl-4h0.html Why Insomniac blew up the moon | GamesIndustry.biz www.gamesindustry.biz/articles/2018-01-08-why-insomniac-blew-up-the-moon Peter Vesti Frendrup: Level Design in Battlefield 1 | Digital Dragons ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BwjU8okQWvc.html (Archived) Half-Life 2: Episode One Update Released | Steam News web.archive.org/web/20080306061112/steampowered.com/v/index.php?area=news&id=681 (Archived) Game Telemetry with Playtest DNA on Assassin’s Creed | Ubisoft Engine Room web.archive.org/web/20130310005326/engineroom.ubi.com/game-telemetry-with-playtest-dna-on-assassins-creed/ 'Slay the Spire': Metrics Driven Design and Balance | GDC Vault (Free Access) www.gdcvault.com/play/1025731/-Slay-the-Spire-Metrics Opinion: Indie Game Design Do-s and Don't-s: A Manifesto | Gamasutra www.gamasutra.com/view/news/117521/Opinion_Indie_Game_Design_Dos_and_Donts_A_Manifesto.php 'Nioh': Talking with Samurai | GDC Vault (Free Access) www.gdcvault.com/play/1024561/-Nioh-Talking-with Interview: Firaxis' Jake Solomon On What Went Right And Wrong With XCOM 2 | Rock Paper Shotgun www.rockpapershotgun.com/2016/02/25/making-of-xcom-2/ How Rare keeps Sea of Thieves afloat in a sea of feedback | Microsoft Game Stack Blog developer.microsoft.com/en-us/games/blog/how-rare-keeps-sea-of-thieves-afloat-in-a-sea-of-feedback/ @Jollyrogers99 Thread | Twitter twitter.com/Jollyrogers99/status/1250296304690847745 This Resident Evil 2 Remake mod kills off Mr. X for good | PC Gamer www.pcgamer.com/this-resident-evil-2-remake-mod-kills-off-mr-x-for-good/ Id Software Talks Doom 3: BFG Edition on PS3 | PlayStation Blog blog.us.playstation.com/2012/06/22/id-software-talks-doom-3-bfg-edition-on-ps3/ @AmusedApricot Thread | Twitter twitter.com/AmusedApricot/status/1251283823762915331 Darkest Dungeon: A Design Postmortem | GDC Vault (Free Access) www.gdcvault.com/play/1023435/Darkest-Dungeon-A-Design Bioware writer laments "increasingly toxic" fan feedback | GamesIndustry.biz www.gamesindustry.biz/articles/2013-01-10-bioware-writer-laments-increasingly-toxic-fan-feedback No Man’s Sky dev received death threats over lack of butterflies | Metro metro.co.uk/2018/07/23/no-mans-sky-dev-received-death-threats-lack-butterflies-7748931/ The hidden emotional toll that comes with a career in video games | Financial Post business.financialpost.com/technology/gaming/the-hidden-emotional-toll-that-comes-with-a-career-in-video-games Super Smash Bros. Fans Are Harassing Masahiro Sakurai Over Waluigi Snub | Nintendo Life www.nintendolife.com/news/2018/06/super_smash_bros_fans_are_harassing_masahiro_sakurai_over_waluigi_snub Kunai was review bombed by a single person in a 'state of anger,' claims developer | PC Gamer www.pcgamer.com/kunai-was-review-bombed-by-a-single-person-in-a-state-of-anger-claims-developer/ Circle in the Dark: The 'Darkest Dungeon' Community | GDC Vault (Free Access) www.gdcvault.com/play/1024247/Circle-in-the-Dark-The
@dylanr3733
@dylanr3733 4 года назад
Thanks for doing this topic about doom eternal marauder removal.
@bkm8556
@bkm8556 4 года назад
I think one really important thing worth mentioning is the importance of communication from the developers that they are listening. Valve has shown that they are snooping around forums constantly, and taking into account large amounts of data, concerns, and criticisms, but they communicate very little of it. If a developer doesn't acknowledge that they're listening, or start any conversation around feedback players will begin to feel isolated regardless of any changes made towards complaints. The case of Valve is very unique to game companies, but it just shows how aimless player bases can become without acknowledgment that the devs are listening to them. A PR manager who has a solid idea in the goals of developers, or who can communicate with them effectively is essential for large companies. It's why CS:GO is Valves most profitable game, it's not the IP but that players feel heard and don't burn out easily.
@alexgabriel5877
@alexgabriel5877 4 года назад
you should check out GGG and their Path of Exile - superb communication to players and listening to feedback. but they have a few strong stances that even years of complaining by people did not make them change these pillars
@robertmcdowell6084
@robertmcdowell6084 4 года назад
@@ihabnovalic9821 rain world is good because it's difficulty. I've never actually finished, but I appreciate it, because it's so dang hard.
@littleman6950
@littleman6950 4 года назад
I want to point out something regarding the Marauder - unlike a lot of games where durability (which people hate with a passion, RIP MMO crafting and economies) time constraints or Mr. X is a core element of the game play experience, the Marauder is only *ever* a moment in time. And that's not a justification why he's okay, it's to point out it's a deliberate difficulty spike that jarringly requires the player to play Doom with a very different mindset for him and him alone. Doom Eternal isn't going to fundamentally change and get worse if they lengthen his vulnerability period, or let plasma weapons slowly burn through his shield, etc. Nor will it really get better, but at least players won't look back on Doom and go "it was great, except this ONE F***ING GUY!"
@teslobo
@teslobo 4 года назад
Players are very good at knowing how they feel about things; they're very bad at knowing why they feel it.
@sebastiansandoval4861
@sebastiansandoval4861 4 года назад
Exactly
@RogueCheepSheep
@RogueCheepSheep 4 года назад
People in general.
@i_fish6657
@i_fish6657 4 года назад
So true
@markmayonnaise1163
@markmayonnaise1163 4 года назад
Extra Credits (before it became trendy to trash them) had a great line on this topic, that it is within human nature to come up with solutions without stating the problem; and that finding the real problem as the designer may allow you to make an informed decision as the dev. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-on7endO4lPY.html around 4 minutes in
@Lilliathi
@Lilliathi 4 года назад
@@markmayonnaise1163 "(before it became trendy to trash them)" Before they lost their way, you mean.
@mossbag69
@mossbag69 4 года назад
Mark, this video is too easy to follow. Please patch this to up the difficulty.
@ivanroman8914
@ivanroman8914 4 года назад
reproduce the video at x2 speed. Problem solved
@traxor2135
@traxor2135 4 года назад
Is Mark made of void?
@amoryacosta2915
@amoryacosta2915 4 года назад
@@traxor2135 Yeah, just like Hornet
@Auvisome
@Auvisome 4 года назад
Oh hahahahaha Ronaldinho soscer 💀👻
@ShinoSarna
@ShinoSarna 4 года назад
@@ivanroman8914 Then the video is too short, 8 minutes isn't worth playing. Add at least 20 minutes of content you lazy creator.
@CrimsonSlug
@CrimsonSlug 4 года назад
As someone who is colour-blind, I just wish I could change the Marauder's eye flash colour so I can see it.
@Furo6448
@Furo6448 4 года назад
I believe there's color options in the menus for colorblind people, not sure tho
@CrimsonSlug
@CrimsonSlug 4 года назад
@@Furo6448 they only change the ui elements, unfortunately.
@ultragamer4465
@ultragamer4465 4 года назад
Its a flash tho. I thought colour blind people still see brightness..... Besides there are 3 options for color blind people
@suplextrain
@suplextrain 4 года назад
@@ultragamer4465 The problem is that most color blind people have a hard time distinguishing between red and green, which are the two main colors of the Marauder (red and green flashes/energy). This means for most color blind players they won't contrast as much, making it much harder to spot.
@tiggerbiggo
@tiggerbiggo 4 года назад
How colour blind are you? Given that the flash is against the quite dark background of his face, and there's a quite loud unique sound I wouldn't have thought it was too much of an issue.
@Fleetw00d
@Fleetw00d 3 года назад
A while ago, in Killer Instinct (2013), people complained about the character Jago. Jago has this ability where if he hits you with a fireball, he heals himself. People in the community cried for nerfs on the healing to no end, almost like a rally cry. So Iron Galaxy (the devs) take a look at Jago. With months of testing, the answer they found was that Jago was effective at every single range - meaning there was no place on the screen that he was at a disadvantage. At long range he had good fireballs, and a short range he had strong tools. At a mid range, Jago should have been weak, but he had this move called Wind Kick. Wind Kick allowed Jago to close the distance from mid-range. And the devs didn’t like that, so they made it so he’d be weak there. Instead of nerfing the healing, they nerfed Wind Kick. Many in the community exploded because it wasn’t what they wanted. Jago fans were angry because they lost an amazing move that required little strategy. Jago haters were angry because they didn’t nerf the healing and felt ignored.They cursed the devs and called them unspeakable things. And yet, in a few months time, nobody was complaining about Jago anymore. Why? The problem wasn’t the healing. The devs needed to look at the problem intelligently and not react to outrage. And they did so very well, though it didn’t win them any popularity contests.
@louisng114
@louisng114 4 года назад
I am pretty sure Sonic's face gave adults nightmare too.
@martytu20
@martytu20 4 года назад
louisng114 the memes were a gold mine.
@9Godslayer
@9Godslayer 4 года назад
I _still_ have trouble getting his face out of my head!
@VinnieMac
@VinnieMac 4 года назад
if THAT gave you nightmares, you lead a pretty sheltered life
@CompleteReview
@CompleteReview 4 года назад
I love how the scream stays while the screen changes
@nonsudunk
@nonsudunk 4 года назад
Can confirm
@houstonsharp6261
@houstonsharp6261 4 года назад
While in college, i came across either a book or article from a writer discussing creative feedback when creating stories, and what he said always stuck with me: "When someone tells you something isn't working, they're probably right. When they tell you how to fix it, they're probably wrong." Great video as usual!
@benl2140
@benl2140 4 года назад
I heard something similar in a talk from a game dev. What he said was along the lines of "If your players tell you that there's a problem, you'd be a fool to ignore them. If they tell you what the problem is, they may be right and they may be wrong. If they tell you how to fix the problem, they will almost always be wrong."
@benderb.r5041
@benderb.r5041 4 года назад
Neil Gaiman, I believe or Stephen King. I remember reading it somewhere.
@houstonsharp6261
@houstonsharp6261 4 года назад
@@benderb.r5041 I think you're right!
@Benjieb15
@Benjieb15 4 года назад
@@benl2140 I so strongly disagree with the last part of that quote. If someone proposes a solution, ignoring it entirely is just bad advice. I'm not saying it's wise to take a proposed solution at face value, slap it into the game and bam boom mission complete! A well-articulated player proposed solution can offer an amazing insight into the player thought process and can help understand the root of the problem as well.
@Gadget-Walkmen
@Gadget-Walkmen 4 года назад
well said.
@TwoMinutePapers
@TwoMinutePapers 4 года назад
Wholeheartedly agree with the "data informed, but not data driven" argument. Very well put. 👌
@Ghost-gj1bx
@Ghost-gj1bx 4 года назад
Didn't expect to see you here lol
@sadstormtrooper
@sadstormtrooper 4 года назад
Now, Only if Ubisoft took player feedbacks of not making their every game a 50 hour grindfest rpg more seriously, smh!
@50Personas
@50Personas 3 года назад
@@sadstormtrooper Considering how well many of their 50-hour RPG grindfests sell, I'd say you're pretty much entering the vocal minority territory the video warns against. Lots of people still do see that as more value, correctly or not. I get bored of the Ubisoft formula at times, but when it clicks, I'm so sucked in I myself don't believe it sometimes (Odyssey and The Division 2 were such cases recently). It's funny: almost all of my friends who play games regularly love to diss Ubi, but they end up buying and playing almost all those grindfests all the same. When they don't, it doesn't seem to have anything to do with the grind, the length or the open world, but with something else. Even Breakpoint didn't seem to fall for those reasons (Wildlands was insanely successful after all), but because it strayed too far from Ghost Recon and went too hard into the microtransactions.
@josephbrandenburg4373
@josephbrandenburg4373 3 года назад
@@Ghost-gj1bx making a comment about data, of all things!
@mrniceguy7168
@mrniceguy7168 3 года назад
Unfortunately for Call of Duty players, developers are data driven, not data informed
@Sleeepy.
@Sleeepy. 3 года назад
"I'd rather be 9 people's favorite thing, than 100 people's ninth favorite thing." - [Title of Show]
@charliericker274
@charliericker274 3 года назад
Ah, but from a financial standpoint you would rather be the latter. The former equals less sales than the latter. This is why we have so many homogenous games, also why you are more likely to find that game that speaks directly to you in an indie game than a mainstream one. Aside from certain games that challenge the status quo and succeed, mainstream games are going for mass appeal, safety. Dark Souls for example did not do this, and at first no one really paid it much attention, but now every game wants to be Dark Souls. Breaking away from the norm is a risk, but when it pays off it can change everything.
@randomrandom450
@randomrandom450 3 года назад
@@charliericker274 Exactly, AAA games cost a lot of money, that's why they are more "safe bets" and has mass appeal. Now that I'm old and grumpy (36) I tend to play more indie game, for the reason OP says, a smaller game is more likely something special, since it can appeal to a smaller audience, since they don't need to make the big bucks by selling million copies.
@Manglet762
@Manglet762 3 года назад
Easy to say when the doors to the company you either own or are a part of aren't at risk of being shut for good.
@piotrmbukowski
@piotrmbukowski 2 года назад
...adn then you look at copies sold as a developer/indie developer and cry that you are struggling to make ends meet.
@gabrielfreitas3033
@gabrielfreitas3033 4 года назад
This reminds me of a certain person on twitter saying how most player critcism is genuine, but not always helpful
@hamyncheese
@hamyncheese 4 года назад
A Buddhist would say "Thank-You for helping me" to every experience regardless of its intent or outcome. I think the real question is: Can devs figure out how to productively utilize all the feedback that they get whether or not that feedback is desired.
@mohammedsarker5756
@mohammedsarker5756 4 года назад
May I ask who?
@NickRaven
@NickRaven 4 года назад
Speaking of genuine AND helpful criticism, this guy's great: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-vCjWhIMV_4A.html
@alpha6549
@alpha6549 4 года назад
@@hamyncheese where did you get that from?
@lonestarr1490
@lonestarr1490 4 года назад
@@NickRaven This guy too: ru-vid.com/show-UCyhnYIvIKK_--PiJXCMKxQQ
@thajocoth
@thajocoth 4 года назад
As a game developer, a common bit of wisdom in the industry is: "Players don't know what they want, but they know what they don't like." Basically, suggestions made by players are usually not the best solution, and will usually not even fix what it is they're having a problem with, but finding out what exactly players are having trouble with and WHY, can help the designers come up with good solutions to those problems.
@Markie98
@Markie98 4 года назад
That's not even just about videogames to be honest. That can be applied to many things around us everyday.
@PunkFiddler
@PunkFiddler 4 года назад
This is true. It's easier to consolidate issues experienced by players since it's objective while consolidating their wants is very subjective.
@juiuice
@juiuice 4 года назад
I'm glad this is said
@terceirojogador
@terceirojogador 4 года назад
my point is; if a person cries over difficulty in a video game imagine what these people are gonna react at how injust life is, getting a good job, studying to get a degree, buying a car, paying rent, owning a house, doing your shores, living a normal human life but instead they cry out about a video game instead of jumping into another one
@rustygaming7881
@rustygaming7881 4 года назад
The difference between developers and gamers are. Developers have access to the broad picture, most gamers only have access to what is present in the game. If if a mechanic breaks the game and the developer knows it will change so many things they don't tell you that they just say nope.
@voltricity1942
@voltricity1942 4 года назад
"No Man's Sky dev received death threats over lack of butterflies"
@Brunosky_Inc
@Brunosky_Inc 4 года назад
Death threats are shit, but I'm pretty sure that title was a cheeky oversimplification of the whole mess that was the launch of No Man's Sky and all the promised features not at all present.
@hippityhoppity9563
@hippityhoppity9563 4 года назад
Lol, I laughed so loud when I read it
@FraserSouris
@FraserSouris 4 года назад
I wouldn't be surprised if this is true. I recall a while back, people made this excel spreadsheet of every feature that was missing in NMS and hounded the devs for every little thing that was missing
@AquaticMammalOnBicycle
@AquaticMammalOnBicycle 4 года назад
Brunosky Inc. That specific death threat specifically about butterflies actually happened: www.theguardian.com/games/2018/jul/20/no-mans-sky-next-hello-games-sean-murray-harassment-interview
@abdulmasaiev9024
@abdulmasaiev9024 4 года назад
@Xylene Not defending them in any way because death threats should be considered serious business rather than just internet business as usual, but putting it like that is disingenous. The people in this case are mad about the feeling they got cheated/scammed on a thing they invested in, either in time, attention or literal money (in preorders and such), not about "a video game".
@Omnicide101
@Omnicide101 3 года назад
8:35 this is the biggest brained move I have heard in my life. In fucking awe of this dev team that just casually took a well-established staple mechanic and inverted it to get the same result. Legendary.
@vulpinemachine
@vulpinemachine 3 года назад
"Reward the behavior you want instead of punishing the behavior you don't."
@LucaxCorp
@LucaxCorp 2 года назад
Blizzard did the same thing with WoW. Used to be if you played the game too long you would get a penalty to EXP gains because of “exhaustion.” When people went nuts over that Blizzard made it so *not* playing the game for awhile gave you an EXP boost in the form of a “rested” buff that would gradually wear off. Inverted the mechanic and still encouraged the same behavior.
@TheFinagle
@TheFinagle 2 года назад
@@LucaxCorp My favorite example of how presentation affects reception. The maths are even identical, that bonus exp was the original intended amount and the lowered xp became the new normal amount. They changed only the name and description and the feature went from hated to loved.
@GamerSensato
@GamerSensato 4 года назад
Speaking as a player, I liked the notion of being open and honest about the intent of the designer when talking to the players, since I believe that the excessive secrecy surrounding game development is part of the problem. Players begin to believe that they know more about development than the devs themselves, and I think that's a big part of what drives the online harassment. Now, speaking as someone who is a creative worker (sorry, I don't know the correct term in English), I understand the struggle of dealing with customers (or, in my case, clients) feedback, even when I'm being honest. Author Neil Gaiman said that "if a reader doesn't like or understand a part of your story, they are 100% right. But then they will offer a suggestion to fix it, and they'll be 100% wrong. The writer must find the right solution for themself" (I'm paraphrasing here).
@BobbyOxygen
@BobbyOxygen 4 года назад
There are certain genres where the top tier players will have a better insight into balance and mechanics than the developers, simply due to the developers not being able to play the game on that level. Fighting games and multiplayer shooters are the prime examples.
@suplextrain
@suplextrain 4 года назад
That's frankly not often possible or even desirable. Game development involves the study of many different fields like cognitive science, architecture, (screen)writing, etc. which most players won't know anything about. Then if you want to 'trick' players for their own benefit telling them what you did can be counter-productive. Dynamic difficulty and pseudo-random distribution are just two examples of things you might not want to elaborate on, let alone mention.
@Queso2469
@Queso2469 4 года назад
Being open can definitely help in addressing most of your core audience, but on the flip side it can also open up developers to even more targeted harassment from the worst of your player base. It's certainly not an easy balance, and I can't blame a dev for being unwilling to open themselves up to further harm.
@longdo5910
@longdo5910 4 года назад
@@BobbyOxygen Top tier players are also susceptible to tunnel vision on certain aspect of a game like competitveness or end-game content that newbie couldn't comprehend yet or might not care about yet. Stuff like accessabilty (in term of both ease to play and disability support) require a dev to look at their less skilled players.
@ghosface353
@ghosface353 4 года назад
@@BobbyOxygen Sometimes you have studio that has no idea about the game type they are making. Bioware had no idea what made a looter shooter good with Anthem, and because they didn't care about feedback or look to other games they failed. Maybe the new Anthem they will actually do some research and figure out why Destiny 2 and Warframe works.
@adamharris306
@adamharris306 4 года назад
This seems to go hand-in-hand with not letting players "optimize the fun" out of a game, but on a more macro level.
@steveejohnson7932
@steveejohnson7932 4 года назад
If you can optimize the fun out of a game, you were never really having fun in the first place.
@Tiparium_NMF
@Tiparium_NMF 4 года назад
@@steveejohnson7932 Nah this isn't true. There's a reason Minecraft stops being as fun once you've effectively got unlimited resources.
@BlazeXth
@BlazeXth 4 года назад
@@steveejohnson7932 most of the time, near nobody has fun playing a game until they learn how to, it's a whole process with many nuances overlooked due to being in a gamer's nature, making such a statement would be careless
@steveejohnson7932
@steveejohnson7932 4 года назад
@@Tiparium_NMF Currently in my 300 hour minecraft server with every farm imaginable, me and my friends are having a blast. Or prehaps you'd prefer all my modded worlds full of factories? You're seriously out of touch.
@steveejohnson7932
@steveejohnson7932 4 года назад
@@BlazeXth This channel has literally done episodes on games where the whole fun of the game is learning. Please go lower the effective IQ of a different comment section.
@AV-nn4qx
@AV-nn4qx 4 года назад
In regards to Darkest Dungeon and the corpse feature: despite the initial outcry, the developers have later revealed that only about 1% of players actually turned off the corpses. Source: "Darkest Dungeon Documentary | Gameumentary" by The Escapist. Corpses at 42:37. 1% mention at 52:20.
@delicious619
@delicious619 4 года назад
Corpses aren't even that bad. Depending on the team composition, corpses are helpful for the position based attacks. As with many discussions about Darkest Dungeon, it boils down to 'Git gud'.
@aisudhfabisdrh
@aisudhfabisdrh 4 года назад
@@delicious619 Boils down to RNG more like
@grassypond4996
@grassypond4996 4 года назад
@@aisudhfabisdrh It boils down to risk management and knowing when a party is a loss cause. Characters die suddenly or the madness can spiral out of control. Those are features not flaws. It wouldn't fit with the theme, tone, or story of the game if it wasn't ruthless.
@aisudhfabisdrh
@aisudhfabisdrh 4 года назад
@@grassypond4996 Missing 10 attacks in a row and having your characters die is pretty broken. It's grinding disguised as challenge.
@austinbaker8042
@austinbaker8042 4 года назад
Damn that's the best "Told you so" feeling if I ever heard one
@Manda_Kat
@Manda_Kat 3 года назад
What you've gotta remember is: a lot of people who PLAY games don't MAKE games and don't know why that feature they love or hate makes them feel that way.
@joshmartin2744
@joshmartin2744 Год назад
The tricky part is that the reverse is also true. People that MAKE games often don't have nearly as much time to PLAY games, including the one they're making. There's a huge difference between testing a game, and actually playing it.
@gardian06_85
@gardian06_85 5 месяцев назад
if you think that the people making a game don't play it you are naive at best to delusional at worst: when a developer implements a feature they in 99% of cases test that feature, when a level designer changes the level geometry they will go into that level and try it out. when a new enemy is introduced they will put themselves in a room with that enemy to test its patterns, damage amounts, openings... the criticism is not that they "don't play their game" rather they are "playing their game too much" the developer can get an idea within them that even once it is in the game they can be iterating on it so much that they "learn to love it" chalking the "it isn't that good" by tacking a "YET" onto the end. this has been noted numerous times: Aliens Resurrection for the Play Station had dual Analog stick FPS controls on console before Halo Evolved Combat, the game was derided for the "crappy control scheme that made the game too difficult" where it was the testers that had so much experience playing with it they got "too good" and many of the reviewers had never used a style like it before. Many Players believe that "the devs must not play their own game" as a knee jerk for not agreeing with design choices, sometimes yes they are making not great decisions in the long run, but also that is being immersed in the creation. on the "they don't play games in general" most 'corporate developers' are only paid for 8 hours a day 5 days a week, so there are many more hours in the day, but when Games are your job you might not want to play games in your off hours. If you made bread for 8 hours a day 5 days a week after a while you wouldn't want to even look at a loaf of bread outside of work.
@amateraceon5202
@amateraceon5202 4 года назад
I love how you changed the egg article to say “fewer” from “less”
@Evoleo
@Evoleo 4 года назад
phynaly, les eks Pepega
@marcustulliuscicero5443
@marcustulliuscicero5443 4 года назад
Stannis approves
@FabriSlv
@FabriSlv 4 года назад
Am I the only one who finds that overwhelmingly british? I love that
@dominant2576
@dominant2576 4 года назад
King Stannis approves.
@HighLanderPonyYT
@HighLanderPonyYT 4 года назад
Yes, thank you! For people whose first language is English and are writers or creators of professional articles to have such basic mistakes... smh
@reptylus3129
@reptylus3129 4 года назад
9:05 Yasuda said it perfectly. Player feedback should be used to inspire the game designer, but never to do his job.
@gettingshotsomeonesgonnapa8635
@gettingshotsomeonesgonnapa8635 3 года назад
But, some companies NEVER listen to the feedbacks and keep doing the same game over and over just for money. For example ubisoft, see how much ac chanced, the new ones arent liked and loved by many people, but this season pass money is enough to keep doing the same over and over. They just put assasins creed title to get people hyped, when people play it, they get disappointed.
@dearmas9068
@dearmas9068 2 года назад
@@gettingshotsomeonesgonnapa8635 that's false. We do listen to it. It just doesnt mean the feedback is right. The overwhelming majority of the time players complain about a problem will point us in the right direction, but almost never will the player know the right way to fox or change things. Knowing what to ultimately do requires a mountain of data that player never have any access to.
@indeboss
@indeboss Год назад
One of my favorite examples of devs handling the feedback is Hades: back when the game was in early access they would check which enemies the players would complain about the most and buff those who hadn't received any complaints - since they didn't want them to feel easy.
@TheSirmousavi
@TheSirmousavi 4 года назад
"Don't listen to a vocal minority" is generally a good advice, not just for game developers
@Vvonter
@Vvonter 4 года назад
The pokemon way.
@suplextrain
@suplextrain 4 года назад
No it's bad advice, especially for game dev. Just because a few people are saying it doesn't mean what they're saying isn't true. Just because they might word it poorly or lash out doesn't mean that there isn't truth to what they're saying. Sometimes even just their reaction (they don't fully understand themselves what annoys them about X) is worth considering. ALL feedback is valuable, even if it just boils down to someone saying "This looks like shit" or something. It's data. You look at it, try and understand it and then act (or not) on it. Even just a single person that behaves like an asshole can still be useful depending on how you look at it and use said feedback.
@cooldudeachyut
@cooldudeachyut 4 года назад
Yeah, no. That's not a good advice unless you're a politician. Besides, that wasn't even the point made in the video.
@eleongo
@eleongo 4 года назад
@@suplextrain Not really, listening to vocal minority or someone behaving like asshole is still not entirely bad advice but are their feedback constructive and make sense in the first place, or just straight up whining and trolling? In the end, it's up to developers to differentiate between constructive feedback and the opposite one.
@gabrielandy9272
@gabrielandy9272 4 года назад
@@cooldudeachyut even as a politician you should try to see the arguments, you don't just govern for the majority you govern for the better..... if majority wanted to slave black people in the past that is not good and is bad still.... theres country that the majority hates gay and want kill then (specially some religious country) don't mean they are right and u should listen to then..... minority or majority what matter is the argument and trying to see if the change is for the better or not.
@dwighthouse
@dwighthouse 4 года назад
Yep, this is what they taught us at DigiPen: "Listen to your players, but don't do as they say."
@warblenoise
@warblenoise 4 года назад
Was that quote used sarcastically
@dwighthouse
@dwighthouse 4 года назад
@@warblenoise No. It was a pragmatic statement, the simplification of "do lots of game testing to find the problem spots, but don't just simply implement the suggestions of players because they are usually falling into biases based on their understanding of other games."
@warblenoise
@warblenoise 4 года назад
@@dwighthouse I watched the video too
@EveryGamerLife
@EveryGamerLife 4 года назад
Just like with women
@joejjj4378
@joejjj4378 4 года назад
@@EveryGamerLife women dont know what they want, but they know what they dont like...
@mariomguy
@mariomguy 4 года назад
The reason games used to be so difficult ("Nintendo Hard," according to Satoru Iwata) is developers would be working on their games for years, playtesting over and over. They would get very good and know all the tricks. So something really easy for them is actually really difficult for a player, who doesn't have that level of insight or sheer playtime. If a game had a serious flaw, it was out the door and nothing could change. It's only recently change is made possible. I made a simple 10-question quiz game for a marine museum that has a game-over. It was to be installed as a museum exhibit, people would play for a few minutes or so, then move on. I wanted the game to be motivating, exciting, and challenging, but fair. You have 3 lifelines, there are no trick questions or answers, and most of the answers can be narrowed down through process of elimination. During playtesting a lot of people lost early on. People hated that there was even a game over at all! Some told me to get rid of the game over and just let everyone win, or allow the user to skip a question, or earn another lifeline. I didn't do that because it would undermine the whole purpose of the game. Rather, I allowed 2 guesses for the 4-question answers. At first I thought this would make it too easy, but it struck the right balance for a lot of people. Even after this, I dug into the stats one day and found the game was played 150 times with only 2 complete victories. Rather than giving the option for an easy playthrough, games should strive for low floor-high ceiling whenever possible. This is something Nintendo perfected with Mario: poorer players can walk through segments at their own pace, experienced players can run through the whole thing. Similar with Fortnite, you can choose to battle as many people as possible (taking their weapons), or you can open chests and farm materials, or you can just play stealthy and hide as much as possible. I've gotten first place with all three methods (combat, survival, stealth). High-floor games will have a smaller audience, perhaps one of the reasons Unreal Tournament isn't doing so well.
@Serlock4869
@Serlock4869 3 года назад
It's also good to know what type of game it is and how you'd like that game viewed as. For majority of games, I must say that on average, 70-80% players should able to finish them under normal difficulty. The rest is optional, to give them easy option or not. Additional hard option can be used to introduce higher ceiling and it's expected only fewer players can finish the game. For skilled games, commonly platformers such as contra and metal slug, it's fine to only let 20-30% players able to finish the game. It's to be expected, you don't simply play those kind of games easily. OTOH, megaman X series is easier, and it's again expected. It's similar with God of War / DmC, against Monster Hunter / Dark Souls, that the latter cater for skilled players and the former is more casual.
@silverpatternofficial7427
@silverpatternofficial7427 4 года назад
What I love most about these videos is how much everything applies to the design world across the board; not just game design. As someone who designs physical products, these principles apply equally as well to my practice. I feel like I've learned more about design methodology and research from this channel than from my Industrial Design education. It all begins and ends with users' emotional behavior and how to use the tools at our disposal to serve those emotions. I like to think that if someone can effectively master these methods, they can design anything.
@antibot9804
@antibot9804 3 года назад
As a writer, this also works for beta readers. I always thought the hard part about criticism was gonna be to take it in and implement it, but it's actually much more difficult to filter and ignore the parts that aren't universal, or trusting yourself to find the better solution to perceived problems the readers have.
@timofeybobakov3628
@timofeybobakov3628 Год назад
I'm trying to patch some unpleasant policies in my university as a student, and I find these videos incredibly useful when it comes to giving constructive feedback and problem solving. I owe a huge thanks to the author for that. I never thought videogames could be such a great uniting medium, a source of easy-to-understand examples and guidelines for diverse range of situations.
@abigailthompson838
@abigailthompson838 2 года назад
This is the ultimate artist’s dilemma. The more power you have, the less freedom you have. I know what it’s like to feel attached to an idea but, ultimately, if you have an audience you might have to let go of it to keep others interested.
@PalaceDude
@PalaceDude Год назад
Yup, but careful being a close-minded artist. The examples mentioned in the video work, but sometimes artists just have bad ideas that sound better in their heads. Things don't always look the same on the receiving end. Sometimes, you gotta take the L.
@Maxx__________
@Maxx__________ 4 года назад
Speaking as a designer, it can be frustrating having "one way or the other" design compromises be hated by half the players and loved by the other half. Perhaps situations like this require more forethought to avoid or more afterthought to cleverly solve for, but on an emotional level it can certainly be very taxing to hear those echoes of your own choices and convictions day in and day out.
@crankpatate3303
@crankpatate3303 4 года назад
Well, if it's possible, make these choices optional. If not, then you need to have a thick skin and balls of steel and you have to consciously decide to make a unique game that caters to a specific player type. It's better to make a unique game, that's going to make a smaller community very happy, than producing a "try to please everybody a little" game. Because in the end "a little" is most likely not enough for them to stick with the title.
@AgentAsh
@AgentAsh 4 года назад
I think in situations like this you should always strive to find a third option. Something that wouldn't change the way the whole thing works, perhaps, but would feel different and new to everyone.
@joaopedroholanda4167
@joaopedroholanda4167 4 года назад
StaySkeptic I’m not sure that’s always possible or good. Allowing a lot of customization can be overwhelming, and some things can’t be customized without spoiling the game. Also note that every such customization option adds another layer of complexity to both “not letting players cheat their own experience” and engineering costs, so that needs to be taken into account as well. You make a good point about accessibility though, that should be included whenever possible.
@crankpatate3303
@crankpatate3303 4 года назад
@@AgentAsh So you say, one should develope the same.... but different? But still the same. But also different? I mean, if you can pull this off, do it. But chances are, that you may have to pick a design choice and stick with it. Art doesn't have to appeal to everybody. And bold art is what sticks to peoples minds, whether they liked it or not.
@joaopedroholanda4167
@joaopedroholanda4167 4 года назад
@@stayskeptic3923 Of those options you mentioned in the first paragraph, only the last two might work for non-pc games. Even so, things like difficulty sliders and controller input is pretty standard, but more advanced customization would still have an engineering cost to implement which often is not worth it. I'm specifically talking about things which are not-standard because the other ones are a given, and so most players would expect something like that anyway. But if we're focusing on pc games, then sure, modding is pretty good. Players who care enough about a game can adapt it to fit their wishes, with no backlash for the development team. Win-wn.
@PsychoticNinja
@PsychoticNinja 4 года назад
When Overkill was constantly updating Payday 2, there was always a debate of Loud vs Stealth, and the devs would almost always cater towards the Loud group. It had gotten so bad that, they caved, and gave us Stealthers a stealth only heist, which caused the Loud group to whine and complain, claiming they don't get Loud only heists, and that the Devs are only catering towards the Stealth group. Well guess what happened? The Devs catered towards *that* vocal minority, duped the Stealth Only heist, and turned it into a Loud only heist. Just a fine example of what not to do with your updates.
@FlakAttack0
@FlakAttack0 4 года назад
"Stealth is too easy to farm" was a common complaint from Loud-only players speaking about things like Framing Frames. You know how god damn hard it was to train a team to do Framing Frames stealthily with any consistency? It was fun but so god damn hard. Overkill's response to this: make new guards mysteriously spawn when you kill or capture old guards. Bam, just like that stealth is effectively worthless. With one decision one of my favourite games got binned and I never touched it again.
@marianoclerici3986
@marianoclerici3986 4 года назад
@@FlakAttack0 When did that happen?
@DoktorJammified
@DoktorJammified 4 года назад
@@marianoclerici3986 I think that was in Death Wish update and left stealth in shambles for months. Not that it got any better when they started to make missions so long that stealthing them became such a bore and rngfest. Loud players who bitched about stealth always seemed to forget that getting caught was an instant reset since you had no way of salvaging it because you had to neuter your loadout to keep yourself concealed unlike loud you could just blast yourself to victory if one dude failed sneaking in heavy armor.
@MrThecampinggod
@MrThecampinggod 3 года назад
Another update that really nerfed stealth was the change to how pagers worked. When the game released, you were able to answer 4 pagers per person with a full stealth build. They eventually nerfed it to 4 in total which made framing frame an absolute headache.
@Jenohart
@Jenohart 4 года назад
I think the discussion of "difficulty" gets in the way of real feedback. I remember discussing Dark Souls 2 on a forum and arguing that I found several bosses disappointing because two human opponents with weapons is always dealt with in the same way and that was boring and uninteresting. I got people pushing back from people thinking I was asking to make the game harder, but that couldn't be further from the truth. It was too easy to deal with on top of being a boring design. I wanted something more varied and interesting, not easier or harder. The Marauder thing reminds me a lot of this. I don't hate the Marauder, but I find it weird that it's the only enemy in the game that forces you to fight it in one way only and punishes you for trying anything else. I wouldn't necessarily want the Marauder made easier, but I would like alternate ways to take it on. Like with the Doom Hunter, you can use the plasma gun to take down the shield or attack the hover legs directly to force it into phase 2. It gave the player options for dealing with it rather than limiting them. There probably are other ways of dealing with the Marauder like using indirect blast damage, but the game's over-reliance on tool tips gives players the wrong impression. Resident Evil 3 is a weird case: they already solved the problem by adding a dodge button. With a dodge button it becomes easier and more exciting to handle a chasing enemy, versus the awkward dance you have to do with Mr X to either walk around a punch or just take the hit and keep going. People were also most frustrated at having to push the bookshelf with Mr X around, and they already fixed that in RE3 when you need to open the grate: there are multiple environmental hazards that can down Nemesis for long enough to complete the task. It's incorrect to draw the conclusion that the nerfing of Nemesis lead to the worse critical reception. The game isn't worse because they made Nemesis too easy, it's because he's underutilized due to the game being too short and missing a lot of content from the original.
@M3mphix
@M3mphix 4 года назад
I think the assertion that changes made from Mr X to Nemesis being the reason the game reviewed worse is false. Most of the criticisms I read from Resi 3 reviews aren't so much to do with Nemesis himself, bar some disappointment that he rarely shows up, but the length of the whole game and how some key set-pieces of the original are missing.
@KnoxEmDown
@KnoxEmDown 3 года назад
Sidegrading (making unique mechanics) is better than buffing (making mechanics more powerful), and buffing is better than nerfing (making mechanics less powerful). S>B>N That's my design philosophy.
@Harrier42861
@Harrier42861 3 года назад
My opinion on the Marauder is that it's a jarring change in... feel from the rest of Doom Eternal's enemy cast. It feels like an enemy from Dark Souls or Bloodborne with how you have to approach him, instead of a Doom enemy, where victory comes from range management and target prioritization. Mind, there's some range management, but the target range where you get openings is so narrow it's hard to hold onto with Eternal's fast movement and faster pacing. That's my feeling on the Marauder, anyhow. And yes, you can take him down with indirect damage... eventually. But it's so slow it's rarely a practical approach, and usually happens if it does because while you were clearing out the other enemies with explosive attacks, he happened to be close to the enemies you were blowing up.
@paulblaquiere2275
@paulblaquiere2275 3 года назад
@@Harrier42861 I actually really like the Marauder's design, I liked how it was a different tempo. In many ways I would actually compare the Marauder to the Cacodemon (waiting for its mouth to open to bomb it), in that it leads to interestingly varied play as different enemies have different rhythms.
@lordanonimmo7699
@lordanonimmo7699 3 года назад
There's nothing wrong with marauder ALONE,the problem cames when he is in group with other demons.
@Saztrah
@Saztrah 3 года назад
This video is very comprehensive, and every time I thought "Yeah, that's great and all, but I wish he would mention the other sides of the argument X...", he always did! Sometimes feedback is entitled and ridiculous, sometimes it's hinting at real problems, sometimes it's a vocal minority, sometimes it isn't. Tough questions.
@glimmerratz3
@glimmerratz3 Год назад
literally ALL disabled players are a minority, especially when it comes to specific accessibility needs. Saying that is entitled... yeah I guess it is entitled to expect to not be ostracised for asking for access.
@WanderTheNomad
@WanderTheNomad Год назад
@@glimmerratz3 except accessibility changes generally don't negatively affect the rest of the userbase. Which is why I'm pretty much 100% sure that no one is referring to disabled players when talking about vocal minorities.
@daehkcid9996
@daehkcid9996 Год назад
@@glimmerratz3 I REALLY doubt that the original commenter was considering accessibility features in their original comment, nor were they trying to imply asking for accessibility features was being entitled
@DonYagamoth
@DonYagamoth 4 года назад
To me it's interesting, that: How you frame a mechanic towards the players makes a huge difference. Flipping a mechanic on it's head, where it was punishing before and now it's a reward for handling it well instead, as well as simply putting it in different terms for it to make more "logical" sense is nice
@msdrakegx
@msdrakegx 3 года назад
People hate being punished way more then they enjoy being rewarded. It's crazy but true. I just wish that the less games "rewarded" players with a better letter grade at the end of a level. It feels lazy.
@tylerpayne7467
@tylerpayne7467 4 года назад
When it comes down to it, Devs talking about why they made a game this way makes me excited. I Love to hear why they do what they do and They inspire me to maybe try my hand at it someday. Darkest dungeon in particular because When there was the Corpse controversy I remember being really sad Red hook was getting so much Flak for what I still think is a cool Mechanic. How you use Player feedback and Data is Such an important part of a game's Support. Nice video as always GMT.
@falconJB
@falconJB 4 года назад
The corpse and heart attack patches made the game so much better, I'm glad they kept them.
@tzeneth
@tzeneth 4 года назад
@@falconJB I disagree, I much prefer the simpler feel of the earlier versions of the game because I felt like I had more control of my characters than when they released those mechanics rather than depending on the whims of RNG. Having gone back later, they significantly improved that initial heart attack mechanic by making it more forgiving but I still feel it adds too much to the RNG nature of the game and leads to further increase the late game grind.
@613aristocrat
@613aristocrat 4 года назад
I've enjoyed game documentaries from the Noclip channel for that very reason.
@falconJB
@falconJB 4 года назад
The corpses don't change anything with RNG, they just make you vary your play style a little and the heart attacks just add an actual consequence for not managing your stress, and there are plenty of things to mitigate the RNG. But I'm glad they gave the option to for everyone to play how they wanted as without those mechanics I found the game boring and not worth playing, and with them many people found it too frustrating.
@Tinyvalkyrie410
@Tinyvalkyrie410 4 года назад
I love the corpse and stress mechanics, but hated the unpredictable massive crits that could one shot tank characters. When I found out I could tone down crits without removing them completely, I began enjoying the game much more. Because of this, I think granular difficulty modes are brilliant and should be default game design, tweaked over time. I do think it’s interesting that their internal numbers show only 1 percent of players turned off corpses. I actually think the game would be harder for me without corpses, since the front lines are out of range for many ranged heroes.
@justinford9933
@justinford9933 4 года назад
09:55 "...that can make encounters with him much, much easier." The "much, much" synching up with the punches was badass. Love this kind of attention to detail.
@UltimateTobi
@UltimateTobi 3 года назад
He's not only talking in-depth about topics, his videos are in-depth themselves.
@Rumboats
@Rumboats 4 года назад
I think it's also interesting to note that sometimes the problem isn't the artistic vision at play, but whether or not it's accurately transmitted to the audience. So for example: You might be designing a character that's supposed to instill fear and horror, but if 90% of players look at it and laugh, that its not a good sign. But in this case the problem isn't the vision of creating something that's terrifying, it's that it wasn't perceived as such by the players.
@DigiTism
@DigiTism 4 года назад
“Instead of making a game that you hope many people will like, it's better to make a game you know a few people will love.” - Mark Brown “The idea of a game designer doggedly sticking to their creative vision without caring what players think is a myth.” - Mark Brown I’d love a video going in depth about the sweet spot of these two ideas.
@takatamiyagawa5688
@takatamiyagawa5688 4 года назад
One of Subnautica's developers said something like "If you try to please everyone, you will end up pleasing no-one" at a GDC talk.
@nin2494
@nin2494 4 года назад
@@takatamiyagawa5688 So make a game that caters to the community you're aiming for and listen to what complaints they have to form an appropriate solution. You still listen to what players think but also make a game that a few people, those players, love.
@myorigaccisbroken
@myorigaccisbroken 4 года назад
@@takatamiyagawa5688 that is what World of Warcraft is trying to do and see where it got them.
@user-hj8oh9kh7v
@user-hj8oh9kh7v 4 года назад
Devs at Activision/Blizzard Will disagree
@thefebo8987
@thefebo8987 4 года назад
the first statement is absolutly not his opinion anymore especially after the last videos. he sees games more as a service for the mass. but with this attitude we will get the same boring games over and over. there is no formula for a good game but Mark Brown don't want to understand this.
@afroarchitect2446
@afroarchitect2446 4 года назад
I think feedback always needs to be considered but at the end of the day it's up to the creators if they want to do something about it. Not all feedback is good but if there is enough people mentioning the same thing it might be worth taking action.
@kailastnam9793
@kailastnam9793 4 года назад
That’s an awesome username!
@BlazeXth
@BlazeXth 4 года назад
One of the difficult parts about that might be knowing what ammount of a certain type of people is "enough" though. As mentioned in the video, that's what properly acquired data is so useful for.
@afroarchitect2446
@afroarchitect2446 4 года назад
@@kailastnam9793 thanks
@giggityguy
@giggityguy Год назад
The idea of listening to feedback about what needs work but not specific suggestions for how to fix it is interesting to me, because it defies what I always was taught about constructive criticism. I was always taught that when giving feedback, it's helpful to be specific and give suggestions of alternatives, rather than just responding with vague negativity. Saying "I don't think this is the best way to do this, what if you try this instead?" seems way more helpful than "your work is bad and I hate you." So generally whenever I comment about something I don't like in a game, I'll try my best to suggest a potential solution rather than just complaining about the problem. But I can see how that can be less helpful, especially if there are hundreds of other people doing the same thing. Maybe making suggestions is more applicable for practical problems, not creative ones. I still think it's important to be specific with criticism though. "I don't like this mechanic because X" is still a lot more useful that "this game sucks."
@LeeAndersonMusic
@LeeAndersonMusic 4 года назад
And then there's the simplest solution of them all: Make your game accessible to the modding community, so for every "I wish the game had X, or didn't have Y", the answer is: "There's a mod for that"
@liansmith4038
@liansmith4038 3 года назад
IMO, one shouldn’t rely too much on the modding community, since it promotes laziness amongst developers; they’ll just think that it’s alright leaving in game-breaking bugs because “the modders will fix it”. Not saying modding should be banned, just that devs shouldn’t use it as an excuse to slack off.
@leonardo9259
@leonardo9259 3 года назад
Yeah, just look at Bethesda, and then look what quality of games they develop Not saying modding is bad tho, I love it
@piemaniac9410
@piemaniac9410 3 года назад
Ryan Eichler they are great roleplay enabling worlds, but the game part is ok at beat
@gangstasteve5753
@gangstasteve5753 3 года назад
@@liansmith4038 he isnt talking about bugs is the thing. this is about features.
@liansmith4038
@liansmith4038 3 года назад
Gangsta Steve My point still stands though: developers could still purposely leave out important features because they believe that the modding community will add it in for them, confident in the power of their own brand.
@eadbert1935
@eadbert1935 4 года назад
this is a very similar issue to the "optimizing the fun out of games"
@danidm5820
@danidm5820 4 года назад
The Marauder case also highlights another problem with player feedback: time. The feedback about the Marauder being unfair and annoying was so quick to emerge and boil over that by the time people had made 2-pages long lists of simple techniques to win the fight (which took less than a week) people were already firmly on one camp or the other. Feedback is more common at the beginning of the game's life, but in this case a LOT of things that could mitigate that frustration were already there, people just missed them (partly because of a poor tutorial) and became convinced that the enemy was unfair. People today have ways to defeat this enemy without taking any risks and without needing to use the "green eyes flash" mechanic. And some of these tactics are so simple everyone can learn and use them. But someone who was frustrated at the beginning won't care, because the turf war about this enemy was so strong that anyone trying to express an opinion on one side or the other is immediately labeled as a "whiner" or an "elitist" depending on the side, meaning actual feedback gets lost and players find it harder to find and understand strategies or express legitimate complaints.
@zachmileshydra
@zachmileshydra 4 года назад
in my case I couldn't buy Doom Eternal day one and had to wait several weeks to play it. I had a blast with the game all the way until the first marauder. thats when I loved the game. I killed him my first attempt but man did I get sweaty. personally i love the showdowns with them. i was mainly mad with how the bad press on em got to me before I even fought em to decide myself. --have they made fights with two of em at a time? that would be amazing!
@Ayoul
@Ayoul 4 года назад
That happens with every new character in a competitive game as well which is even trickier because contrary to Doom Eternal, which is equally new for everyone, those competitive games have players with years of experience on the game. There's sometimes a bias where people have certain expectations and/or assumptions based on earlier reactions or key feedings by members of the community and label the character OP or trash before the majority even had time to properly try him out and learn to properly use them or counter them. It's important to note though, in response to your particular example, that having a solution to a problem within the game doesn't make the problem not exist. A workaround to a design flaw is not a proper fix.
@danidm5820
@danidm5820 4 года назад
@@Ayoul while some solutions are "workarounds", other are actual solutions that were purposefully created by developers as intended tactics and work exactly as intended, but were not properly conveyed Example: the main issue with the fight is "having to wait and counter the attack, otherwise the enemy is invincible"; attacking him with grenades, sticky bombs or, even better, remote detonation rockets by blowing them up next to him is intended to avoid the shield and stagger the enemy, which it does. But the tutorial, which has up until now spoiled the one and only optimal strategy to deal with every other enemy, tells you the way to beat him is to "wait for the green flash". That's what gives the impression that this enemy is so broken and boring, and other strategies seem "cheap" because the game didn't tell us those, so it feels like you are ignoring the "intended path", even though those were fully expected and implemented as viable strategies.
@FFKonoko
@FFKonoko 4 года назад
@@danidm5820 "the game didn't tell me exactly how to win, the thing it told me kinda sucked, and while there are other ways to fight that are part of the game, they must be cheating because I wasn't told to do them"? I wonder if those same people complained about ff13 being mostly linear tutorial, or games having constant waypoints, or bring too easy and hand holding nowadays...
@ChristopherCraven
@ChristopherCraven 4 года назад
It wasn't a poor tutorial. You shouldn't need more details or a dedicated tutorial to every boss introduced!
@revimfadli4666
@revimfadli4666 Год назад
Overwatch's infamously laggy balancing cycle is a great example of avoiding player suggestion too much The devs would change everything but what players suggest. And when these seemingly do nothing(since the root cause fits the player suggestion all along), they give up and fix the main cause, but forget to roll back those other "useless" changes, which now overcompensate the problem
@Inari_the_Fox
@Inari_the_Fox 4 года назад
This topic reminds me of how focus testing can ruin a game too. Look at the trailer for Overstrike and compare it to Fuse, the game it was reworked into.
@1996Pinocchio
@1996Pinocchio 4 года назад
Since there are no timestamps, here you go: 00:00 Intro 01:50 Disclaimer 05:29 One: Don't listen to a vocal minority 07:51 Two: Identify problems, not solutions 10:03 Three: Don't let changes ruin your game 12:23 Four: Create a conversation with your players 15:22 Closing thoughts 16:16 Outro
@thezipcreator
@thezipcreator 4 года назад
They should add this to the description so that yt creates chapters
@robocop5899
@robocop5899 4 года назад
thx
@artjom5617
@artjom5617 4 года назад
timestep for informative videos. here we go... you also just read the cover and backside of a book?
@themadgamer319
@themadgamer319 4 года назад
As an addendum everyone go watch Mark Rosewaters GDC talk "Magic: the Gathering: Twenty Years, Twenty Lessons Learned" where many ideas of this video are echoed
@CrossfacePanda
@CrossfacePanda 4 года назад
I second this. Probably my favourite game design talk I’ve ever watched.
@omegamatsu
@omegamatsu 4 года назад
Its funny to think of that because MtG is an absolute shitshow these days under his watch
@josephreynolds2401
@josephreynolds2401 4 года назад
@@omegamatsu I thought this video was made as one of the responses to MtG right now.
@Summer_Snows
@Summer_Snows 4 года назад
@@omegamatsu MaRo gets a bad rap because he's so often the "face" of game design. He's one person, in one department, with bosses and people who take over projects after his involvement. I definitely wouldn't blame MtG's current problems on him, at least not entirely
@user-et3xn2jm1u
@user-et3xn2jm1u 4 года назад
When I was a kid I took MaRo's weekly design columns on the MTG website for granted. Years later I see how valuable and bold those columns were, for the gaming community as a whole. I wish more developers would speak their mind on game design, but unfortunately with modern games, often the profit motive interferes with honesty. Especially in the f2p era, sometimes an element of a game will be the way it is BECAUSE players dislike it (and can pay to remove that element), not in spite of that.
@Rexotec
@Rexotec 3 года назад
It's interesting, when I played through Doom Eternal the game itself was incredibly yet subtley different to Doom 2016. It was far more tactical, it promoted far more spatial awareness, for more planning on how you are going to tackle large hordes of enemies, multiple pieces of equipment to juggle all at once, and the learning curve from the 'smash 'em up' that was Doom was steep for me at least. I'd seen a lot of the fearmongering and discourse over the Marauder before playing the game and I think it primed me for a bad experience, but honestly the boss fight you encounter him in feels just as intense and rewarding as the rest of the game. The Marauder felt like the logical end point the game was trying to make. It wasn't blast the enemy how you please, it wanted you to think tactically and constantly re-evaluate and define your environment and the encounter priorities.
@crimsondespair_9505
@crimsondespair_9505 3 года назад
And yet I don't think it fits with Doom. Doom 2016 returned the franchise to its roots with a few tweaks to the formula to make it more accessible and modern so it stands to reason that its seuqel would do something similar. What I think happened was people who bought Doom 2016 jumped into Doom Eternal, thinking it was the same thing, and then complained when it wasn't because they thought the game was porrly designed instead of the game heading in a different direction.
@Rexotec
@Rexotec 3 года назад
@@crimsondespair_9505 I agree that there is an element of miscommunication on how different the experience and learning curve would be but I don't think that's a fault of the game as a whole. I think the designers wanted a sequel that wasn't just a straight carbon copy of 2016 because, you know, story isn't really the focus of Doom, it's the gameplay, and I can't fault them for wanting to create a different experience. Like Tom Scott says, though, can't have too much change, but you can't have not enough either. Doom Eternal maybe probably changed too much too quickly but I tend to forgive it bc I err on the side of change, but that's just my preference of course.
@crimsondespair_9505
@crimsondespair_9505 3 года назад
@@Rexotec Of course. That's what I mean. Doom Eternal changed a lot and people weren't expecting it. The people that did loved it and probably didn't use social media to talk about it. The people that didn't made sure that their concerns were heard and vocalised to the developers, which is the topic of this video.
@cybertwilight
@cybertwilight 4 года назад
Mark, I cannot stress how important and necessary this video is on today's obsessive hypercynical culture of either contempt or, arguably worse, hypercriticism without a single consideration as to WHY something would be added to a game. Analytical discourse and feedback discourse benefits greatly from this greatly written, easy-to-follow video, JAM PACKED with a lot more of depth than I usually see in your videos (Which, bear in mind, is not a bad thing - Your channel is by far one of the most importants for aspiring and up-and-coming game designers) and amazing, diverse and extremely relevant examples - to the point I could easily talk about several others that you haven't cited, but easily gave room for. I know it feels like I'm just sucking up to you or just exxagerating, and maybe it really is just the thrill of finally seeing someone speak up in a well-directed and well-writen way what I've been having trouble telling everyone around me for the past 5 years as a game designer, but I just wanted to say... Thank you. As a long-time fan and patreon supporter, thank you very very much. You continue to prove yourself as one of my favourite RU-vidrs and a great educational resource for Game Design.
@BologneyT
@BologneyT 4 года назад
I'm not Mark, but YOU are awesome
@MadsterV
@MadsterV 4 года назад
I'd like to add that this has become the standard and not just for games, but for everything someone else has provided.
@MarkHogan994
@MarkHogan994 4 года назад
Yes, they should listen. Note that the word "listen" doesn't mean "agree with every single complaint, and then do exactly what the fans say they want". It just means listen to what they say, think about if it makes sense, and tweak some things. Basically be open to criticism and be self-reflective. I don't see how it could ever be good for a company to not listen to their customers. Again, this doesn't mean they have to then do exactly as players say. But at least take feedback into account.
@flyforce16
@flyforce16 4 года назад
Sure, but he says this immediately in the video, and that most developers already do. The question is how to respond to it and what kind of changes to make, if any-that's what the video's really about.
@TheBabaloga
@TheBabaloga 4 года назад
This feels like you're responding to the title before actually watching the video.
@Eichro
@Eichro 4 года назад
Trying to implement fanbase's widespread suggestions is one of the reasons Sonic is on a bad spot for decades
@jowysw
@jowysw 4 года назад
@@Eichro the reason probably has more to do with Sega not giving them a huge budget while the team not having an actual clear vision of what a Sonic gane should be. Meaning they are just reacting.
@Eichro
@Eichro 4 года назад
@@jowysw "They are just reacting" is basically what i meant! I don't think the size of the budget means much tbh.
@TransTrekTnerd
@TransTrekTnerd 4 года назад
I went to a developer conference held by a Georgia video game/movie/art school called SCAD, and one of the panels i went to was a PR team. The basic message they gave is that you can't just shrug off criticism, but sometimes what people are saying is the problem isn't actually the core issue, and you have to figure out what is actually the problem that is causing issues for players. I don't think I explained that correctly, but I think this is basically what you said in the second section
@ericm1839
@ericm1839 3 года назад
I think this video goes well with your "follow the fun" video. Devs really need to look at what makes their game unique and fun and focus on that. If youre getting feedback that says that the fun part of the game is being inhibited by a design choice, take it out
@lianmanuelalonsomendez
@lianmanuelalonsomendez 4 года назад
Loved the phrase at the end of the video. Darkest dungeon made me suffer, but when me and my friend actually beat the game it felt like we had defeated a monster. It’s tough and unforgiving, but if it wasn’t like that, it wouldn’t be rewarding. I truly enjoy your videos, BTW; you are definitely one of the best channels out there.
@McQueeb
@McQueeb 4 года назад
I'd like to give a special shout out to Nolla Games for their responsiveness regarding Noita. They are definitely aware of the opinions of the community and they take a lot of the criticism, comments and opinions on board when releasing patches and updates. They are active on Reddit, Discord and Twitter and they definitely watch Twitch streams and RU-vid videos. They manage to pull all of this off while still maintaining their own vision. Super impressed. Excellent game, excellent Developers!
@ThrottleKitty
@ThrottleKitty 4 года назад
As a writer, I often share story bits with my friends. Mostly, they just give me the typical response you'd expect from friends, general praise but that's it. One time, I shared one of the big twists with one of my friends who'd been taking a particular interest in the story. Until that twist. She clearly hated it, said it made her hate one of the characters, and she stopped asking me about the story after that. I have since completely gutted and rewritten that twist I was once so proud of.
@ThrottleKitty
@ThrottleKitty 4 года назад
@@HaveAWonderfulDayOfficial This a focused, shortened example of a single anecdote. I can assure you I do the most basic, given things a writer should do already, and nothing I've said implies I don't.
@nin2494
@nin2494 4 года назад
One question, do you regret it? Do you think the twist still served its purpose and that your friend hating one of those characters was the intent, but still evoked the wrong response i.e. dropping interest or do you prefer the rewritten version?
@Duiker36
@Duiker36 4 года назад
Brandon Sanderson publishes his creative writing lectures on his RU-vid channel and one thing I've heard him discuss is how to get feedback from others, including some examples that sound very close to what happened with you. He's not the best author, but he is an established bestseller and his lectures are probably worth more than anything a RU-vid comment can say.
@Czesnek
@Czesnek 4 года назад
Twists are good as long as it is not "This person was gay all along LOL". We all know which twist we are talking about.
@vulpinemachine
@vulpinemachine 3 года назад
Are you part of a critique group? I highly highly recommend joining one if not. Critique groups basically don't do praise. They try to help you figure out what's wrong with your stories so you can make them better. Your writing, your stories, your vision and creativity will flourish with the right group. Good luck fellow writer.
@guybrush20X6
@guybrush20X6 4 года назад
One thing I noticed is that balance changes without explanation lead to a lot of turmoil, especially when they seem go against the grain of fan consensus (nerfing a weapon considered underpowered, buffing a character considered OP, removing a glitch that people had harmless fun with). There's a balance to be struck as if you go with the demands, you end up with a bland mess but if you stick too close to your guns, it can lead to the problem that George Lucas has, namely he has great ideas but other people need to add their input, or we get a different kind of mess. In fact each Trilogy of Star Wars shows the different levels of personal vision vs feedback when you think of it
@Colbyte_
@Colbyte_ 4 года назад
Hey, I'm the guy whining about the marauders in doom eternal at the start of the video! Great video, thanks for using my tweet in it. It has inspired me to draft a video as well, because Doom Eternal is a game I feel so very mixed about and I think talking about it might be a good time. Hope you're staying safe in the world out there!
@GMTK
@GMTK 4 года назад
oh hey! Haha didn’t expect the tweet author to appear in the comments!
@Colbyte_
@Colbyte_ 4 года назад
@@GMTK what can I say, I love a good video essay! ♡ take care, man!!
@Saykiata
@Saykiata 4 года назад
One of the best framings I've heard for point two was "When the player says that there is a problem, they are almost always right. When they propose a solution, they are almost always wrong."
@scottsbarbarossalogic3665
@scottsbarbarossalogic3665 4 года назад
People are very good at what they like/dislike, but not great at knowing why
@Benjieb15
@Benjieb15 4 года назад
I'd argue it's one of the worst framings I've heard and an amazing amount of generalization of player feedback. If we're talking about the solutions Mark listed specifically "Nerf this", "buff this attack", "remove this character", yeah those aren't useful solutions. But when it comes to many other player proposed solutions I've seen, specifically some for games like the Pokemon franchise and Animal Crossing, potential solutions are well-articulated and you can tell that the players do, in fact, know what they want and what they are talking about. Saying that the player is almost always wrong when it comes to proposed solutions is just painting with such a broad brush it hurts me.
@CiromBreeze
@CiromBreeze 4 года назад
@@Benjieb15 And yet, Pokémon and Animal Crossing also have a surprisingly high amount of players who propose really awful solutions to a problem too. *Especially* Animal Crossing, actually.
@Benjieb15
@Benjieb15 4 года назад
@@CiromBreeze Do you have any examples? Because most of the Animal Crossing suggestions I've seen some awesome proposed UI options to fix the awful UI flow/dialogue trees in that game.
@FlackNCoke
@FlackNCoke 4 года назад
Benjieb15 You can actually see the results of bad player feedback in New Horizons. People used to complain that villagers talk too much or ask for too many things in previous games, now villagers seem to be limited to a handful of single sentences of dialogue per personality type and get annoyed if you talk to them more than five times in a row. This addresses the issue of them talking too much while also taking away their basic function of being fun to talk to and giving you things to do. It’s so bad that now the only reason I talk to my villagers is to check off the Nook Miles achievement related to it, whereas in previous games they were charming enough to talk to without prompting, and/or would often give you quick side quests to do, like deliveries. Without that they feel more superfluous than ever, and other than aesthetics there’s almost no reason for them to even be there.
@pointynoodle
@pointynoodle 4 года назад
I knew the darkest dungeon corpse thing was coming. Just knew it.
@Caidezes
@Caidezes 4 года назад
That was bullshit from some players. Folks were sending the developers death threats over it. Like they'd killed their dog or something. Talk about overdramatic.
@Funkopedia
@Funkopedia 4 года назад
Another thing about that one is whether it's worth disappointing the 1000 players you have now to provide a great experience for the 1,000,000 players you will get later.
@koktszfung
@koktszfung 4 года назад
Funkopedia or you will lose all of your players, you never know
@Levyathyn
@Levyathyn 4 года назад
What was the problem with the corpse thing? The video doesn't explain it too well, so I don't see what about it would piss people off.
@ThePortableTornado
@ThePortableTornado 4 года назад
@@Levyathyn In Darkest Dungeon what abilities a character can use can only target specific spaces in the enemy lineup. So when an enemy died the enemies behind them would slide forward closer to the front line. So people would ignore attacks that focused backline enemies and just focus the front line and build their party entirely around bursting down enemies as fast as possible while their back liners healed and applied stuns. Now with corpses (which aren't a guaranteed spawn and can be destroyed) a lot of meta strategies didn't work anymore as you needed to be able to target all positions on an enemy line or deal with the corpse. It honestly added a whole new dimension to the combat and made a lot of other skills and classes much more useful. EDIT: Also what skills an enemy can use is also dictated by their position in the lineup. So forcing a backline enemy forward makes it so they cant use their strongest abilities. This applies to your party as well. So having a corpse stop them from shuffling forward means they can still use their stronger attacks.
@derrinerrow4369
@derrinerrow4369 4 года назад
I remember a few years ago falling in love with a Game called Spacelords. It's a free to play co-op shooter/brawler hybrid where a team of 4 work together to complete various missions (with the possibility of a 5th player invading the game backing up the AI troops in an attempt to thwart the other players. The game had some very unusual mechanics, but somehow they work very well off of each other and provided a really unique experience. However, the community is really small (the game launched with very little fanfare, and there was little advertising. Maybe some of you got a youtube ad for it) which means that the vocal minority, who complained about mechanics that were perfectly fine by most people instead of learning them, had little opposition. Which has made MercurySteam (yes the guys who made the Castlevaia LoS games) make various changes to gameplay that seriously messed with the game's flow and even ruined the Antagonist mode (the 5th person invading) nowadays it feels like a very different game. I would like to go more in depth with the changes that made me quit playing the game, but I feel like no one would listen and I'll just be talking into the void. so if anyone is interested in me going into details about what changed, let me know.
@sarpyagzsonsaat2293
@sarpyagzsonsaat2293 2 года назад
I am interested in what happened,could you tell me please?
@RandomCarrot2806
@RandomCarrot2806 4 года назад
Without having played Doom Eternal it sounds like the Marauder breaks the core fantasy of the game, being an unstoppable badass slaughtering enemies. It's like when an action game suddenly have a forced stealth section or an open world games forces you down a linear path. It gets a little muddy and hard to identify what the essence of your game is in modern game design where most feel like they are trying to be several different things at once. But a player feels it instantly when their reason for playing the game is being violated.
@Fluffkitscripts
@Fluffkitscripts 3 года назад
I’d say it doesn’t work because, say, an action game’s control scheme isn’t built for stealth. Doom’s frantic combat isn’t fit to translate into dark-souls precision combat. Control schemes are optimized for the majority of the game, and railroading players into using them for something entirely different is going to be like making them use a hammer to turn a screw. Not to mention that it throws out basically all the strategies the player has learned up to that point, making their interesting items useless for however long the encounter last.
@RacingSnails64
@RacingSnails64 3 года назад
Anders Hansen Doom Eternal's director has said multiple times they were going for a more challenging game this time around, and that the Marauder is supposed to be your antithesis. to quote a youtuber who's done amazing videos on Eternal, named UnderTheMayo: "He doesn't contradict the mechanics. He demands full use of them." personally, the Marauder was odd to fight the first few times, but once you learn to simply wait for him to expose himself, he goes down very quickly if you use the right weapon combos.
@keonkla
@keonkla 3 года назад
@@RacingSnails64 Cold hard truth, people who hate maruader are bad.
@charliericker274
@charliericker274 3 года назад
The reason for playing the game is because it is a really fun first person shooter that focuses on fast paced action and brutal combat. The Marauder fits into that just fine. Doomguy is only unstoppable in the lore of the game, in practice you die all the time. Especially if it's on a harder difficulty. I agree with the forced stealth section, that shit is immersion breaking and just kills the vibe (spiderman ps4). But the Marauder is not that. It's just an enemy, you figure out how to kill it and then that is that, he is just another demon.
@YouthRightsRadical
@YouthRightsRadical 3 года назад
@@RacingSnails64 Either you're misquoting, or the person you're quoting is an idiot. The Marauder renders a number of the mechanics meaningless, so your skill at those mechanics is not demanded at all. He may require high proficiency with the mechanics he does engage with, but that isn't the same thing at all.
@dynamicsporadic
@dynamicsporadic 4 года назад
As a game developer who has sat on weekly streams and explained our design decisions, these guidelines are succinct and accurate. Player feedback is always valid, and player feedback is always wrong. Like data, it will inform you where there are problems, but will not tell you how to fix it. There is also one more aspect to this though; sometimes there can be a change that will absolutely be positive for the game, and absolutely is not the priority. Time is finite, and the team supporting the game is trying to evaluate how best to spend it to improve the game. Sometimes the smallest changes can be worse for being small, because there are fixed time costs to going through QA and patch release cycles. However, having frank and open conversations about Production decisions is as valuable as ones about Design.
@deathtoll2001
@deathtoll2001 3 года назад
I can only hope that this doesn't mean that player's giving actually thought-out solutions to a problem are not considered as part of the feedback ingestion process. As a developer on a website for a prominent company with many, many customers, we LOVE getting feedback that says "I hate x. I wish you would fix it by doing y." We won't always do y, for a massive variety of reasons, but we have also gotten solutions we may never have thought of and were definitely the best we could think of to fix the root issue.
@dearmas9068
@dearmas9068 2 года назад
@@deathtoll2001 in game development it just doesn't work that way. Without the data AND the feedback the solution cannot be found. So when players, no matter how informed they believe they are, make suggestions, it is extremely unlikely that they truly know the answer. It usually does help, but more so in that it points us to the important things we need to focus on, but not the answer itself. Every once and a while it's obvious to everyone. But that's super rare.
@RobBCactive
@RobBCactive 2 года назад
You know support of typical office type infrastructure isn't so different, the PC team would have trouble with "power users" who needed appeasing yet whilst useful when they helped others, could become topically resistant to change, especially OS UI (because they had time and reputation invested in the status quo). In the server space, at times over specification by managers was the issue. You have to earn trust and have a dialogue about what they are actually trying to do, rather than have them be IT leads making implementation demands rather than explain their requirements. In game forum, where I gave a lot of feedback during an open beta test, it was very clear how narrowly many players saw the game, simply ignoring other valid play styles, seeking to optimise things away, which in fact they could deal with in long term with a couple of clicks if they knew the game better. OTOH developers don't have the time to play test and find all the creative possibilities game mechanics provide, so the X.0.0 update was badly unbalanced, upsetting a large proportion of the user base and gaining bad reviews. Far beta to give wider early access and mitigate the most severe effects of introducing big changes without time for a rebalance.
@B_Skizzle
@B_Skizzle 4 года назад
A lot of the complaints about the Marauder seem to come from the less than stellar tutorial. The game tells you to stay at a medium distance, but the best way to deal with him is to get far away and make him rush you.
@manspaghetti6351
@manspaghetti6351 4 года назад
I like how people also complained about how there are too many pop up tutorials in Doom eternal.
@andersonneil2293
@andersonneil2293 4 года назад
It doesn't say "stay at medium range" it says "when he is at medium range'
@WilliamBrayton
@WilliamBrayton 4 года назад
@@andersonneil2293 However, the fuck does 'medium' range mean?
@BackwardsPancake
@BackwardsPancake 4 года назад
Yeah, this basically. "Medium range" is a very ambiguous term to start with, and trying to stay there at all costs often makes the Marauder act in ways that seem completely random. The tutorial might have also used more emphasis on how staggering him is the only intended way to deal damage.
@kingofgar101
@kingofgar101 4 года назад
@@manspaghetti6351 not played doom eternal but i could see that happening to many pop up tutorials could break the flow of a game or throw off the paceing
@generalkohn
@generalkohn 4 года назад
Mark Rosewater, Magic: The Gathering's head designer said this on his Drive to Work podcast on player feedback: "Players are great and finding problems, and terrible at fixing them."
@motmontheinternet
@motmontheinternet 4 года назад
@@sayckeone Most mods are just easy mode versions of games, though. If you look through Steam workshop or any mod database, the most popular mods are just ones that remove game mechanics because casual players don't want to play the actual game. This frequently goes all the way up to what basically amounts to cheats codes.
@jazzmaster909
@jazzmaster909 4 года назад
@@motmontheinternet *Most mods are just easy mode versions of games, though* if you think this then you have a very shallow view on what good mods are Look at Rise of the Reds for Generals: Zero Hour, Median XL and Path of Diablo for Diablo 2, Ascension for Dark Souls 3. modders bring new life to games
@deoxxys
@deoxxys 3 года назад
Hey Xcom fixed the timer based missions in Xcom2, its called stealth. The timer doesnt count down until you have a unit revealed, so you can take as many turns as you like to setup the most elaborate ambushes and its great fun.
@gunswinger3110
@gunswinger3110 4 года назад
"The Culling" was one such game that fell victim to the trap of taking player feedback too seriously. They made their combat system easier but as a result it significantly decreased the game's skill ceiling and ended up making each encounter a shoving fight instead of an actual fight.
@iansun42
@iansun42 4 года назад
The culling was my favorite battle royal, I'm not sure if I played it before or after those changes but it was simply fun and action packed with a lot of great silly upgrades and the crafting system felt intuitive, easy, and fast
@maeday9390
@maeday9390 3 года назад
@@iansun42 obviously, it isn't doing too good now
@gangstasteve5753
@gangstasteve5753 3 года назад
@@maeday9390 still fun, but you are right.
@jaygopinath1694
@jaygopinath1694 3 года назад
JUST LIKE Hunt: Showdown when it first came out in early access wow one of the best online shoter type games ive ever played hands down the gunplay arrrr was next level it had a that real magic feeling of being in like a real life scenario, trying to avoid gunfights by carefully scouting an area for players/markers(cant remember what there called the things you need to find to find the monster) all while trying not to get your face riped off by the undead or yer balls chewed off, crawing into the under growth to hide from other players (its was instant death to fight in the open) but mainly HELLHOUNDS (hellhounds=cunts) waiting for them to kill the monster then seting up an ambush to MUGEM! or the intensity of trying to escape with the bounty , you had to have real skill to aim like in real life, the more you ran the harder it was to aim so you had to move slowly and quietly or risk getting ambushed at any moment struggling to aim trying to make as little noise as you possibly could was key to survival so easy to give away your position while fight the undead/cunts not getting abushed was a challenge, GRAPHICS SOME OF THE BEST IVE EVER SEEN IN A GAME BLOW ME AWAY CLOSE TO PHOTOREALISTIC it shocked me the apmasphere was one of the best i've ever experienced in a game hands down then the updates happend, look how they massacred my boy *_*, simps gave shity feedback they turned it into trash everything got nerfed ect.... i cant even stomach playing it knowing what it once was what it could should have been bigist let down ever RIP
@piotrmbukowski
@piotrmbukowski 2 года назад
That is the problem for those 15 ppl who play only this game. The rest of the audience - 985 players are more happy with this. Bro, not everyone wants a challenge.
@MatthewStevensOrMattDave
@MatthewStevensOrMattDave 4 года назад
As I was releasing some of my first games, I got some good feedback with little changes I could make that did drastically improve my games. However, there's always at least one guy who thinks he can make your game better than you. No matter what you do, no matter what you say, it is never good enough
@satibel
@satibel 4 года назад
@@wykeless If you want to dev, I suggest you setup a discord server, and have a channel for feedback, and a channel for your dev logs, and ask a few people to moderate/aggregate feedback.
@KalenTomlinson
@KalenTomlinson 4 года назад
You probably used Unity
@michalpavlat3943
@michalpavlat3943 4 года назад
That "at least one guy" may be right but you never know. It's almost sure there would be at least one person on Earth that could make your game better than you. But is this particular guy the right one really? :o)
@JonathanMandrake
@JonathanMandrake 2 года назад
The feedback you should always show you listen to and either change or explain why you won't change it is bugs that hurt the game. For example, in The Binding of Isaac: Repentance, a bug was found where, if you play a certain character (Tainted Forgotten to be exact) and pick up an item that lets you respawn after dying, but as a different character (so not 1-Up, but things like Judas Shadow) and die (thus triggering the respawn) you will immediately die after respawning. If such a bug doesn't get fixed, it will hurt the experience your players will have, no matter how good the game is. And even if you don't patch it, players need to know why you decided that. No matter what game you make, the player deserves a game without bugs that make the experience worse
@PyroMancer2k
@PyroMancer2k 3 года назад
On some of the games mentioned: X-COM 2 is an example of sometimes it's not just the players but also the devs who don't understand what the change will due to their game. The reason people were so careful in X-COM remake was because of the other design choices made. Limited Squad size and RPG leveling mechanics made it so the loss of a squad member late game could make the game near unwinnable. Thus one bad move could cost you the entire campaign. So it's better not to risk your campaign in a single battle by charging in. The original X-COM had tons of disposable soldiers who's strength came from their gear, not a leveling system. Thus it was easy to play aggressively if you wanted. The Doom flash light was a STUPID mechanic because it breaks one of the most important things in gaming, suspension of disbelief. As so many memes pointed out it's easy to attach a flash light to a weapon or to simply hold them at the same time as is done in movies/tv shows all the time. If they wanted the break from genre horror theme instead of action then they should have figured out some other way raise tension. The not being able to see where you are shooting because you can't have light and gun at the same time is annoying. Instead most of the area should have been dark, they put lots of dark spots of enemies to hide it which kinda highlights where they will come from. Instead do a tight focused light with mostly dark rooms, light mostly be emergancy systems or ambient light from monitors and other displays. Play games with shadows like in one game there was a shadow casing object behind the player so at some times they would see the shadow of a monster on the wall but turn around to find nothing there because it was always behind them. I could go on with more ideas but they relied too heavily on the dumb mechanic to try and make horror feel.
@macattack7949
@macattack7949 4 года назад
I actually had a different theory on Nemesis' criticisms that's kind of the opposite. I have no proof for this, but part of me wonders if one of the biggest issues with Nemesis is that they made him TOO strong... Like, he has all these amazing abilities, is super fast, and has access to all these weapons. Because of this, the devs had to program in a lot of unnatural pauses to make him escapable and I've noticed that one of the most common complaints about him has been "WHY WON'T YOU JUST KILL HER ALREADY?!?!" Mr X on the other hand was powerful and undefeatable, but also really slow, so you COULD outrun or outmaneuver him. I feel like this made him scarier because every time you escaped Mr X it felt like it was you pushing your skills to the limit to outwit him, while with Nemesis you feel like the Devs have just nerfed him so you can survive. Again, I'm not 100% certain on this theory, so I'd be interested in your take on it. I know in writing, one of the classic mistakes starting writers make is to focus too much on the character strengths and not enough on character weaknesses. It feels like a similar thing here. Great video as always!
@mikel66661
@mikel66661 4 года назад
I think you are missing the point about the criticisms around Nemesis. The problem is that he is, except for the first two encunters, a convencional boss, with unskippable boss fights and scripted sequences, which make him less interesting and frightening. I haven't hear anyone criticize his "unnatural pauses" and to be honest I didn't even noticed that while playing (maybe because the little time he chase you in the game). But anyway he is clearly not too strong. In the few instances he chase you, you can knock him down rather easily and is not that hard to escape from him. Yes, the "WHY WON'T YOU JUST KILL HER ALREADY?!?!" is common complain also, but it has nothing to do with gamplay, it's something related to cinematics and therefore to the script.
@seokkyunhong8812
@seokkyunhong8812 4 года назад
I think your theory falls apart when you consider Jill has a dodge. Yeah, Nemesis with a gun against Leon and Claire is unfair, but Jill can dodge anything.
@shawnheatherly
@shawnheatherly 4 года назад
Player feedback has lead many games, particularly in the indie scene, to becoming greater. The issue is that sadly sometimes people go past feedback and enter harassment.
@RicochetForce
@RicochetForce 4 года назад
Yup, the indie scene has seen so many games drastically improve because they're so nimble in adjusting their game.
@ashen_dawn
@ashen_dawn 4 года назад
@@KevinJDildonik I'll agree that there is a tendency to fixate on the worse of it, but let's be honest 600 death threats is still something I would not wish on anyone. It might be a few making us all look bad, but it's a problem with the community we should contribute to fixing if at all possible.
@jessicalee333
@jessicalee333 4 года назад
@@KevinJDildonik It sounds like you're not thinking at all about the impact on the human beings receiving 600 death threats, just your reputation as a gamer because you take it personally when someone says "gamers are toxic" (rather than simply acknowledging that many gamers ARE toxic) - so swanning in with #NotAllGamers is more important to you than the fact that designers are getting fucking DEATH THREATS - this argument is not the slam-dunk you think it is, it's actually a pretty dare-I-say-it... _toxic_ attitude. Nobody should receive ANY death threats over a game. "'sometimes people enter harassment' but do they?" YES. YES THEY DO. Ask the person receiving 600 death threats how they feel about it. If 99.94% of people are well-behaved (which is a bullshit assumption, especially with online behavior), and only .06% of people are murderers, then the murders still make the headlines. That's not "bad media". What do you expect the media to do? "A mass shooter has killed nine and injured seventeen, but let's talk about Ted the Plumber who hasn't done anything wrong today!" But whatever, blame the media if it makes you feel better about yourself I guess.
@Nyx_2142
@Nyx_2142 4 года назад
@@jessicalee333 Didn't take much to hit your hair trigger and make you spaz out.
@BrainSlugs83
@BrainSlugs83 3 года назад
I really appreciate that you actually put in the time to do the research and field interviews for this topic. (And that it was real and open minded research; and not just looking for data to backup a pre-existing opinion). Thank you for this and for being awesome. :)
@mrpedrobraga
@mrpedrobraga 3 года назад
I come to this problem often when I'm playtesting my games. Especially because I tend to do this with friends or older people. It's important to see how other people experience and feel while feeling your game, but it's also important to remember that *you* are the game designer. The intricacies of game design aren't something the players will necessarily understand just because they are playing a game. Also also, "the player shouldn't feel like they're entitled to design your game." Nice :D
@colehartel7206
@colehartel7206 2 года назад
It is of course important to distinguish between those suggestions that would simply make the game better to play, and those that would make it another game altogether.
@BuzzaB77
@BuzzaB77 4 года назад
no more appropriate quote than "I've read all my 1 star reviews on amazon, and now I'm a better author - said no-one ever" - Seth Godin.
@GraveUypo
@GraveUypo 4 года назад
one and five star reviews are completely useless as feedback. i disregard them. generally 3 and 4 star reviews have the most pertinent information. they are generally from good-willed people that are having real issues with something and only want to see the product improved, rather than slam on it.
@Nyx_2142
@Nyx_2142 4 года назад
@@GraveUypo Nothing is ever that black and white but whatever helps you sleep at night.
@PatPatych
@PatPatych 4 года назад
@@GraveUypo Fragile, handle with care.
@jean-johngonzalevitch1053
@jean-johngonzalevitch1053 4 года назад
I Don't give 1 star reviews on Amazon to help the author improve; I give them to warn readers that, in my opinion, they don't need to waste their time with this content, so they can give it to authors who actually deserve it. There are enough good authors out there so we don't need to help bad one improve.
@Galespark234
@Galespark234 4 года назад
I feel like the best solution is to always give the players options to customize parts of their own experience. It's understandable that developers might want you to experience their game in certain way, but every player is different and even the smallest option could turn a game from "ok" to "great" to some people. The biggest example of this are games with good difficulty settings. I've gone from thinking a game is alright to very good after trying a higher difficulty.
@mrillis9259
@mrillis9259 4 года назад
I used to think it was crazy that people said developers only wanted to make one game. Then it happened an every event is scripted in triple A games.
@Duiker36
@Duiker36 4 года назад
The challenge with customization is test surface. In programming, there's something called "cyclomatic complexity": for every if statement you add, the complexity of your code doubles. That's why difficulty settings often end up doing really stupid things to a game, like letting the AI cheat or multiplying the hit points by some factor. Now, if you're willing to trade a more buggy game for more customization, then cool. Or the studio might spend an extra month on testing and fixes, eating the cost in payroll and infrastructure, only to get a small lift in sales. Nothing's free.
@mvmlego1212
@mvmlego1212 4 года назад
I agree with Michael Chui. Another problem that arises in games with lots of optional settings (specifically, optional mechanics) is that it undermines the canonical vision for the game, leading to a weaker sense of community and, in some cases, less satisfaction. There's a certain kind of personality that, instead of feeling accomplished after finishing the game, will say to themselves, "I didn't have [x] setting enabled, so did I _really_ beat the game?". I think Hollow Knight takes the right approach. It allows for heavily varied experiences without the use of any optional settings. It uses narrative choices and an out-of-narrative achievement system to allow for a variety of play styles. Finishing the game is much easier than finishing the game with the best ending. Different optional paths and quests, each with different kinds of challenges, give different benefits. Different achievements encourage different play styles, which makes the game rewarding for story-lovers, completionists, speedrunners, and ironman players.
@peterw1534
@peterw1534 4 года назад
Great, now even adding options is a bad thing.
@mvmlego1212
@mvmlego1212 4 года назад
@@peterw1534 -- Sometimes, yes. Do you have any counterarguments to the reasons that Michael and I gave?
@heylookitscesco8698
@heylookitscesco8698 3 года назад
“Community Manager” at a game development studio is an interesting job title that I had no idea was a thing, but am very glad to hear that it is. I wonder if they hired someone with a background in psychology for that position.
@dearmas9068
@dearmas9068 2 года назад
In my experience the best community manager are people who have raised multiple children. Patience, understanding, and an incredible ability to not let shit get under their skin is required.
@muqali4203
@muqali4203 3 года назад
Being a game dev and a doctor have a similarity. Trust people when they say something is wrong, don't trust what they say the solution is.
@xchronox0
@xchronox0 4 года назад
One thing I'd like to chime in on is that sometimes the player just isn't the target audience. There are few out there that can admit "This is a good game but it's not my type of game". Instead, they will pose complaints about the type of game as if they were criticizing the game itself.
@onekone_
@onekone_ 4 года назад
Eternal wasn't for me despite deeply enjoying Doom 1, 2, 2016 and at best okay with 3? Can a game itself miss its target audience?
@RikuoTanaka
@RikuoTanaka 4 года назад
@@onekone_ I think at that point you have to ask yourself whether you're in the minority or not, and why you don't enjoy the game as much. As far as I can tell, a lot of people are enjoying Doom Eternal, and they are also the target audience. Haven't played it myself though.
@La0bouchere
@La0bouchere 3 года назад
This, especially with sequels and remakes that do something different than other entries in the series.
@msdrakegx
@msdrakegx 3 года назад
This! You are so right, it's not even funny. I think the first thing Devs should ask someone who is complaining is what types of games they generally like and dislike. If the person doesn't even like the type of game you're making all of their advice will be detrimental.
@jimtheburger393
@jimtheburger393 4 года назад
My least favorite thing about player feedback is when people take every opportunity to give feedback. It happens a lot with the Apex Community where people talk about gameplay changes when what is being discussed isn't gameplay. A bad example is when a developer is congratulating fan art, but then someone takes the opportunity to talk to the developer about gameplay. A lot of people go into making a game, but not everyone is involved in gameplay. In the last example, the developer was a narrative lead and had no expertise or context in gameplay.
@gregjones4035
@gregjones4035 4 года назад
Indeed but I've always thought of that as a problem in a way. Like your team is interconnected so it can it effortlessly work together VS. having it compartmentalized and no one knowing the problems of each department.
@Duiker36
@Duiker36 4 года назад
@@gregjones4035 If you want the narrative lead to do the work of the engineering manager, then make sure you pay him both salaries.
@nahometesfay1112
@nahometesfay1112 4 года назад
@@gregjones4035 I agree that there should be communication and understanding between all departments of basically any company. That isn't the same as everyone knowing enough about everything to represent the company on all matters. Someone who is working on the art should know what the game play is like and what the goal was for the game play, but it's unreasonable to expect them to discuss the details of the game mechanics.
@jimtheburger393
@jimtheburger393 4 года назад
@@gregjones4035 Yeah, the teams should communicate with each other. It's just that a narrative lead won't know how complex systems like SBMM or legend updates are. They don't develop those parts of the game so it wouldn't make sense for them to speak on their behalf. If you want a quick example, the gameplay team comes up with a legend kit and the narrative team comes up with how that kit can make a legend. Or vice versa where the narrative team makes a new legend and the gameplay team makes a kit around that baseline. The narrative team doesn't know exactly how the abilities work, nor does the gameplay team know every aspect of the story.
@michalpavlat3943
@michalpavlat3943 4 года назад
Most the players know very well all the suitable points of contact available for the feedback. Yet there will be always some number of dumb / ill people misusing the incorrect opportunity or incorrect person. The other side is that so many companies ignore these points of contact, make them extremely difficult to use or censor all the forums / groups / channels etc. heavilly whenever possible (and ignore 3rd party places where censorship isn't possible), send out people not involved in critical actions to the live chats or streams by purpose,.. Then they can't be surprised with players mistargeting their feedback.
@8stormy5
@8stormy5 2 года назад
Oh man, I remember that Gods Will Be Watching thing. The absurd difficulty and rng was designed to force you to play sections several, maybe even tens of times until you made it through, which was tied in as part of the game's narrative. Problem was, you didn't know it was part of the narrative until the very end, and even if you did know it, it didn't make it any more fun to play. Very glad the devs listened to feedback on how they way overshot the balance there, even letting players change how that difficulty would be toned down (make RNG checks easier, remove RNG checks but compensate with harder management, or remove RNG checks without making management harder)
@cfhm3123
@cfhm3123 4 года назад
I never thought I'd see myself in a GMTK video, but I found myself and my team in the PAX East shop around 2:15
@Adu767
@Adu767 4 года назад
The Marauder is an amazing rival-type enemy that is very fun to play against, but I say this as someone who has beaten Doom Eternal several times. Fixing the initial tooltip tutorial about the enemy could help reduce frustration greatly. For instance, there isn't actually any benefit to being at "mid-range" nor is there any clear definition for what "mid-range" even is. Instead, the tool should tell you: 1: The Marauder is a defensive powerhouse that will block ALL direct attacks when he is not vulnerable. At close range, he will blast you with his shotgun, and from afar you will need to evade his energy projectiles. 2: The Marauder's shield cannot be overloaded or destroyed. 3: Shooting the Marauder's shield will cause him to spawn a spectral wolf to chase you down. Destroy the wolf quickly to avoid being overwhelmed. 4: Gain distance from the Marauder to bait him into a charging axe attack. When his eyes flash green, he is vulnerable to being attacked and staggered. Try different weapons to increase damage. 5: Explosions above or behind the Marauder won't be blocked. Try indirect attacks using different equipment or weapon mods to gain an advantage. Most people that claim this enemy is antithetical to Doom Eternal's gameplay design are the ones that haven't figured out how to efficiently deal with them. Once you realize that you need to understand spacing, evasion, timing and precision, you'll understand that he's actually an enemy designed to test your proficiency of the gameplay.
@johndis808
@johndis808 4 года назад
I agree with a lot of that, but I would limit it to tip #1 and tip #5. Otherwise the text tends to fill the screen and remove uneasiness and some tension from the initial encounter
@piderman871
@piderman871 4 года назад
"haven't figured out how to efficiently deal with them" But you're stuck in an arena with him and you have no other option than to start this figuring out right away. You can't go clear your head by doing a side quest or something like that. There's no other enemies that have 1 or 2 of the marauder's mechanics to help you learn those more gradually. It's *boom* roadblock! Figure it out or quit the game, sucka! I think the Marauder can have its place in the game, but he should be introduced a bit more gradually IMO. Also, the arena has pillars and I keep bumping into those when sidestepping his projectiles >
@Adu767
@Adu767 4 года назад
@@piderman871 Marauder only has 3 attacks, a dog and a shield, he's not that complicated. And of course he's a roadblock, he's meant to be a rival-type enemy. You can say the same thing about any boss. If you can't beat em, you don't progress. Lower the difficulty if it's so hard for you to think on your feet. Also turn your FOV up if you can, helps with knowing your environment.
@littleman6950
@littleman6950 4 года назад
@@Adu767 It'd be one thing if he were JUST a boss, but I think the problem largely stems from the fact he turns into another Baron of Hell-tier demon. People go in expecting bosses to be a bit tougher than a hell knight or mancubus. When you drop bosses into the middle of a hall way treating them like another part of the angry mob, they can totally kill the pacing and enjoyment (not to mention the fantasy) of the game play.
@ChristopherCraven
@ChristopherCraven 4 года назад
No one would read a wall of text that fucking long in game after a boss is introduced.
@ru895
@ru895 4 года назад
I love how much pokemon sword and shield gameplay there is without mention of it. We know , we know.
@Funkopedia
@Funkopedia 4 года назад
Yup, that's some great video scripting there.
@deetsitmeisterjd
@deetsitmeisterjd 4 года назад
I would have honestly thought Animal Crossing would have gotten some attention in this. It's such a terrible offender.
@Shnarfbird
@Shnarfbird 4 года назад
Didn't like the part where he implied entitlement
@Redxan600
@Redxan600 4 года назад
@@Shnarfbird Well, he isn't wrong, though.
@motherlove8366
@motherlove8366 4 года назад
What happened to sword and shield?
@ahnmichael1484
@ahnmichael1484 4 года назад
I was going to write a comment about something I felt needed work in this video, but then I thought, really, I should preface the comment by stating how incredibly polished your work is - to critique anything is just me hoping to improve something I already love immensely haha. so, instead, I will just leave it as that; thank you so much for the incredible amount of care and thought that goes into crafting such an artful essay
@xanasago
@xanasago 4 года назад
Great video and communicating change and the reasoning behind is always nice. Not just in games. It's not easy as the developer. One thing that I often see is that people complain about a certain feature and immediatly people come in and talk about whining, entitlement and derail the possibility of a discussion. I often thought about how it is possible to streamline these discussions or make it a discussion if someone is just angry. And how to filter out just noise of people who don't want to add to a discussion.
@Rikuluva12
@Rikuluva12 4 года назад
As Thor from Pirate Software says: "all feedback is useful, not all feedback is correct"
@GeorgeCowsert
@GeorgeCowsert 4 года назад
A lot of good examples of feedback done horribly can be found in shows as well. Take the currently popular "My Hero Academia" as an example. Bakugou Katsuki, the main rival to the main character, Midoriya Izuku, was intended to be hated by the creator. In prototyping he was meant to be the equivalent of that one asshole that's also your most reliable friend, but found that his lines tended to be more douchey than anything and made him into a side antagonist, even going as far as to tell Midoriya to jump off a building in episode 1 just because Midoriya didn't have a superpower. However, a little into the series a few popularity polls were made and Bakugou's popularity was way higher than expected, so the entire plotline revolving around his past treatment of Midoriya was dropped. In the manga, a good 60% of his lines towards Midoriya can be boiled down to "even though you have the most OP superpowers, you're still beneath me and I'll still be number 1!" He's never apologized, he's never been through a redemption arc, and if he does the fans will riot. I personally think that, artistically, it's a bad idea to conform to the fans like that. Everyone knew that Bakugou was a trainwreck waiting to happen, but all the teen girls that just saw "A hot bad boy" skewed the popularity polls enough to influence the show when the in-universe characters have said his personality is "the equivalent of flaming crap mixed with garbage"
@SwitchbackCh
@SwitchbackCh 3 года назад
A lot of us I think are invested in Bakugou because we want to see him change and respect Midoriya, slowly but surely. He represented a very personal but high obstacle for Deku to pass, and I personally like him not for his personality, but because he's quite a fresh take on the "asshole rival" common in shonen. It's quite a balancing act though, because he shouldn't stay an asshole forever, but can't be nice too quickly or else his redemption won't feel earned.
@Oxmond
@Oxmond 4 года назад
Great video! As always. Really love your themes and analyzes 🤓👍🧡
@Kekatronic
@Kekatronic 3 года назад
I guess people get so pent up about this kinda thing cause they cant wish their own perfect game into existence and everybody has a different dream of a perfect game but not many have the ability and resources to realize it
@colehartel7206
@colehartel7206 2 года назад
People want to be able to jump right into making executive creative choices on games, without ever putting in the years of work actually programming and developing games to show they deserve to be making such choices.
@Ram-lr6ud
@Ram-lr6ud 4 года назад
"...and pretty much every Ubisoft game"
@gumbarius
@gumbarius 4 года назад
Another consideration to player's feedback is allowing players to mod the game In this way they can add or remove things as they like and then the developers can see if said changes affect the game positively or not A great example of this idea is The Binding Of Isaac: Rebirth, where quite a lot of modded content already got into the official game
@motherlove8366
@motherlove8366 4 года назад
Minecraft has made a lot of efforts in recent times to make the game easier to mod, even encouraging it.
@satibel
@satibel 4 года назад
@@motherlove8366 to be fair, minecraft is where it is because of modding.
@Nickulator
@Nickulator 4 года назад
Just like with Bethesda titles: "They may give their games life, but the mods keep the game alive". Mods is a great addition to almost any game, because the players themselves can tweak the stuff they don't like or add new stuff without hurting the core experience.
@heathlouis4529
@heathlouis4529 4 года назад
Just to respond to what you said with an example: I personally already loved Darkest Dungeon, but I downloaded a few minor mods and even edited some stuff in the files myself and enjoy the game a lot more now :) to add to that - I liked the overall changes in some mods, but some of the other changes within them I didn't like, so I modded the mod to get even more enjoyment out of them
@NoLootStudios
@NoLootStudios 3 года назад
Man, these videos are gold. This one is just what I needed to hear. I often doubt my own decision when I get negative feedback, even though my inner voice says the feedback sounds like something I completely dis-agree with.
@mooerr
@mooerr 4 года назад
Hey Mark Brown! Your videos are the highlight of RU-vid for me. They are so well written with a great flow of information. The editing is on point and it is clear how much effort and dedication goes into these. It's inspiring. Thank you for being yourself and doing what you do!
@GMTK
@GMTK 4 года назад
thanks Kai, I put a lot of effort into getting the flow right :)
@davidw2417
@davidw2417 4 года назад
The last part about gamer outrage is why I never label myself as a "gamer" - just someone who plays video games. The gamer subculture and community is shockingly toxic, filled with manbabies and whiners who will go to extreme lengths to express their displeasure - often harassing the developers themselves. It seems extremely petty and immature.
@meditalisoo7
@meditalisoo7 4 года назад
At first I hated the marauder, then I beat him for the first two times, found a great strategy and from then on out it became actually my favorite enemy. I played on PC on Ultra Violence difficulty. Doom Eternal has a bit of a learning curve but once you have your brain rewired to think like the game wamts you to it becomes a great experience.
@skam365
@skam365 4 года назад
Redfield-9 I never hated the marauder, I just didn’t find him fun and find him annoying. I learned his pattern pretty quick and he becomes easy after that, but for some reason he never becomes less annoying. The very first fight was good, every appearance after that just makes me go “ugh” .
@ge789
@ge789 4 года назад
skam 365 I’ve noticed a trend where some people I know don’t like it when the same characters/enemies appear multiple times throughout some games. Why do you think that is? I believe it’s due to the fact that you remember the strategy of that enemy from the last time you fought it, so it becomes easier if they aren’t scaled up to your level or throw in something new to throw that strategy almost out the door.
@meditalisoo7
@meditalisoo7 4 года назад
@@skam365 I really liked the special challenge where you have to beat him in a certain time because it makes you improve your strategy but isn't necessary to beat the game.
@restlessfrager
@restlessfrager 4 года назад
You mean... Ultra Violence?
@littleman6950
@littleman6950 4 года назад
@@ge789I find when people hate a particular enemy, it's because they feel pretty pidgeon-holed into one viable strategy that works when everywhere else in the game they're free to approach the problem however they want. With the Marauder, you're basically forced to wait for/goad out an opportunity to hurt him, so it feels less like the player is in control of the situation and more like the marauder is. Players don't seem to mind if they lose control of a situation because they made bad decisions, but they mind terribly when the developer wrests control away from them. If Doom was start to finish souls-like/marauder game play, people would probably appreciate him more. There's probably a market for an FPS with that kind of game play, if I'm being honest, but dropping the Marauder into Doom Eternal as it was presented just isn't a great fit for it's particular flavor of power fantasy. It worked as a boss, where difficulty spikes are more easily forgiven, not as an infrequent sub-boss super heavy demon like the Doom Hunter.
@BaconDragon-yr5vf
@BaconDragon-yr5vf 3 года назад
Once you figure out to fight the Marauder he is easily one of the most fun enemies to fight. They switch up the gameplay by forcing the player to wait for the enemy to come them instead of charging to be the most effective. It makes them incredibly unique while not straying away from Doom Eternal's chaotic battle management gameplay. Also props to ID software for doubling down on the marauders in the DLC by putting them into new interesting situations. It definitely teaches you to love them.
@Lorentz_Driver
@Lorentz_Driver Год назад
That's fine except the problem comes with him PLUS other enemies that clash with the design.
@HPetch
@HPetch 4 года назад
Very nice breakdown, I think you really get to the heart of the issues at hand and I'm going to need to keep this in mind whenever people start getting uppity in some of the communities I'm a part of. Point two is a bit touchy for me as a would-be game designer, as my reflexive feedback format tends to be "Here's what I think the problem is, and here's what I think a good solution would be," but practically speaking I'm probably only marginally more qualified to make design suggestions than the average player. I just hope that even if my suggestions aren't helpful, my identification of the issue is.
@MarcelArtsCW
@MarcelArtsCW 4 года назад
"The idea of a game designer [...] not caring what players think is a myth" THANK you for that! I'm getting so tired of reading about evil corporations, that only want to steal money from us players. People are so quick to demonize sometimes. But game developers do that job, because they love games. Sure there are some black sheep, but I refuse to believe, they are in the majority or even as common as some might claim
@jowysw
@jowysw 4 года назад
Well... Unless they are GameFreak am I right? /s
@807D14M0ND5
@807D14M0ND5 4 года назад
I've come across people who seem to think that the main goal of the entire single player part of a huge game like Red Dead Redemption 2 is to hook players for the online part of the game. What about all the loving details they put into that world, I ask. "Well, they have to hook you somehow."
@Serlock4869
@Serlock4869 3 года назад
Devs: procees to develop escort npc that walk slower than you run, but faster than you walk
@karimluk1998
@karimluk1998 4 года назад
Game developers have to know what sort of experience they are aiming to create. Then ask themselves: is the part of the game that players are complaining essential/contribute to that experience. Finally, can the part be altered to create said experience without causing major frustration? And if theres nothing that you can do, maybe those players that complained are just not your target audience.
@zeltzamer4010
@zeltzamer4010 3 года назад
KJ L Hit the nail right on the head.
@bobtheyob
@bobtheyob 4 года назад
The thing is game devs are really weird about listening to feedback. Something can be objectively too strong for months if not years and despite players consistently making devs aware no changes are made.I believe with World of Warcraft the devs only read the US forums and other regions cannot access the US forum. So that's nice. In other situations the same squeaky wheel gets the grease even though the feedback was misguided. Situations like an ability or character is perceived as overpowered despite having clear counters It generally just makes me think wtf is the point in giving feedback when it seems so inconsistent when devs decide to listen(especially with Blizzard) and when they DO listen it's quite often feedback from people that don't know what they are talking about which results in bad changes.
@BologneyT
@BologneyT 4 года назад
I guess some changes are just too hard to make, or they get really scared that fixing certain things will break others, so they have to prioritize. Or maybe they're paralyzed because they can't find the root of the problem? Devs are often really happy tell us why the DO change things, even when no one wanted that, but tend to seldom explain when they're NOT going to change something any time soon. Maybe explaining that would be useful... like this video suggests... or not.
@dearmas9068
@dearmas9068 2 года назад
All you really said here is that no one likes your ideas.
@ded6130
@ded6130 4 года назад
Hey Mark! You should really do a video on juicy feedback in games, especially feedback that keeps the player wanting more. I don't think I speak for myself when I say it would be really interesting to watch and to hear how certain developers achieve this, lol
@RebootedGaming
@RebootedGaming 4 года назад
Developer here. Yes, if a certain piece of "negative" feedback is repeated by many players, it should be listened to. Which doesn't mean that it actually should lead to change, but at least should push the devs into investigating why players feel a certain way about an aspect of the game. In the end the developers have final say obviously whether the thing that the negative feedback was about needs to be changed or not, but if it doesn't get changed, the developers should at least explain why. So many disagreements create friction due to not knowing the why. Opposite views that are just trying to one up one another to push their views through. Explain the why, and the majority will at least have an understanding. They may not agree for sure, but it's the best way to create an honest platform between game devs and their playerbase.
@gamergeek494
@gamergeek494 4 года назад
I would say to listen regardless of whether or not it's frequently repeated. The individual criticism could be highly valuable. This is of course not accounting for the practical aspect of taking in feedback. Actually reading or listening to all the feedback could be impossibly hard depending on the size of the developer and the amount of feedback received.
@RebootedGaming
@RebootedGaming 4 года назад
@@gamergeek494 Yeah I was more talking in respects to larger companies that can't devote time to reading every piece of feedback (since that would take up a lot of resources, both timewise and moneywise). For smaller games with smaller audiences that's a different story :)
@mrshmuga9
@mrshmuga9 4 года назад
Essentially, communication is key, and a lot of studios are terrible at it (either not saying anything or saying it in an inflammatory way).
@Chad_Eldridge
@Chad_Eldridge 3 года назад
That is definitely important without a doubt. Sometimes I think the reason why communication and explanation of features isn't done quite as often as some might prefer is because of what might be called an artist's pride. While there are those who don't like having to explain themselves for every little choice they make like they're on trial, there are also those who don't explain major stuff because, in one way or another, they want to leave it open to interpretation. They want to leave others more curious or figure things out for themselves so as to make their works seem more mysterious by purposefully leaving their intentions unknown. I'm personally not a big fan of this because it can come across as pretentious, especially when it's clear that there wasn't a ton of thought put into something, but they purposefully make it unknown to make people overthink it. Boiling it down to "I did it this way because I wanted to, I don't need to explain it" can leave some scratching their heads for the wrong reasons.
@ShouldOfStudiedForTheTest
@ShouldOfStudiedForTheTest 3 года назад
I think it would be great if Nintendo explains the weapon breaking.
@Templarfreak
@Templarfreak 4 года назад
Me being an aspiring developer, it is very important to realize when you are or are not wrong. It is as important to realize when your players are wrong as well. Defense of something can be as wrong as the criticism of something. As said @ ~12:08, sometimes you have to stand your ground and be confident in your own opinion of what you find fun in the game. After all, you are making the game as much for yourself as you are for your playerbase, right? So with this in mind on the topic of the Marauder, what is _actually_ wrong with it? Its bumpy start did it no favors, that's for sure. If there was no problems with the Marauder, it would have a better reception. This is, in my own experience, exactly what happened with the DOOM Hunter. It too has a bit of a rocky and bumpy start trying to learn how to fight it and it is a bit frustrating. After you learn to fight the DOOM Hunter though it becomes a much more manageable enemy. The Marauder never exactly has this arc, because the Marauder has fundamental flaws in its design. Why is this the case, though? This starts to get into my own opinionative territory. The Marauder's interaction with the rest of the game is problematic. This is due to many special-case rules for the Marauder that are not very polished. One major example of this problem is how it deals with infighting. The Marauder and its wolf only focus you. So when defensive behaviors, such as the shield or the wolf, become triggered, it ends up punishing you. This is the exact-opposite behavior you would expect from infighting mechanics. The entire point of infighting is to benefit you in some way. As a result, this leads to the appearance of inconsistent behavior that is hard to track down and learn as a player. The Marauder's defenders waive this off as if it is no problem at all. The Marauder's critics rarely note this at all. Instead, in your words, they "provide solutions instead of identifying problems." This has lead to the waters becoming very muddy of who and why people dislike the Marauder. The defenders cocky attitude claiming all critics of the Marauder are of a lower skill level. The critics having a lack of understanding of the problem in the first place. The lack of a knowledgeable foundation on both sides of the problem. The community being so split and critical of each other. It means no one is any closer to having a real conversation about the Marauder.
@Benkenobi8118
@Benkenobi8118 3 года назад
Dev fell in love with the Marauder. If you need 'special cases' to make an encounter work while 'breaking the rules of your game', why is he there? If you are training your player in the rules, and you have a boss that changes the rules, then you go, "ok". But adding the time limit seems to me just spite for spite's sake. All that does is just make people frustrated with him.
@redacted4166
@redacted4166 4 года назад
I always thought of the Marauder like Sans from Undertale, they both make combat that is contradictory or not made for the game style of playing and I always wondered why he was better received, I realised that the Sans fight was sort of optional and was served as more of a punishment towards the player to get out of their way and kill every single enemy in each area and grinding them all, and the Marauder is just a boss fight that breaks the entire concept of the game.
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