Data Harvesting From a Developer's Perspective
cliffski raises some questions about the need for game developers to have some amount of data from the users who play their games. He says,
"PC Games connecting to a central server to send information (outside of MMOs) have gotten a (deserved) bad reputation in recent years. The huge outcry about Mass Effect and Spore are evidence enough of that. But in gamers' hurry to prevent intrusive DRM systems and dubious privacy-breaking data harvesting, are we throwing out the good with the bad?"
Clearly, some aspects of games could be improved by having a better knowledge of average PC specs or knowing which parts of the games are more entertaining to the users. Input from customers helps to improve almost any product, as indicated by the usage of countless surveys and focus groups. But where do we draw the line between being inquisitive and being intrusive? What can game developers do to prove that the collection techniques or the data themselves wouldn't be abused?
Shockingly, new studies suggest that people may be able to make decisions all by themselves without a company or a government or anything!
Spelling mistakes, grammatical errors, and stupid comments are intentional.
While we're talking about opt-in and opt-out systems, how about a preferences system for Slashdot which allows you to decide whether you'll allow morons to post mangled quotes of your posts followed by inane phrases like "fixed that for you"? There could be three options: "no", "yes", and "yes, as long as he acknowledges that by doing this he is a complete asshole."
If you mod me Overrated, you are admitting that you have no penis.
There. Fixed that for you.
I like it when my quotes are used out of context!
There, fixed that for you.
"He who can destroy a thing, controls a thing." --Paul Atreides, Dune
Is data from over a million and a half samples not useful?
Who's the wiseguy that sent in the half a sample?
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