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Why Creators Should Never Read Their Forums

spidweb writes "One full-time Indie developer writes about why he never goes to online forums discussing his work and why he advises other creators to do the same. It's possible to learn valuable things, but the time and the stress just don't justify the effort. From the article, 'Forums contain a cacophony of people telling you to do diametrically opposite things, very loudly, often for bad reasons. There will be plenty of good ideas, but picking them out from the bad ones is unreliable and a lot of work. If you try to make too many people happy at once, you will drive yourself mad. You have to be very, very careful who you let into your head.'"

221 comments

  1. Obligatory reference to /. by PatPending · · Score: 5, Funny

    Sometimes you just have to wonder about the /. editors...

    --
    What one fool can do, another can. (Ancient Simian Proverb)
    1. Re:Obligatory reference to /. by furbearntrout · · Score: 1

      Agreed. this explains much.

      --
      Crap. What did the new CSS do with the "Post anonymously" option??
    2. Re:Obligatory reference to /. by Anonymous Coward · · Score: 0
    3. Re:Obligatory reference to /. by davester666 · · Score: 1

      Really? I'm quite sure the slashdot editors don't read any posts. They just put up links to articles and summaries, using whatever summary comes back first after putting the source URL onto the slashdot irc channel.

      --
      Sleep your way to a whiter smile...date a dentist!
    4. Re:Obligatory reference to /. by kesuki · · Score: 2

      Sometimes you just have to wonder about the /. editors...

      no need to wonder, just watch the tv we grew up on.

    5. Re:Obligatory reference to /. by Desler · · Score: 2, Funny

      Slashdot has actual editors? Since when? (And no the people purporting to be "editors" is not the same thing).

    6. Re:Obligatory reference to /. by HCase · · Score: 1

      Of course it does! But to stay away from the cacophony of people telling them opposite things they avoid reading Slashdot entirely.

    7. Re:Obligatory reference to /. by Anonymous Coward · · Score: 0

      The idea is not to take away anything people are saying, but that they are saying it. The mark of success is not what goes on in the forum, but the size of the forum.

    8. Re:Obligatory reference to /. by LingNoi · · Score: 1

      Then you've never submitted any stories to slashdot. I've had many of my own submissions edited before they were posted.

    9. Re:Obligatory reference to /. by Khyber · · Score: 2

      Ditto mine, in several ways that changes the stories, and made me look like some fool when it was the editor that was being a complete fucktard.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  2. If you're not going to read your forum ... by Daniel+Dvorkin · · Score: 4, Insightful

    ... don't have one. It's really that simple. If you do have a forum on your site -- any site -- then users have a reasonable expectation that you'll read it and, if not cater to their every whim, at least take their opinions into account. Failing to do this send the message "we don't care about our users," and that's not exactly a formula for success.

    BTW, this shouldn't be taken as a slam against Spiderweb Software, which has produced some really excellent games over the years. More a general note, I guess.

    --
    The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    1. Re:If you're not going to read your forum ... by devxo · · Score: 5, Insightful

      It's still a general place for the users to go and discuss with each other. Usually you also always find other people willing to help you if you have problems with the game.

    2. Re:If you're not going to read your forum ... by Shadow+of+Eternity · · Score: 1

      There's a reasonable compromise if you have a substantial enough forum population: impliment thread rating and when a thread gets righted highly enough by enough people go take a look at it.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    3. Re:If you're not going to read your forum ... by Zenin · · Score: 4, Insightful

      Agreed.

      Of course you can't just stick your finger in the wind of the forums to design your game. You do need to actually judge and filter ideas that come up in forums; Design is not a democracy.

      But more then a few games with great potential have shot themselves in the face repetitively by ignoring the forums. They either never were aware of huge game-destroying issues or came up with their own incredibly horrid solutions, when in fact the users had suggested exceptionally good ideas in the forums.

      The nice thing about game forums...the users do much of the filtering for you already. Bad ideas get torn apart by other users with great haste, exuberance, and detail. They figure out every possible angle much better then developers could ever do.

      ----

      It's very disheartening to watch your favorite game crash and burn while the developers implement bad idea after bad idea, despite really great suggestions flooding the forums.

      --
      My /. uid is better then your /. uid
    4. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      This.

      Game forums in particular are full of hard headed bitter NEVER CHANGE ANYTHING zealots and headache inducing SKORPION TAHT HOVARS WIHTOUT FLAPPING stupid new ideas. In the middle can be some good ideas. But finding them... god... yeah, don't envy anybody in that position of trying to read them. At least thread (and individual post rating) ratings helps filter out the noise a little bit.

    5. Re:If you're not going to read your forum ... by PhrostyMcByte · · Score: 2

      Forums can still be useful, you just need other people separate from the creators to filter things first.

      Based on my own experience with large forums, about 10% of the posts will be good ideas and positive remarks, 10% will be actionable bug reports, and the rest will be a mix of unhelpful criticism, bad ideas, useless bug reports, and off-topic. Wading through all that will wear anybody down.

      I completely understand creators not wanting to deal with that. Find some users who've been reliably helpful for a long time, and make them part of the team as moderators. Part of their job is to filter stuff and forward the useful posts to you. The moderators need to be good and unbiased, of course, or you risk creating a nasty disconnect with your community (see Valve with Left 4 Dead).

    6. Re:If you're not going to read your forum ... by gravos · · Score: 5, Insightful

      If you're not going to read your forum... don't have one. It's really that simple. If you do have a forum on your site -- any site -- then users have a reasonable expectation that you'll read it...

      I think this is a rather silly perspective. I personally provide a chatroom and forum services for players of a game I wrote and have similar services for other software I've written. Sometimes other users answer questions, occasionally I do, and sometimes they go unanswered. There is no "reasonable expectation" that I personally will read anything: if that's what you want, you should find a commercial product and purchase support at a nominal hourly or per-incident fee.

      Time spent reading forums is time not spent developing a product. Jeff makes a good argument in TFA that, in many cases, this is a good tradeoff.

    7. Re:If you're not going to read your forum ... by Serious+Callers+Only · · Score: 4, Insightful

      Bad ideas get torn apart by other users with great haste, exuberance, and detail.

      Or not, as the case may be; good ideas may equally be torn apart because they don't agree with the preconceptions and assumptions of the particular users on the forum. Your argument assumes that large collections of people will produce the best solution, or even a usable solution, by consensus. That's not often the case in my experience.

      Democracy is the least bad political system because it limits the power of those in charge and forces them to be held to account, not because it produces efficient or desirable results. To apply it to realms other than the political is not always useful.

    8. Re:If you're not going to read your forum ... by bemymonkey · · Score: 1

      I couldn't agree more. One of the most pleasant things I've noticed since becoming a heavy Android user is that small-time devs are much better at listening to their customers' complaints, and actually read their own forums, answering users' questions and acknowledging bug reports and feature requests.

      I'm surprised many people don't seem to care about this kind of thing. Getting an answer within 24 hours from a dev, whether by forum, e-mail or whatever, will greatly help my willingness to send cash his way :)

    9. Re:If you're not going to read your forum ... by kesuki · · Score: 1

      "It's very disheartening to watch your favorite game crash and burn while the developers implement bad idea after bad idea, despite really great suggestions flooding the forums"

      i know how you feel, final fantasy was one of my favorite series but the latest ones are sorta uninspired. advance wars went wrong when they went to a online version of the game, lacking voip and simplifying maps, while making non fog of war play very one sided. it is like they wanted people to be bored with it and not play.it.

    10. Re:If you're not going to read your forum ... by FrootLoops · · Score: 1

      For suggestion, bug report, and support forums, I agree. For general purpose, game discussion, and chit chat forums, I don't. There's something to be said in allowing users an outlet for their nerdy discussions, and in allowing them to provide their own tech support, completely apart from developer considerations.

    11. Re:If you're not going to read your forum ... by ZeRu · · Score: 1

      Also, I think that there's plently of good advices on game forums and that game developers would prove to be very stubborn not to listen them.
      Also, differentiating good and bad advices shouldn't be that much of a problem. Of course you'll drive yourself mad if you try to follow advices like "I want the World of Warcraft to be more like CounterStrike", but by reading game forums you'll also find many creative advices which will not only improve your game, but also save you a lot of time and thinking.

      --
      If you post as an AC, don't expect me to spend a mod point on you.
    12. Re:If you're not going to read your forum ... by psetzer · · Score: 5, Interesting

      While you get an idea of what the people who post in the forum like by reading it, it's not necessarily the best choice overall. The people who post on gaming forums are going to be a self-selected subset amounting to a couple of percent of the total player base, tops. This means they're going to have opinions that may not reflect everyone who plays the game. Most notably they're going to be more hardcore than average.

      There is no war game, simulation or RPG mechanic so utterly baroque that someone won't decry streamlining it as 'dumbing down' the game. Inevitably that someone posts on the developer's forum. People got unbelievably pissed off when Dungeons and Dragons got rid of THAC0 and made higher armor classes better. All THAC0 did was complicate the rules set and give newcomers one more reason not to play past their first game. D&D 4e among many other things eliminated enemies that drain levels on touch since permanently weakening a PC sucks, it disproportionately hits melee classes, and it brings the game to a halt as you recalculate everything every time someone gets hit.

      Ultimately, designing a game is a different skill set from playing the same game. Players can give an idea of what they personally liked and disliked, but as a rule have a pretty terrible idea of what's possible and what's balanced. Designers who forget that are begging for trouble.

      --
      "Anyone who attempts to generate random numbers by deterministic means is living in a state of sin." -- John von Neumann
    13. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      That, quite frankly, is rubbish.

      If you have a forum on your site, that doesn't say anything about whether you yourself will read it. Users who want to contact you can use your contact page (I'm sure you'll have one); beyond that, the idea that users would "have a reasonable expectation that you'll [...] take their opinions into account" is about the stupidest thing I've read all day. Maybe people really have that expectation, but it sure as heck isn't reasonable, insofar as that it's not *unreasonable* when you do not "take their opinions into account".

      That's not to say that having a forum really *is* a good idea - you should probably ask yourself what your reasons are for having it and whether you need one at all.

    14. Re:If you're not going to read your forum ... by pinkushun · · Score: 1

      Anonymity online does breed assholes, as TFA quotes. A way to avoid non-constructive opinions is to provide dedicated channels for feedback and issues your users may have, encourage them to be unbiased in these channels, and have someone moderate these too, preferably.

      All the rest (of the forums) will then fall under free discussion (free range), and those channels should not even be considered a source of development ideas or feedback.

      Simply put: separate feedback and ideas, from everyday talk and rants. It may take a little effort, but any user base is worth it, if you care enough about them :-)

    15. Re:If you're not going to read your forum ... by mcvos · · Score: 1

      Offering a place for players to discuss the game with each other and help each other with problems can still be a valuable service.

      Personally I disagree with TFA, though. Feedback from players can be incredibly valuable. You just need to be picky and efficient about it. Know which fans tend to write useful stuff and only read that. Have a rating system. Have a personal blocklist so you can ignore the idiots. Maybe have an explicit "this is what I read" forum, and only allow valuable fans (positive karma and not on your blocklist) to post there.

      Even the author of TFA relies on fans for feedback. Just not every single fan, but a limited cadre of fans who have proven themselves useful.

      But even without any kind of moderation, it can work. Brad Wardell (of Stardock, Galactic Civilizations) read and posted on usenet. And those were often very interesting threads. Not just because of what he wrote, but also because of dedicated gamers giving their well thought-out opinions. No idea if it made a difference to the games, but it certainly made a difference to our perception of Brad as a game developer who really cares about gamers.

    16. Re:If you're not going to read your forum ... by HungryHobo · · Score: 1

      Dwarf fortress in general takes this approach even so far as being used as a way to sugest priorities with the DF Eternal Suggestion Voting.

      You can't sift through all the crap yourself but once you have a community who will hang out on your suggestions forum for you the dross of "oh, HAI! We should totally have quicktime events in this game cause they're awsome!" quickly gets burried by sane forum members while good ideas will get mostly positive attention.

    17. Re:If you're not going to read your forum ... by Arancaytar · · Score: 4, Insightful

      To be honest, as a long-time member of their forum, I can confidently say it will indeed drive you mad, regardless of whether you are Jeff Vogel or not. :P

      However, the division between what Spiderweb Software does and what the forum thinks has been there for years, and its reason is simple (and kind of frustrating): Spiderweb Software made a game that its fans loved, and it bombed (Blades of Avernum). Then it made a game that the fans didn't like (partly out of They Changed It Now It Sucks, but also for real complaints like a simplified gameplay and greatly reduced impact of character mortality) and it sold very well (Avernum 4). The company had no real choice in that matter - making a small group of fans happy simply makes no economic sense compared to making games that sell.

    18. Re:If you're not going to read your forum ... by rich_r · · Score: 1

      There is no war game, simulation or RPG mechanic so utterly baroque that someone won't decry streamlining it as 'dumbing down' the game.

      That's a keeper!

    19. Re:If you're not going to read your forum ... by arth1 · · Score: 1

      There's a reasonable compromise if you have a substantial enough forum population: impliment thread rating and when a thread gets righted highly enough by enough people go take a look at it.

      You assume that being highly ranked means it contains valuable content, and isn't just a combination of back patting, being short enough to read for Gen-ADD, very obvious, slightly funny, and attention catching?
      Written and voted for by users without a clue of what's actually implementable, and ignorant of laws preventing plagiarism?

      BFG-9000 IN FRMVL!! VOTARZ NAO!!1!

      Like here, the gems of wisdom are usually hidden within all the noise, and obscured by the popular posts.

    20. Re:If you're not going to read your forum ... by arth1 · · Score: 1

      Dwarf fortress in general takes this approach even so far as being used as a way to sugest priorities with the DF Eternal Suggestion Voting.

      Bugzilla too allows voting (unless turned off), but votes are almost always ignored completely -- it's just a way to give the users a perception that their opinion or support counts.
      Much like letters to congressmen, which really only benefit stationary companies and the post office, but placate the sheep.

    21. Re:If you're not going to read your forum ... by aztracker1 · · Score: 4, Insightful

      Not only that, but having support and/or marketing staff/people in place to filter suggestions, is probably a good idea... TFA has some valid points, if you've seen the way some indie games go, it's a wonder they get anything done as often there are diametrically opposed requests for changes in game metrics.

      --
      Michael J. Ryan - tracker1.info
    22. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 1

      From personal observation I think there's definitely a reasonable expectation. Maybe it's different for smaller indie games, but certainly the majority of forums for bigger games I've frequented have a common theme of the devs not listening/caring about user issues in the forums/lack of communication to address those issues etc. The few sites who get it right get a lot of kudos for the interaction but largely sites seem to be getting this very wrong. At best they'll put moderators in place who tend towards the power crazy hardcore fan base who make things worse rather than better. And this kind of attitude: "if that's what you want, you should find a commercial product and purchase support at a nominal hourly or per-incident fee" doesn't help - these people aren't leechers, they're customers who have bought a product or potential customers who want to buy a product making suggestions for how to improve it. Maybe not all of the suggestions are helpful, but suggesting they should pay for the privilege of helping you make a better game (or that they pay for support for bugs and glitches in a poorly made game) is the kind of elitist nonsense that I'm talking about. GP is right, if you don't care about your users then don't pretend to care, or if you do, don't complain when you end up with disappointed users who thought you genuinely wanted their feedback.

    23. Re:If you're not going to read your forum ... by Moryath · · Score: 2

      The problem is that there are games where there are unified calls - nigh unanimous - and STILL the developers aren't f'ing paying attention.

      One clear example: Lionhead Studios. One thing on almost every forum I've seen is a massive call to fix the "houses constantly breaking down" problem, either by implementing a global or per-city "repair all houses" function. Yet, Lionhead are content to just ignore this.

      Of course, Lionhead are probably not the best example, since they obviously didn't playtest a number of things in their game anyways. I regularly "fell through" the world geometry in a couple of zones, and spellcasting was basically a joke: the only useful spells/combos in the game are Fireball, Fireball/Forcepush, and Vortex/IceStorm.

      Of course, I was in a small beta playtest for an MMO back in the day. I wrote up entire, multiple-page analyses of why certain classes were getting ignored by the player base - essentially, boiling it down to the fact that (a) certain abilities in the games just did not work as advertised (or in some cases, at all) and (b) certain abilities were just mind-bogglingly boring. Did the developers pay any attention? Not as near as I could tell. The fix for the mind-bogglingly boring ones would have been relatively easy, a palette swap and trading of one or two attacks for something with a tad more flavor (it was a "pet class" that was supposed to summon elemental pets... yeah right, all it did was summon little sand-colored turd golems). The fix for the broken stuff was to actually fix the bugs - but that didn't happen till 8 months after the game's release.

      I could name the game or developer, but I'm betting a number of people can already guess who it was even from that small bit of info.

    24. Re:If you're not going to read your forum ... by kannibal_klown · · Score: 1

      If you're not going to read your forum... don't have one. It's really that simple.

      Tough call. Forums are a community experience, just because you're not going to be monitoring them heavily doesn't mean that people won't benefit. For some of the game forums I post to, I'll often get another player to answer my question fairly quickly... which a developer/supporter might respond to days later. And sometimes the community responses completely remove the need for an official response (often because the question was already asked-and-answered by a developer some weeks ago).

      With the internet, there is simply too much noise. Haters and trolls will fill even the common "Bug Report" or "Tech Support" forums, let alone a "Suggestion Box" forum. So suggestion forums and such are often pretty lame.

      Then, to be honest, you have people that are either stupid or want the product to be something else entirely. I recall seeing long threads in a forum about how a new TV show was stupid... it should have been done this way (completely different plot / theme with a genre shift).

      So, flat out state that you'll monitor bugs and tech support issues but the rest you'll only occasionally review.

    25. Re:If you're not going to read your forum ... by Grave · · Score: 1

      I don't blame developers for not reading their own forums. Most forums truly are the Mos Eisley Cantenas of the internet. That said, Blizzard developers do a phenomenal job of using their forums to interact with their customers. Ghostcrawler (Greg Street) must have the thickest skin of just about anyone on the planet to deal with the amount of flames and idiocy that exist there, but he not only reads many of the forum posts, he also replies and carries on discussions in many threads when a good point or argument is presented.

      At the least, if a company is going to have forums for their products, they need to have representatives of the company there to read them (even if those representatives aren't the developers) in order to get what useful information there is out of them.

    26. Re:If you're not going to read your forum ... by delinear · · Score: 1

      There's a big gap between refusing to implement your fanbase's suggestions and refusing to engage with them at all, though. In many cases people are more than satisfied with a "that's a great idea but unfortunately it wouldn't work for us because X, Y, Z" kind of reply that shows at least you're thinking about what they're telling you. If they spend their time and effort explaining on a forum you set up for discussion of your game how they think you could improve said game and you just refuse to even acknowledge they exist, you're just going to disappoint a lot of people. You might say who cares about a minority of users, but if I as a potential customer considering buying their game visit the forum and see everyone bitching about flaws and issues and lack of response, I'm instantly put off. Equally if the devs moderate negative discussion with an iron fist I'm instantly put off. If I see a few legitimate complains with reasonable responses from the people who have all the facts and are not afraid to engage with their audience, I'd be much more likely to part with some money.

    27. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 1

      He's also assuming that the people with the "great ideas" even know and understand the game, which they often don't. They may play, but often don't "get it". Go to any game and look for threads complaining that this or that is overpowered. It's usually because they are playing the wrong type of character. I've seen people complain about classes that are some of the least powerful classes because they've been nerfed to hell and back, yet they complain that they are overpowered because their healer can't beat the dps class in pvp or something.

      They have no gear, wouldn't know the right gear if it came up to them and bit them, their character is built wrong, they get beat in pvp, run straight to the forums and cry up a river.

      People complaining on game forums and petitioning for changes are overwhelmingly idiots that don't bother to learn how the game works so things aren't going well for them. Roughly 1% (and I'm being kind) of thread authors start a thread worthy of reading. Another 1% are people that don't understand the game so they are there asking intelligent questions and trying to learn something. The other 98% is crybaby garbage, especially in mmos. I've been watching this phenomena since 2001. Most of them would rather spend all their time lobbying to get the game changed instead of learning to play.

      It's pretty hard for game developers to filter out the bad stuff. Most of the time they are better off ignoring the forums completely and focusing on beta testers who are generally gamers that get it and care about more than their own pet class.

    28. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 3, Informative

      The problem is that there are games where there are unified calls - nigh unanimous - and STILL the developers aren't f'ing paying attention.

      Your specific example notwithstanding, the wiser developers know full well that "nigh unanimous" complaints on a forum, in general, means "unanimous only among the people complaining", given the people who are happy with (or just don't mind) whatever "unanimously" needs to be changed aren't going to manically gush on and on about every bit of minutia they love about the game.

    29. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      Opinions are like assholes. Everybody has one and everyone thinks everyone else's stink. If you're selling enough copies of your game to make a living you obviously have some clue about what the majority of your customers really want. The opinions of someone who's never had customers posting in a forum is near worthless. Not to mention, other back seat developers are posting opposite opinions in the same forum so no mater what you do you're going to make people mad. The only solution is to go with your obviously successful instincts and ignore the forum posters.

    30. Re:If you're not going to read your forum ... by Monkeedude1212 · · Score: 1

      That's presuming the original goal was to care about your users, but when you're an indie developer, you have no users to care about.

      There's nothing wrong with you hosting a forum for users to post on. That's where the help and support can be from other players sometimes, where people can often make bug reports without the need of a fancy bug reporting system. Those are typically the ones the developer should be reading.

      If you are a game developer, and you are running short of fresh ideas for your game, I have to wonder why you got into game creation in the first place. Honestly more developers, large shops included, need to focus more on making a great game thats fun instead of trying to give people what they want. People don't know what they want. If they got exactly what they wanted, they would never feel the surprise of something great.

    31. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      The problem is that there are games where there are unified calls - nigh unanimous - and STILL the developers aren't f'ing paying attention.

      Your specific example notwithstanding, the wiser developers know full well that "nigh unanimous" complaints on a forum, in general, means "unanimous only among the people complaining", given the people who are happy with (or just don't mind) whatever "unanimously" needs to be changed aren't going to manically gush on and on about every bit of minutia they love about the game.

      This is mythology, rather than fact. Only in a developer's mind does 'no feedback' equal 'positive feedback'. Imagine you cook a meal and many of the people you serve it to throw a fit about it being too salty. Not a single person steps forward to disagree. Do you assume that just because the total people served is greater than twice the number of people complaining that it was NOT in fact too salty? Of course not.

    32. Re:If you're not going to read your forum ... by mcgrew · · Score: 1

      Written and voted for by users without a clue of what's actually implementable

      Everything is implementable if you're talented enough.

    33. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      He's also assuming that the people with the "great ideas" even know and understand the game, which they often don't. They may play, but often don't "get it". Go to any game and look for threads complaining that this or that is overpowered. It's usually because they are playing the wrong type of character. I've seen people complain about classes that are some of the least powerful classes because they've been nerfed to hell and back, yet they complain that they are overpowered because their healer can't beat the dps class in pvp or something.

      They have no gear, wouldn't know the right gear if it came up to them and bit them, their character is built wrong, they get beat in pvp, run straight to the forums and cry up a river.

      People complaining on game forums and petitioning for changes are overwhelmingly idiots that don't bother to learn how the game works so things aren't going well for them. Roughly 1% (and I'm being kind) of thread authors start a thread worthy of reading. Another 1% are people that don't understand the game so they are there asking intelligent questions and trying to learn something. The other 98% is crybaby garbage, especially in mmos. I've been watching this phenomena since 2001. Most of them would rather spend all their time lobbying to get the game changed instead of learning to play.

      It's pretty hard for game developers to filter out the bad stuff. Most of the time they are better off ignoring the forums completely and focusing on beta testers who are generally gamers that get it and care about more than their own pet class.

      At least 80% of all game beta testers are slobbering developer worshipers who fail to understand the game they are playing. Thankfully beta testers are a much smaller pool to sift through. The problem is that developers never tell people their ideas are stupid and to sit down and shut up. Developers either give too much credit to their users and then become overburdened with implementing inane bullshit or they give themselves too much credit to believe their own ideas are the only worthy ones. The former almost invariably leads to crap, and the latter requires super rockstar people in charge of design/development. Most designer/developers are not super rockstars, and so, crap. The key to good software or games is incredulity, humility and competent developers.

    34. Re:If you're not going to read your forum ... by Jahf · · Score: 1

      The most successful way to do all this that I have seen so far, and have helped institute for a couple of companies (one was a gaming company, the other manufactured media players, almost did this for a web messaging service company but they got shy in the end), is to have a 2-pronged "data collection" approach.

      1) Forums. Users come here and have a common area to bounce ideas around until they are distilled. Make it clear: your customer service reps might be reading here, but your developers do not (or at least if they do it is in private and of their own choosing).

      2) A request tracker (bugzilla, request trackers, whatever works for you) that allows users to post tickets as well as to give votes on them. Make it clear: this area is ONLY for the discussion of structured suggestions -and- you will only pay attention to tickets that are well written and have at least a vote from someone other than the ticket writer.

      The request tracker can either be a separate system from the customer service/technical support/whatever database or it can be set up to share the same server with permissions set properly, just depends on what is best for your organization (and how secure you feel your tracker database is). Your developers can be given access to the entire ticket if you WANT, but for some I think it makes a lot of sense to have someone (scrum master if you have one, customer service liason, whatever) re-write the ticket in a concise manner before submitting to development, possibly but not necessarily referring to the public ticket for reference.

      This model does add some overlay, but another word for overlay is "filter" in this case, and that benefits the developers greatly when they are heads-down trying to implement.

      PS. This model works GREAT in an agile development environment, as the tickets can easily transition to issues to be worked on, but also works well for non-software companies as long as they are open to external input.

      --
      It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
    35. Re:If you're not going to read your forum ... by GooberToo · · Score: 2

      ... don't have one. It's really that simple.

      Not really a good idea at all. Providing a forum helps to create a community. For many games, community is key to longevity and survival. At the same time, people are especially dumb. Given that many gamers are somewhat young people who have no actual experience in the real world, all too often their notion of better is well beyond idiocy. Given that these type of idiots tend to flock together, even a point rating system is likely to have absolutely idiotic notions rated up. So no matter what, you're likely to spend a huge amount of time reading/filter, and even more time explaining (really educating and explaining how the world turns). Worse, all too often, after you explain why such-n-such isn't a good idea or how its just plain impossible, the idiots when then argue with you; as if they have divine insight beyond that of the creator. And I post this because I've seen exactly this behavior all the time.

      Long story short, you can't fix stupid. You can't reason with stupid. Meaning, creating a forum (community) is absolutely a really good idea. Attempting to participate in the community (at least with the given target base), is just dumb. Its a huge, unproductive, absolute waste of time. But regardless how much time it would waste for its creators, allowing others of a like mind to share their experiences is all too often, a good thing - for everyone, including the creators.

      Besides, if the community isn't a complete waste of humanity, community leads will typically take hold and they can do all the hard work of reading, replying, and filtering. As a result, they'll then take the content, having any real merit, and present it as needed.

    36. Re:If you're not going to read your forum ... by brkello · · Score: 1

      I disagree. Forums aren't just for complaining to the developer because you think you can design the game better. It is to discuss the game and post announcements. Having a forum is a good way to create a community around your game. The developer doesn't have to read it...some people will appreciate it...but as long as it is a good game, that is all that matters. I could care less if a dev posts in the forum.

      --
      Support a great indie game: http://www.abaddon360.com
    37. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      There is no war game, simulation or RPG mechanic so utterly baroque that someone won't decry streamlining it as 'dumbing down' the game.

      Well, those things are synonymous, so that's basically a non-statement, isn't it? You simply cannot remove complexity without resulting in a less-complex game. You can, if you want to get pedantic about it, disagree that 'simple' 'dumb', but that's an entirely separate discussion, and at least slightly dishonest intellectually.

      People got unbelievably pissed off when Dungeons and Dragons got rid of THAC0 and made higher armor classes better. All THAC0 did was complicate the rules set and give newcomers one more reason not to play past their first game.

      People always get unbelievable pissed when D&D launches a new version. Mostly because they're horrible at launching new versions. They have no identity and tend to rip and replace things without regard to any particular purpose. Gygax and company are long, long gone these days, and the principles have left with them.

      Anyway, you've completely oversimplified the change from 'AC is low' to 'AC is high' by focusing only on the complexity angle. What about compatibility, for example? What about balance? There are a lot more ways than one to skin a cat, but in 3e Hasbro decided to unify all the rolls onto a single, upward-slanting d20 roll. Which is fine, but tends towards stat inflation, as we saw later on with the myriad of 'supplemental books'.

      D&D 4e among many other things eliminated enemies that drain levels on touch...

      3e did that first by changing these kinds of effects to apply flat modifiers, usually to a single stat, but go on...

      ...since permanently weakening a PC sucks, it disproportionately hits melee classes, and it brings the game to a halt as you recalculate everything every time someone gets hit.

      Permanently weakening a PC adds danger to the game. Whether or not this is a good thing is up to the Dungeon Master to decide. Period.

      Melee classes in D&D are 'disproportionately hit' by leveling, period. A high level caster traditionally dominates every play group because there's no plan to balance them out. They're supposed to be Gandalf. Whether or not this is good design is debatable, but this has basically zero to do with the symptom of level drain.

      And again, 3e solved the recalculation issue in a rather elegant way.

      Ultimately, designing a game is a different skill set from playing the same game. Players can give an idea of what they personally liked and disliked, but as a rule have a pretty terrible idea of what's possible and what's balanced. Designers who forget that are begging for trouble.

      That's not strictly true, and is a statement propagated mostly to shore up design salaries. The original games were all developed during play, not in the board room. Looking back at Gygax and Arneson, for example, both of these guys were wargamers with zero education in game design. Together they created the RPG. They did so from their experience playing other games. I'm aware that you can presently get degrees in such things, but I fail to see anything as revolutionary as what was done by this high school dropout and his security guard friend.

    38. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      The problem is that there are games where there are unified calls - nigh unanimous - and STILL the developers aren't f'ing paying attention.

      Your specific example notwithstanding, the wiser developers know full well that "nigh unanimous" complaints on a forum, in general, means "unanimous only among the people complaining", given the people who are happy with (or just don't mind) whatever "unanimously" needs to be changed aren't going to manically gush on and on about every bit of minutia they love about the game.

      This is mythology, rather than fact. Only in a developer's mind does 'no feedback' equal 'positive feedback'. Imagine you cook a meal and many of the people you serve it to throw a fit about it being too salty. Not a single person steps forward to disagree. Do you assume that just because the total people served is greater than twice the number of people complaining that it was NOT in fact too salty? Of course not.

      Define "many".

      In that case, you have a group of enumerable people for whom you have cooked this meal. In that, yes, you can easily tell if what you're dealing with is a statistically significant amount of people who felt it was too salty. I am presuming that in this situation, "many" is "most of the people who tried this dish".

      However, this doesn't map to a community of people playing a game, or, for that matter, any situation where you have a vaguely-defined audience that is nearly impossible to enumerate. Just as a random figure, let's say your game has 50,000 people playing it. I mean people who actually play the game, not just a download count. Of those, how many are going to participate in the forums? That is, how many of them are actually going to give you an opinion? With a gaming population of 50k, I'd say it'd be quite generous to assume 5k of them would regularly participate in a forum to give you an opinion, as most gamers don't actually participate in forum discussions (only the most vocal do).

      But, let's roll with that 5k figure. 10% of your current audience. Of course, you don't know that's 10% of your audience; I'm just saying it is for the sake of this discussion. Given piracy, friends playing at friends' houses, roommates, husbands/wives, siblings, etc, etc, you don't have records anywhere near as accurate as those you would have from serving a group of people a meal. All you can safely say is you have 5k people regularly participating in your forums and some much larger amount of people who don't ever visit the forums.

      Of those 5k people, let's assume 500 of them are complaining about something in a general bitchfest thread. Hang on, 500 people participating in one thread complaining about something?!? My GOD, that would be a horrifying cacophony of opinion! And right there in your own forums, too! Have you ever seen a thread with 50 active participants? You'd think the world was ending if they had something to complain about, but 500 of them? Holy shit, we need to act YESTERDAY to patch this hole in the very fabric of reality and goodness! In fact, forget yesterday; given this level of discourse, our company should already be long dead if there was THAT big a discussion about it!

      Except that's just 1% of your audience complaining. Just 1% of your audience can create such a stink that it sounds like your game is a terrible, terrible kluge of hacks, bad design, bad code, and bad service. Heck, even a thread with only 50 people — 0.1% of your audience, a statistically insignificant amount if I ever saw one — can have this effect. I know, as I said before, I only TOLD you your audience is 50k strong, and you'd most likely never know that number through any logical means (in the same way most gamers don't visit forums, most of them won't honestly fill out a survey to say they exist), but even if you foolishly assume your forums are ALL of your players, that's still only 10% of your aud

    39. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      Much like letters to congressmen, which really only benefit stationary companies and the post office, but placate the sheep.

      Wouldn't that be most companies? I don't remember seeing very many companies moving around very much.

    40. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      Alright, so you're obfuscating the issue behind paragraphs of math and emotion. Spiffy. Got anything that demonstrates how that other 99% actually feels?

      And when you can reasonably assume your audience is much, much larger than the people saying anything at all, and apparently what you're doing isn't enough to trip that unseen audience's pathetically low complaint threshold, AND you factor trolls and the overall Greater Internet Fuckwad Theory into the whole mess, if that's all the complaints you're getting, you can be assured that, unless you yourself can also see and agree with the problem they're mentioning, you're doing more right than wrong.

      That house of cards is built upon a myriad of assumptions, each of which may or may not be true or false depending on a wide range of factors. Ergo mythology, rather than fact. The fact remains that the opinion of the unspoken remains unmeasured.

      ...would you immediately deaden the taste, no further questions asked? No. That'd be the wrong way to do business.

      The alternative you're suggesting is to never measure any feedback at all, and you're propping this up as a better way to do business. That's beyond insane, and reeks of laziness.

    41. Re:If you're not going to read your forum ... by Liam+Pomfret · · Score: 1

      Yes, it's perfectly valid to not have the creative guys reading the forums on a regular basis (though if they post occasionally to make it look like they're taking an interest, it's generally a good thing), but you should certainly have support and marketing staff watching it. Those marketing guys have to remember though that the people on suc h user forums tend to be a vocal minority with an entitlement complex, who'll demand you make the game to satisfy their whims because they're your "biggest fans", no matter that the majority of the users will often want something totally different.

    42. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      The moderators need to be good and unbiased, of course, or you risk creating a nasty disconnect with your community (see Valve with Left 4 Dead).

      This risk is inherent in the suggestion, and could never be logically avoided. You're basically suggesting this:

      Disconnect with your forum users by adding a layer of moderation but be careful not to disconnect with your forum users.

      That's not strictly sane.

    43. Re:If you're not going to read your forum ... by darkwing_bmf · · Score: 1

      You could respond to posts with "that's a great idea but unfortunately it wouldn't work for us because X, Y, Z" but the problem with that is there will be an infinite stream of bad ideas and counter arguments to your whys. You could spend all of your waking hours responding to forum posts or you could spend your time actually making the game.

    44. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      Neglect breeds contempt as well.

    45. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      Even the author of TFA relies on fans for feedback. Just not every single fan, but a limited cadre of fans who have proven themselves useful.

      Author of TFA sounds, well, weak to me. He seems to be selecting yes-men in order to keep 'the wrong things out of his head'. That's a problem. Heads are big on the inside and they have room for lots of things in them. Even the advice 'build a thicker skin' is largely wrong, because that keeps stuff on the outside. You need to be able to read, understand, think, and disagree succinctly. That would be the ideal. Simply avoiding the 'read' part, though, doesn't earn a lot of respect from your users. Replacing that with a hand-selected group of people who are likely to never make you have 'bad thoughts' is largely masturbatory.

    46. Re:If you're not going to read your forum ... by CAIMLAS · · Score: 1

      But more then a few games with great potential have shot themselves in the face repetitively by ignoring the forums. They either never were aware of huge game-destroying issues or came up with their own incredibly horrid solutions, when in fact the users had suggested exceptionally good ideas in the forums.

      Absolutely. A couple examples:

      Community-listening skills fail: Deus Ex: Invisible War

      Community-listening skills success: pretty much every CoD game

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    47. Re:If you're not going to read your forum ... by korgitser · · Score: 1

      Have a forum, hire someone to mine it for the gems.

      --
      FCKGW 09F9 42
    48. Re:If you're not going to read your forum ... by nabsltd · · Score: 1

      D&D 4e among many other things eliminated enemies that drain levels on touch since permanently weakening a PC sucks, it disproportionately hits melee classes, and it brings the game to a halt as you recalculate everything every time someone gets hit.

      IIRC, there were also spell effects (either actual spells or enemy abilities) that did this same sort of drain to various stats (including level), but only temporarily.

      Although not permanently crippling, they were just as much of a pain for recalculating stats for the next attack.

    49. Re:If you're not going to read your forum ... by DerekLyons · · Score: 1

      Bad ideas get torn apart by other users with great haste, exuberance, and detail.

      Good ideas are subject to the same treatment. For that matter, so are mediocre ideas. In fact, *every* idea is pretty much treated that way - because an idea that seems like a good idea to everyone is a rare beast indeed.
       

      They figure out every possible angle much better then developers could ever do.

      Since they have no acess to the code, the data structures, etc... etc... It's simply not possible to the figure out every angle better than the developers.

    50. Re:If you're not going to read your forum ... by IICV · · Score: 1

      You mean they didn't just reskin Blades of Exile and re-release it? Weird.

    51. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      Wrong. Forums serve a very useful purpose: They keep the idiots out of your development mailing lists and bug tracker. There's really no reason to ever read them. They're just a tarpit for 12 year olds and retards.

    52. Re:If you're not going to read your forum ... by RobDude · · Score: 1

      I'm sure it depends on the game; maybe indie games have more active/vocal users....but a commercial, successful game tends to get something like 1% of it's active users on the forums.

      That 1% suffers from sample bias. They are more informed, more serious, more obsessed with the game that the average player. Even still, that 1% rarely agrees on much of *anything*.

      Flat-out bugs are pretty easy; but highly subjective stuff like 'class balance' and 'how cool your pet looks' is a nightmare. Check out WoW's forums and you'll find people in EACH class forums *loudly* proclaiming that their class is underpowered. 'Blizz hates Warriors!' 'Blizz hates Shamans', etc, etc....

    53. Re:If you're not going to read your forum ... by The+Archon+V2.0 · · Score: 1

      This.

      Game forums in particular are full of hard headed bitter NEVER CHANGE ANYTHING zealots and headache inducing SKORPION TAHT HOVARS WIHTOUT FLAPPING stupid new ideas. In the middle can be some good ideas. But finding them... god... yeah, don't envy anybody in that position of trying to read them. At least thread (and individual post rating) ratings helps filter out the noise a little bit.

      Or my favorite:

      "hey (devname), i have a graet idea about ading something to (game) but i dont want to say it in the forum email me plz thx."

    54. Re:If you're not going to read your forum ... by RKThoadan · · Score: 1

      The DF Eternal Suggestion thread is an excellent model. It's not actually a forum thread though. It's a quick and dirty custom webpage that contains all/most of the suggestions that are made and is updated with new ones frequently. The great part is that each registered user is only allowed to vote for the 3 they feel are most important, although they can change those at any time. It becomes not just a decision of whether a suggestion is good or bad, but whether it's important enough to spend one of my votes on. It could certainly be manipulated by registering multiple accounts if you really wanted too and I think there may be a few items still on it that actually have been implemented, but for the most part it works extremely well.

    55. Re:If you're not going to read your forum ... by LingNoi · · Score: 1

      Problem with your multi page whining on different classes is that developers get this from every player.
      "The class I play is nerfed! Make me a powerful god!"

      You need to start considering what it's like on the other side.

    56. Re:If you're not going to read your forum ... by LingNoi · · Score: 1

      Ironically you yourself have proved exactly why forums are bad.

      You are the only one who has consistently been negative in multiple threads. If this was a game forum then a developer skimming through might possibly consider your views to be the most popular when in actual fact it's simply a case of whoever shouts the loudest longest wins.

    57. Re:If you're not going to read your forum ... by BobMcD · · Score: 1

      Really? I'm the only one on all of slashdot to be negative? Are you sure?

      Further, if I'm negative, I'm automatically wrong?

      That's stupid.

      Wait, did I just cause a double-negative there? How about this one:

      Being negative sucks!

      My head hurts.

    58. Re:If you're not going to read your forum ... by vertinox · · Score: 1

      Your specific example notwithstanding, the wiser developers know full well that "nigh unanimous" complaints on a forum, in general, means "unanimous only among the people complaining", given the people who are happy with (or just don't mind) whatever "unanimously" needs to be changed aren't going to manically gush on and on about every bit of minutia they love about the game.

      In retail, there is a saying that goes like this "For everyone one customer who complains, there are 2 who silently decide never to visit your store again so you best take care of the person who complains as you'll loose 3 customers instead of 2."

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    59. Re:If you're not going to read your forum ... by Quirkz · · Score: 2

      I wrote up entire, multiple-page analyses of why certain classes were getting ignored by the player base ...

      I sympathize a lot with most of your post, but that particular line made me shudder a little. When you're a developer with streams of input coming in from all sides, sometimes a massive analysis is too daunting--or exhausting--to properly appreciate or deal with. It's definitely possible to get too much feedback, particularly all at once, and especially if it comes across as argumentative or boils down to "you're going to have to scrap everything to make me happy." (Not accusing you of doing that, but I've certainly received that kind of missive.)

      As an example, I had one player who sent me a lengthy message explaining why all of my character classes were ridiculous after only playing my superhero RPG for a couple of days. Half of his suggestions were a list of skills that were already in the game (apparently he hadn't noticed), a quarter of the suggestions was for a mentalist class nearly identical to the already-existing psion, and the other quarter was a description of a new class that was basically a copy of his favorite comic book superhero, and completely unsuited for a whole class of skills. I'll admit I tried to read the wall of text once, skimmed a few sections a second time to confirm his suggestions were 90% trash and 10% distant maybes, and at that point dropped the whole thing.

      If instead he'd sent a short, simple, few-sentence list of really good suggestions rather than swamping me with mostly trash, his suggestions might have gotten more consideration. Again, not saying that's what you did, just giving you a peek into how it feels on the other side. When I'm getting dozens of little bits of feedback on the forums, and through the bug report system, and through in-game chat, and in-game messages, plus working on my own development plans ... it's easier to snap off quick fixes to short problems than contemplate redesigning large chunks of the game based on someone else's vision.

    60. Re:If you're not going to read your forum ... by mazarin5 · · Score: 1

      Much like letters to congressmen, which really only benefit stationary companies and the post office, but placate the sheep.

      Wouldn't that be most companies? I don't remember seeing very many companies moving around very much.

      Then you must have missed this story.

      --
      Fnord.
    61. Re:If you're not going to read your forum ... by SanityInAnarchy · · Score: 1

      So what is the threshold, and who do you listen to?

      Yourself? I know I've heard creators (comics and cartoonists in particular) say that they only really got good when they stopped trying to make other people happy, and started trying to make themselves happy.

      At the same time, that's a sample size of 1. I wouldn't change my game in a way that'd make me hate it, but there's a lot of things I might feel "meh" about that other players feel passionately about.

      Your dev team? Small, incredibly biased sample. Their feelings about it are inseparable from the fact that they've been working on this thing for months, if not years. Same thing applies -- pissing your dev team off is probably a bad idea, but if they don't think something is a problem, that doesn't necessarily mean it's not a problem.

      Your testers?

      Now we're getting somewhere. What makes you think your testers are special? They aren't any less self-selected than the people bitching on your forums. About the only thing special about your testers is that there are a lot fewer of them, and they're probably professional.

      And it may be true that people's complaint threshold is low, but their "fuck it, I'm not playing this" threshold is far lower. If you have a demo and people are leaving, you might not necessarily get feedback. If you don't have a demo, you'll get even less feedback -- I'll take one look at your game, go "Huh, no demo," and I won't buy it. You have no way of knowing that the "silent majority" likes your game -- they might hate it, and they might regret buying it, so while you've got their money, they're not likely to buy another game from you.

      I don't think anyone's suggesting that you should immediately "deaden the taste," no questions asked. But take the "repair houses" suggestion above. How many would actually oppose this? Compare to the number who want it, or the number who would appreciate it, or the number who don't know what they want other than that the game is too tedious.

      --
      Don't thank God, thank a doctor!
    62. Re:If you're not going to read your forum ... by uslurper · · Score: 1

      "making a small group of fans happy simply makes no economic sense compared to making games that sell" Fans who want things changed often make ludacris suggestions and complain loudly about nit-picky things. But those suggestions stem from valid problems. Developers should concentrate the source of the problem rather than catering to whims. "How do i fix this mechanic" should be replaced with "how do I make this game/character/event playable"

      --
      oldhack: "Security is a waste of money until shit hits the fan. 5 minutes later, it becomes waste of money again. "
    63. Re:If you're not going to read your forum ... by MaskedSlacker · · Score: 1

      No, it really isn't.

      Implementation requires expending finite resources. Thus only a finite subset of 'everything' can be implemented, up to the point that available resources (developer time, CPU cycles, RAM) are exhausted.

    64. Re:If you're not going to read your forum ... by Anonymous Coward · · Score: 0

      One of my favorite developers actually reads their forums.

      I've even seen the head programmer insult customers who repeatedly come up with harebrained "ideas" - it makes them feel like real humans, and makes me like them even more for it.

      (image line (FL Studio))

    65. Re:If you're not going to read your forum ... by KingAlanI · · Score: 1

      Yes, the gathering place can build fan enthusiasm.

      Often, the unofficial fan forums are better anyway, but that might be specific management issues rather than an inherent deficiency in the concept.
      I can see it as an alternate channel for the fanbase, and a way for small outfits to try and jumpstart the fanbase process.

      --
      I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
    66. Re:If you're not going to read your forum ... by KingAlanI · · Score: 1

      Yeah, on some forums there seems to be invisible constraints on what is allowed and approved discussion of the topic at hand.
      Ever notice comments along the lines of "if you're not a fan, why are you posting here"?

      --
      I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
    67. Re:If you're not going to read your forum ... by JabberWokky · · Score: 1

      He does advocate people reading the forums. Just not the developers themselves.

      Are you also advocating that the developers should answer the phones, and if they aren't doing it themselves, then the company should not have phones?

      I have layers of trusted people between myself and my developers and the clients who use our software. They watch for things that people mistakenly do, even if it isn't a bug, and they filter out erroneous bug reports (issues with the client's internet, etc). We have a core group of clients that we've worked with for years who have direct access to developers and visa versa. We've forged a productive relationship with them. I don't think that's much different than anything stated in this essay.

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  3. People read forums? by QuantumG · · Score: 1

    So far as I can tell no-one reads forums. Even here on Slashdot I regularly get people who reply to a long thread when they clearly haven't bothered to read all of it.

    Thankfully that's still considered rude on mailing lists.

    --
    How we know is more important than what we know.
    1. Re:People read forums? by Kjella · · Score: 1

      Well, that's because I've read so many ten page threads where seven of them are two-three persons flaming each other and three pages are discussion from everyone else. Once I hit the first page that's full of nothing but shit I'm more likely to jump to the last page and just give my opinion on the subject. The SNR on most forums is just atrocious because some people can't help getting fired up by each other even though it's like having two people use bigger and bigger megaphones so that no one else in the room can hold a conversation.

      --
      Live today, because you never know what tomorrow brings
    2. Re:People read forums? by rhade · · Score: 1

      well.....yes?

      --
      http://www.awfullybigmoustache.com
    3. Re:People read forums? by Omestes · · Score: 1

      No.

      Oh wait...

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    4. Re:People read forums? by theY4Kman · · Score: 1

      Because it requires skill, intelligence, and patience to work a mailing list.

    5. Re:People read forums? by Anonymous Coward · · Score: 1

      Well, you're right about one of those things anyway.

    6. Re:People read forums? by magpie · · Score: 1

      tl;dr Soulskill isn't that bad

    7. Re:People read forums? by Haedrian · · Score: 1

      I agree with you. I think that chickens should not be considered Turing powerful.

    8. Re:People read forums? by PReDiToR · · Score: 1

      And yet if someone rips through the thread and redacts all the "Me too!" and "I know this is OT but ..." and "IT NOT WORK 4 ME" posts they get called a Nazi and the banhammer comes out ...

      Forum Rules are usually posted in a sticky at the top of the forum, and they should be read. We need to be a little militant with n00bs and fools to get the message across. Breed a generation of people who will actually RTFM and learn how to ask questions intelligently.

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
    9. Re:People read forums? by Anonymous Coward · · Score: 0

      This.

      Basically any thread that has unity100 near the root can be safely skipped over as it'll basically be him/her repeating "you are stoopid. lern to read. idiot" about 12 times

    10. Re:People read forums? by arkane1234 · · Score: 1

      You know, I wonder if it's rude on mailing lists?

      --
      -- This space for lease, low setup fee, inquire within!
    11. Re:People read forums? by nabsltd · · Score: 2

      We need to be a little militant with n00bs and fools to get the message across. Breed a generation of people who will actually RTFM and learn how to ask questions intelligently.

      Having just been through reading a 1200-post thread on Cinavia audio watermarking, your post perfectly summarizes that thread.

      About half of the 1200 were completely useless, with about 50 useful and informative posts, and only about 10 that had information that would really be part of the development effort. I can understand how a small developer might decide to ignore a forum about their product, simply because the SNR is so low that reading the forum wouldn't leave time for actually writing code.

  4. Re:You're not reading this by allanw · · Score: 1

    Damn how'd you know?

  5. Re:You're not reading this by PatPending · · Score: 1

    Frankly, I would find that more exciting than trolling as A. Coward

    --
    What one fool can do, another can. (Ancient Simian Proverb)
  6. Some people aren't bothered by criticism by WarJolt · · Score: 1

    Spidweb seems to take things a bit personally. Good thing he doesn't read forums; I don't think he could take this criticism.

    1. Re:Some people aren't bothered by criticism by Lemmy+Caution · · Score: 5, Insightful

      Creative people are often sensitive. I wouldn't want to limit my world to things created only by people with thick skins: they are often unperceptive.

    2. Re:Some people aren't bothered by criticism by mcvos · · Score: 4, Interesting

      There are actually creative people who can take criticism. No idea how rare they are, but they definitely exist. John Carmack has posted on Slashdot. Brad Wardell has posted on usenet (off all the hotbeds of flamewars and trolls...). And I think Brad has had very productive discussions there, which did influence his games.

      For example: Brad prided himself on the good AI for Galactic Civilizations, and it certainly had the best AI I've ever seen in a turn-based strategy game. But it still lacked true killer instinct. Brad said it'd be too frustrating if the AI truly pulled all the stops on dirty tricks. I (and others) disagreed; we argued that if a game had difficulty settings called "impossible" and "masochistic", we expected some serious punishment to come our way. We wanted the AI to trick us in the same ways we tried to trick it. In the end, I think he made one particular AI pull all the stops on the hardest difficulty levels. Not all, unfortunately, but it's still something.

      Of course there were also idiots who complained that the game was too hard because they couldn't beat the AI at "hard" difficulty, and needed someone to explain to them that they could set the difficulty to "normal" or "easy". You just need to be able to recognize the idiots and trolls and tune them out. Anything that might be useful, you need to read in the most positive light possible. But some people have mastered those tricks.

    3. Re:Some people aren't bothered by criticism by 19061969 · · Score: 3, Insightful

      Critique is fundamental to design - good & great designers actively seek out criticism. Whether the criticism is worthwhile is another question, but any designer worth paying is big enough to deal with flack. IMHE, I've found designers to be the most motivated solicitors of feedback.

      --
      bang goes my karma... again...
    4. Re:Some people aren't bothered by criticism by MrMacman2u · · Score: 1

      Speaking as a graphics designer with a multitude of creative hobbies including drawing, I can flat out say that creativity and the creative process isn't a dainty and delicate thing. It's dirty, it's messy and very often very ugly, ESPECIALLY to those creating!

      I really don't mean to sound insulting here, but I see/hear the whole "creative people are often sensitive" shtik way, WAY too much.

      Yes, there are circumstances where creative people SHOULD be sensitive about their work and the resulting feedback and it's usually where they are working on something for themselves or for a small, close group of people. This kind of personal project has meaning to them on what is a more "intimate" level and feedback should be more mellow, positive and sensitively handled for any negatives.

      Then there are "public" projects, such as those done with the sole intention of sending them to the unwashed masses and/or for your job. You will get dumped on and you need, I repeat, NEED a thicker skin and/or a good sense of humor in order to get anything done at all. Negative feedback and (sane levels of) criticism are necessary and healthy in that kind of environment and if you can manage to handle them, it leads to improvements. Most of the time.

      All of that said, I'm going to say that far more than anything else, those using/consuming/benefiting from/etc... from someone else's creativity and work need to learn how and when to give feedback, especially if it's negative or trying to be constructive toward the project.

      As the article mentioned, there are too many people out there who just get nasty. I mean, rape your children, beat your spouse and then poison your houseplants, nasty when they are giving the simplest of feedback... like reporting a bug.

      There is no need for this. Yes, anonymity + audience = asscandles but I can't help feel that there is another element in play also; self entitlement.

      Too many people feel that they are "owed" something by those who create simply because they consume it. In their minds, if they don't like something or want something, it's "their way or the highway" and anyone who can't see the "brilliance" of their hurriedly or badly thought out idea/desire or even have the bug they discovered NOT be the most important thing EVER and be fixed post haste, their "target" is just plain wrong and it can't be any other way. So, when their idea is ignored or there isn't immediate action/resolution of the problem they need to get angry and lash out at the perceived personal slight against them.

      That's when everything always seems to go sideways.

      When things get ugly on forums, it's usually one overly self important insensitive jerk saying something stupid or inflammatory (intentionally or otherwise) and then one and usually more, people get offended and start fanning the flames with their good intents of trying to put the jerk in his/her place.

      It's not so much that creators shouldn't read their forums and the feedback, suggestions and ideas from fans as those giving it should learn a bit of moderation and civility. There is no reason to go ape over a bug preventing you from progressing in the game and if the unwashed had even the slightest inkling of a clue how difficult and soul consuming the creative process is, I strongly feel that many more of those extremist jerks would go away.

      There is much to be said for walking a mile in someone elses' shoes. Maybe more of us should put ourselves there before posting ANY feedback on forums, or the net in general.

      Thanks for listening.

      --
      This signature is lame.
    5. Re:Some people aren't bothered by criticism by Anonymous Coward · · Score: 0

      I am so offended by that comment that I am going to cry, you insensitive clod!

    6. Re:Some people aren't bothered by criticism by Garwulf · · Score: 1

      The problem isn't criticism - criticism tends to make you better, actually. The problem is abuse. I posted this on the blog for the article, and I think it bears repeating here:

      Coming at this from the perspective of an author, you get some similar issues with fans. Before I go any further, I have to say that 97% of the fans I've met are friendly, lovely people who I wouldn't mind having a drink at a pub with - they're kind and appreciative of all the work you've done, and they just enjoy your work for what it is. Then there's the other 3%, who are downright scary - and VERY vocal.

      Back about ten years ago, I was writing one of the first online computer games issues columns out there. It had a readership of about 20,000, which while not huge, was respectable. And, I had this one fan who emailed me abuse.

      Now, the job of an issues columnist isn't to be right - it's to raise a certain question in an intelligent way. My favorite feedback was always the people who disagreed with me, as that meant that I had been successful in starting a discussion. This fellow, however, didn't just disagree with me. He sent in actual abuse, accused me of propaganda, and when I added him to my killfile, he created a new one and sent me more abuse starting with "you can't hide." As far as he was concerned, he had the right under free speech to hound me.

      As best I can figure, when it comes to that 3%, what's going on in their heads is that they think that because they have consumed your stuff, they therefore have rights over you. And, about all you can do is add them to your killfile, or boot them off your forum, when you detect them. You can't make them mend their ways, but at least you can get them out of your hair.

      --
      Robert B. Marks
      Author, Demonsbane in Diablo Archive
    7. Re:Some people aren't bothered by criticism by Anonymous Coward · · Score: 0

      there were also idiots who complained that the game was too hard because they couldn't beat the AI at "hard" difficulty, and needed someone to explain to them that they could set the difficulty to "normal" or "easy".

      The issue is that other games have put forth the expectation that the "easy" difficulty is for Aunt Mildred who hunts and pecks for the "any" key, the "normal" difficulty is for "regular" people, and the "hard" difficulty is the one that true gamers should play at. By telling someone like that they should play a "normal" or "easy" is telling them they are less of a true gamer, effectively insulting their manhood. That's why they react negatively to it.

      This can be mitigated somewhat by changing things around. Your suggestion is apt - by having "impossible" or "masochistic" in addition to the regular easy/normal/hard levels, you signal that there's an extra difficulty available, but don't insult any gamer by calling them "normal". It doesn't work 100%, though, as there will always be some people who think they should be l33t enough to beat anything you throw at them.

      Going back to the general topic, this is what is difficult with user feedback. They rarely tell you the actual reason for their complaints. They say "the level was too hard!" rather than "I was insulted by your implication that I am no better at gaming than someone fresh off the turnip truck." It can be incredibly difficult and time consuming to parse the reasons for their complaints, especially if you're apt to accept the rationale they give.

    8. Re:Some people aren't bothered by criticism by IICV · · Score: 1

      Of course there were also idiots who complained that the game was too hard because they couldn't beat the AI at "hard" difficulty, and needed someone to explain to them that they could set the difficulty to "normal" or "easy". You just need to be able to recognize the idiots and trolls and tune them out.

      I think that's exactly what's going on here. Jeff Vogel didn't spend his formative years reading the Internet like a lot of the younger game developers out there, so he doesn't have a good built-in signal/noise filter in his head. That's what I get from reading the post, at least - he's saying "don't read what the Internets says about your game, you'll just drive yourself crazy".

    9. Re:Some people aren't bothered by criticism by LingNoi · · Score: 1

      Did you even RTFA?

      Lets see you say that being on the other side of the fence where you have people threatening, insulting and generally being a dick to you 24/7

    10. Re:Some people aren't bothered by criticism by IICV · · Score: 1

      Well, let's just say that I read Slashdot and leave it at that, shall we? :)

    11. Re:Some people aren't bothered by criticism by Lemmy+Caution · · Score: 1

      Yet most of the artists I know are very cautious about when they expose themselves to critique, which is why it is something of a formal process in places like MFA programs. If you take criticism too seriously, you risk paralyzing yourself with second-guessing. I think it's why a lot of the best work from people comes from the earlier part of their careers nowadays: the atmosphere of criticism corrupts their later work.

    12. Re:Some people aren't bothered by criticism by mcvos · · Score: 1

      Well, in my opinion, when someone's ego needs cuddling, they're better off visiting a therapist than playing some hard core strategy game with halway capable AI. (GalCiv's AI wasn't even that hard; there were still dozens of ways that you could take unfair advantage of the AI players. The only thing they did really well was economy.)

      But you're right. Different people have different expectations. I want AI to be a substitute for playing against a real life human being (my gaming life has been very disappointing so far), whereas other just want justification for their own inflated self-image. I love it when I lose. It means I did something wrong and can improve. Or it means I'm playing someone or something really awesome.

  7. Bollocks. by Anonymous Coward · · Score: 1

    Whether it be FOSS or some organisation paying you, you always take into consideration the stakeholders. It's just that simple. I run an non-FOSS project (Freeware) and which also has a forum of about 700 active users and I always try to listen to them all or get someone else to tabulate their ideas. This can be made easier by using mechanisms like what Ubuntu uses (Even if Ubuntu devs ignore it, it's a good idea none the less). Fact is, you may not like it but it's an important part of any SDLC so either put up or shut up and let your users hate you for not even trying.

    1. Re:Bollocks. by antifoidulus · · Score: 1

      Well first and foremost you are making a big assumption, namely that the people who bitch about a game on a forum have any stake whatsoever in the game at all. Oftentimes they are essentially complaining that the game isn't x, despite the fact that the makers never intended the game to be x, never said it to be x, and most rational people don't want it to be x. For instance I've seen people who essentially go on boards and say "XYZ game is just another lame JRPG. JRPGs suck, play Halo instead". That comment isn't even remotely helpful and the poster probably never even PLAYED game XYZ so is in no way a "stakeholder". Penny Arcade probably sums up this kind of poster best.

    2. Re:Bollocks. by delinear · · Score: 1

      Even then, if you totally ignore the ranters, in their eyes that's validation of their view and others may feel the same. If you respond to them reasonably, people have a chance to hear both sides. If they carry on ranting at that point they start to look unreasonable.

  8. On the flipside by estitabarnak · · Score: 3, Interesting

    I had a great time playing Galactic Civilizations II. The experience was certainly enhanced by interacting with the game's creators on their forums. These folks were pretty good about releasing major updates for a good while after the release date, so suggestions actually made it in to the game. If nothing else it was nice to feel like someone was listening for once.

    In short, responsive/interactive game developers can enhance the experience both in and outside of the game; taking every suggestion doesn't matter.

    1. Re:On the flipside by Ravenger · · Score: 2

      I participated in a community forum for a game series I worked on for many years. As a member of the game dev team I was able to give insight and information to the community, and help with tech support and problem solving.

      I helped build it into the central place on the net for info about our games, and in doing so we garnered a reputation for excellent customer support, and I had a great time interacting with the very people who played the games I worked on, and made some good friends.

      You do have to filter what the community are saying - a lot of it is contradictory, and of course your most loyal fans are by definition the most core players, so they'll often request features which could make the games less appealing to less core game players.

      I'm now working for a different company and I'm not involved in community building anymore, and to tell you the truth, I really miss it.

      I believe that that direct interaction between a developer and their customers is a good thing, and can build a loyal community who will help promote your games. That sort of good will is priceless.

  9. In my experience by Bozzio · · Score: 1

    In .y experience this i all too true. I've developed a few homebrew apps for the wii, and while the wiibrew wiki was great for dusplaying your work and interacting with the community' it also gave a lot of peple the impression they could their creative input should carry as much weight as the author's

    I did get some good feedback, but it was usually drowned out by all the 12 year olds asking everything from mp3 players to game system emulators to be integrated into your app. I found it really hard after a while to stay polite with people who would flame you if you disagreed with them.

    I do xbox indie dev now and the community seems older amd more reasonable, but much less active.

    sorry about all the typos. i wrote this from a kindle!

    --
    I just pooped your party.
    1. Re:In my experience by Anonymous Coward · · Score: 0

      A moderation system should help somewhat, no? Don't read comments that aren't modded up. Those that are modded up are presumably representative of some reasonable percentage of users.

  10. Completely agree by Sycraft-fu · · Score: 2

    The whole reason of having a forum is to have an equal discussion medium. Everyone who participates is on equal footing more or less and you can have big discussions on whatever you like. If that's not what you are after, that's fine, but then don't have one. Just post the information you'd like to give to people on your website. Having a forum and ignoring it is stupid because, as you note, it makes people feel neglected but if someone doesn't watch after it it'll just get used for spam or other shit like that.

    So really what you need to decide is do you want to deal with user feedback or not. Saying not is fine, deciding that users really don't know what they want is a perfectly legit strategy, one that I might note has been wildly successful for companies like Apple who basically say "We know what you want, you'll get things the way we make it and like it." For an indy company that wants to do that, don't have a forum. Let people discuss your shit on other forums and ignore those forums.

    However if you do decide you want a forum, then you need to read it to see what you users want. That doesn't mean listen to everything they say, but see what is on there. You'll find that there is plenty of hate, plenty of stupidity, but also plenty of good ideas and feedback. You'll want to see what it is that concerns your users. For example if feature X is something that nearly every user on the forum complains about, then it is probably a problem. If just a few loudmouths whine about it all the time and everyone else ignores them or tells them off, then probably not.

    Obviously you are going to need to have thick skin to some degree, you'll have to deal with haters. However to have a discussion mechanism and then to refuse to participate is rather silly.

    1. Re:Completely agree by delinear · · Score: 1

      I couldn't agree more, particularly on the thick skin front - there's nothing difficult about scanning a forum for good ideas, even if people are being nasty, unless you have the sensibilities of a 12 year old school girl. This

      "Forums contain a cacophony of people telling you to do diametrically opposite things, very loudly, often for bad reasons. There will be plenty of good ideas, but picking them out from the bad ones is unreliable and a lot of work. If you try to make too many people happy at once, you will drive yourself mad. You have to be very, very careful who you let into your head."

      Sounds like plenty of development planning meetings I've attended. There's nothing special or mystical about forums, just like any other gathering of people you have to ignore the idiots, realise which people have their own agenda and have a modicum of talent for picking out the good ideas and discarding the bad in such a way that you don't look like you're trashing people for trying to help. If you can't manage that then having a forum which makes it look like you're prepared to engage just sends mixed signals - at worst it looks like you're trying to manage negative reaction. A lot of companies have forums specifically because it allows their customers to vent their frustrations, but the results can be buried/hidden from search engines in a way that wouldn't be possible with third party forums.

    2. Re:Completely agree by The+Archon+V2.0 · · Score: 1

      "Forums contain a cacophony of people telling you to do diametrically opposite things, very loudly, often for bad reasons. There will be plenty of good ideas, but picking them out from the bad ones is unreliable and a lot of work. If you try to make too many people happy at once, you will drive yourself mad. You have to be very, very careful who you let into your head."

      Sounds like plenty of development planning meetings I've attended.

      You've attended a development planning meeting for 10,000 people?

  11. Right and wrong (mostly right, though) by sstamps · · Score: 2

    Jeff is right that managing game forums is a job. A thankless one that can chew through even the most heavily armor-plated CSR over time. Community Management can be one of the most difficult jobs any game company employee can take on. So, yes, if you as a creator/developer, or your team does not have the skillset to manage forums, it's going to become a cesspool of unhappy people fighting amongst themselves and denouncing your existence and lineage all the way back to Lucy.

    Gamers are passionate people, though the game industry is not necessarily the only industry where you'll find such. The trick is, if you are going to have forums, and you want them to be of value to you as a creator (as well as to your customers), you have to manage them. Ignoring them because it turns out to be an intrinsically difficult job isn't really much of a solution, and will really only fan the flames even more. A lot of the time, the act of distancing yourself, either in intent or just apparent, will make it appear like you just don't care; that you live in an ivory tower away from the players and look down your nose at them with the all-too-common "I'm the game developer, and I am always right/best/smartest/insert-superlative-here", regardless of whether you explicitly say it or not. When it comes to this phenomenon, appearance of impropriety has nothing on the appearance of hubris.

    What this means is that you have to communicate. Frequently, candidly, and, most importantly, VISIBLY. Remember that "say five nice things for every mean thing" notion goes both ways, but is meaningless if hardly anyone sees it.

    There may also be technical problems in communication. Some game companies opt for some REALLY REALLY BAD community portal/forum software that is just total pants. No matter how good a communicator you are as a creator, or how stellar your Community Management team is, if your communication venue and tools are crap, it will completely ruin you. On the flip side, an extremely well-designed community portal / communications venue setup will make your job of communicating and interacting with your customers an absolute delight.

    Yes, there will be those people who will simply be chronically unhappy with you no matter what you do, and yes, the anonymity of the interwebz can turn people into total douchebags. Do everything in your power to use the carrot to try and bring them around, but never be afraid to resort to the boot if they simply insist on spreading their misery to you and the rest of your (otherwise happy) customers. Not saying necessarily ban them, but at some point, you can just simply say "I am truly sorry that I/we have failed to resolve your issue(s) / bring you enjoyment with my efforts; I want you to know that I am at my wits' end trying to do so. At this point, I would suggest that maybe this game / community simply isn't for you, and I would urge you to seek out another game or form of entertainment that can bring you enjoyment. There is simply no sense in remaining somewhere where you are miserable, and I don't want you to be miserable, here or anywhere. I wish you the best of luck in your travels, and you'll always be welcome to return, if you do find something of value to you here later."

    One last thing: don't fall into that "well, the forums are only representative of 10% of the playerbase, and only the loudest cranks to boot" trap. Whether it is true or not is irrelevant to how you treat your customers. It generally is only true to a certain degree, and grossly generalizing and overtly dismissing the entire body of forum participation as non-representative of the greater majority of your playerbase is the kiss of death, ESPECIALLY if you say that publicly. So, don't do it. Ever.

    --
    -SS "Teach the ignorant, care for the dumb, and punish the stupid."
    1. Re:Right and wrong (mostly right, though) by sstamps · · Score: 1

      I think I will keep doing it if for no other reason than to personally piss you off. :)

      I will post what I please, kthxbai.

      --
      -SS "Teach the ignorant, care for the dumb, and punish the stupid."
    2. Re:Right and wrong (mostly right, though) by ShakaUVM · · Score: 1

      >>The trick is, if you are going to have forums, and you want them to be of value to you as a creator (as well as to your customers), you have to manage them.

      Yep. I wrote the CustomTF mod for Quake, and we had a very active and very vocal community around it. Ten years after I wrote it and moved on to other things, I found people still hotly debating certain things in the game, cheap tactics, etc. So I came back, fixed a lot of bugs, introduced some new things. Instant uproar.

      The thing is, some of the feedback was good, some was bad, just like you said, but there's a lot of good ideas there, and your players honestly know the implications of changes in game mechanics better than you. So I'd calm the people down, and modified it and modified it until everyone was happy. Though some people were still unhappy, forked the code... and then people realized how broken and buggy the old code was, and went back (mostly) to the new version.

      So on and so forth. Game forums are invaluable, and you HAVE to spend time on them as a developer. Plus, players like to know the developers are paying attention and making insightful posts.

  12. not quite by wizardforce · · Score: 1

    On the contrary, a developer should pay attention to the forums if only to keep an eye on bugs. It's perfectly fine to do whatever you want with your chosen project but you'd better know about the times where something doesn't quite work as you'd expected once it's out in the wild.

    --
    Sigs are too short to say anything truly profound so read the above post instead.
    1. Re:not quite by Peeteriz · · Score: 1

      As the TFA states, in most companies someone should scan the forums - but it shouldn't be the developers. Hire (or recruit from users) someone to sift the bug-reports and reasonable suggestions from the junk and bile.

  13. Solution: be firm, and hire a moderator by mentil · · Score: 1

    Make it clear what input you want from users, make it specific. If you just say "here's a forum, post your comments" then you'll get lots of random whining. If you try to implement every single idea mentioned in the forum it'll end up as design by committee, and maintaining one creator's vision is usually a better idea. Game designed by committee: Yet Another WW2 FPS. Game designed by visionary: Super Mario Galaxy. Which would you rather make?
    After a while look for someone with many well-thought-out posts and offer to make them an unpaid moderator. Check up periodically to make sure your mod isn't slacking off or godmodding, and have them email you every now and then summarizing users' legitimate gripes/bug reports/suggestions.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
  14. A prime example of this not working by L4t3r4lu5 · · Score: 1

    Angry Birds on the iPhone is a paid app without ad support. It runs very well, and is a great "toilet game." You can lose yourself for quite a while playing it.

    Angry Birds on Android is ad supported, with fullscreen video adverts between levels and banner adverts during play. The banner advert in the top right of the screen makes zooming and seeing the whole of the map difficult, and when out of signal range (Plane? Tunnel? Anywhere where you have hours to spend doing nothing) the video adverts don't load, so you cannot progress to the next level. Every other comment is now either a previous user reporting the issues, or a new user telling how much they hate the adverts. I don't know how much he makes from the adverts per user, but so far he's lost approx 40% (by my guestimate) of the players he could have had if the adverts were less intrusive. If that 40% is an acceptable loss, then good for him, but if he read the comments and acted upon this overwhelming opposition to the advert intrusion to the game, he'd potentially make a lot more money.

    --
    Finally had enough. Come see us over at https://soylentnews.org/
    1. Re:A prime example of this not working by Rik+Sweeney · · Score: 4, Informative

      The problem is that Android apps don't have any copy protection on them, so users can simply copy the app from each other. Rovio gets around the problem by simply displaying adverts and make $1M a month from this strategy.

      http://androidcommunity.com/angry-birds-android-ads-make-rovio-1m-per-month-20101208

    2. Re:A prime example of this not working by L4t3r4lu5 · · Score: 1

      Not from me they don't. I uninstalled the app the very first time it didn't load the next level after completing the one prior, stating a "Connection error" for the reason. I am very much not alone in that practice, as the comments on the Android Market will testify.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    3. Re:A prime example of this not working by JohnnyBGod · · Score: 1

      What are you on about? I have never, _ever_, seen a video ad on Angry Birds for Android, and the game comes with all levels in the .apk. Maybe you're talking about Angry Birds Seasons which did require a net connection to download the level, since they were releasing a new level every day in December, up to Christmas.

    4. Re:A prime example of this not working by arkane1234 · · Score: 1

      I wouldn't consider copy protection a "problem", any more than I'd consider my microsd card a problem.

      --
      -- This space for lease, low setup fee, inquire within!
    5. Re:A prime example of this not working by Actually,+I+do+RTFA · · Score: 1

      Right... but the question is which is greater, the number of people who stop playing because of ads or the number of people who would just copy the app (as scaled by profit/customer of ads vs. selling).

      --
      Your ad here. Ask me how!
    6. Re:A prime example of this not working by L4t3r4lu5 · · Score: 1

      Copying the app takes considerably more effort than downloading it from the app store. The game had adverts already, they were just less intrusive into gameplay. I don't mind app adverts, unless they break the app itself, which this advertisement scheme does.

      FWIW, my girlfriend bought Angry Birds and the Seasonal edition on the iPhone, and I play on there when I want to. As it's very much a casual game, however, I don't miss it at all. I'm happy with Spaghetti and Marshmallows, Untangle Me, and X Construct, the first two being ad-supported.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
  15. Whaddaya mean, creators? by Kokuyo · · Score: 4, Funny

    Nobody who retains any semblance of sanity and wishes to keep that should ever engage in online discussion. It's usually pointless, annoys people and yourself to no end and you seldom feel you've accomplished anything.

    Now if only I had realised this before starting to develop this god-damned need to add my two cents whenever someone is wrong on the internet...

    1. Re:Whaddaya mean, creators? by Anonymous Coward · · Score: 0

      You started off a billionaire, but now have nothing at all, eh?

  16. Great example is the IMDB boards by GodfatherofSoul · · Score: 4, Insightful

    You've got all sorts of hyper-critical morons calling every moving under the sun boring or overrated. At the same time, you've got the fan boys calling Paulie Shore movies the next Citizen Kane. Open calls for criticism usually garner responses from the extremes.

    It's like looking up car reviews. You might as well throw out all the 1 and 5 stars since they're respectively the guy pissed off that the dealer took too long getting the car cleaned or the woman astroturfing for Ford.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
    1. Re:Great example is the IMDB boards by Quirkz · · Score: 1

      True, but sometimes you do get some thoughtful 2's, 3's, and 4's, right?

    2. Re:Great example is the IMDB boards by sskagent · · Score: 1

      I have always said the IMDB message boards are the wost communities out there. Poor forum design and low intelligence user base makes for a sad situation.

    3. Re:Great example is the IMDB boards by GodfatherofSoul · · Score: 1

      Yup, you misread me. That's exactly what I meant.

      --
      I swear to God...I swear to God! That is NOT how you treat your human!
    4. Re:Great example is the IMDB boards by GodfatherofSoul · · Score: 1

      I think it's built that way on purpose to artificially manufacture hits.

      --
      I swear to God...I swear to God! That is NOT how you treat your human!
    5. Re:Great example is the IMDB boards by Anonymous Coward · · Score: 0

      I used to frequent the Star Wars Galaxies forum while the game was still in development. I remember notable group of posters:

      1.) People who wanted a game different from UO or EverQuest and recommended ideas toward that.
      2.) People who wanted, instead of an MMORPG, an MMOFPS free-for-all because it would be a "true test of skill".
      3.) Some Dutch guy who wanted an MMORPG that featured abortion. And he wanted a Star Wars game to feature it.

      That last one might have been a troll, but he was so dedicated it seemed better to assume he was insane.

  17. Just make it open source.... by Mindcontrolled · · Score: 4, Funny

    Just go with the general spirit of the open source community. Set up a chatbot that post "Fix it yourself if you do not like it" to every forum entry and don't give a shit about your users. Problem solved. Or not.

    --
    Ubi solitudinem faciunt, pacem appellant.
    1. Re:Just make it open source.... by Ash-Fox · · Score: 1

      Set up a chatbot that post "Fix it yourself if you do not like it" to every forum entry

      Can you link me to forums that do that? They sound like an amusing read.

      --
      Change is certain; progress is not obligatory.
  18. meh, not that hard to filter the good and bad by Anonymous Coward · · Score: 0

    prime example, ive been following the previously indy game mount and blade since it was in .754 in the suggestions forum there was always a bunch of 1 or 2 page threads, and at the top there was always three or four threads running well into their 200th page. obviously these are the ideas people want most.

    1. Re:meh, not that hard to filter the good and bad by ledow · · Score: 1

      And you've made the classic mistake - "want most" does not equal "good idea". That's the part that's *really* hard to understand until you actually are on the other end of it. Most of those suggestions would end up completing unbalancing games and basically turning things into click-fests or making them too complicated.

      Listen to the users. But filter appropriately.

  19. Creators should not obsess over their forums by Vekseid · · Score: 1

    None of their fans are going to want to see all of their time taken up by community engagement. Some, certainly, are clueless, and enjoy being time vampires. You deal with time vampire 'fans' the same way you deal with time vampires in real life.

    If you have an issue with the time commitment, make a rule for yourself and stick to it. "I'm only going to visit the forums on Friday nights." Or something similar. People will give you a wide berth, especially once your forum reaches a decent size (more than 10k members or so). Maybe a bit too wide, even.

  20. Religion by Ceriel+Nosforit · · Score: 1

    So much for the power of prayer.

    --
    All rites reversed 2010
  21. I agree by Bensam123 · · Score: 2

    To a certain extent I agree fully. Hearing criticism can be quite helpful, but often times that has ulterior motives behind it, The criticism itself isn't often times objective, but extraordinarily subjective at least online. I've played WoW for years and it's easy to see what a community can do to a game, both good and bad, and how sometimes it leads the developers to take on a position they wouldn't normally (like acting like god). The developers on WoW forums have aquired a very nasty tone through all the ass kissing some people do and whenever they're confronted with issues they can't directly address it, instead they need to go around the problem and apply a band aid fix in order to look like they were never wrong or they don't even address a glaring problem and instead go in a completely opposite direction as to avoid or obsolete the problem. If you never visit the forums you can never be proven wrong because people don't know if you actually read their post or not. It's almost like politics and it's quite laughable. Just look through the blue tracker on mmo-champion.

    Someone could really write a case study on the effects of forums on game developers. This doesn't even take into account all the trolls, people with malicious intent, people just messing around with other people, and people trying to carefully shape things in their favor. Forums can be very powerful, but only as long as a strict hand is used in care for them.

    I talked about Tabula Rasa on another article, but I'm going to talk about it again. They had very good relations with their player base in how they addressed problems and openly talked about it with them. They didn't cater to underhanded tactics and simply ignored some comments. The friday community updates were extremely enlightening and they showed the direction of the game, what they developers were doing to address current problems, and what their current thoughts are on matters. It was refreshing and I enjoyed reading it a lot as well as playing the game, it made me feel like the developers actually cared about what they were making and what I as a gamer though. Tribes 2 also had such relations with their playerbase and featured continual updates to address problems. Another example of this is Living Legends (which is a mod) feel free to visit their website and look at how they handle their playerbase. As a mod the community is the lifeblood that keeps them going as they don't have money to use and they rely on the communities help.

    Something I don't know if the article mention, but you have to look out for is people in the community that start assuming the role and talking like they speak for the developers. These types of people are very bad and can affect whatever is being developed in a very bad way as they also usually operate on personal interest only. They kill off any sort of different ideology or ideas that differ from their own (and their perceived views that represent the developers with their own ideas mixed in to skew things) so all you end up seeing in the end is what they want you to. There is at least one or two of these in every community I visit, mod or game. There is usually only one because they scare off anyone else that tries to act like them. WoW has a few since it is so big that you can hide in different parts of the forums and no one will ever see you.

  22. I experienced this... by Anonymous Coward · · Score: 1

    I wrote an application for a given mobile platform and put it on that platform's store. I put a good number of hours into the thing, really felt it was more polished than some of its competitors, and despite having paid a fee to get it listed, charged $0.

    Well, no good deed goes unpunished. I got a lot of weird and unactionable criticism. Even for stuff I couldn't really control. Some reviewers might as well write, "I hate this app because it doesn't tell me given a Turing machine M and an input x whether or not M(x) will halt or run forever. 1 star."

    I can't say it was all that bad, but man, it was a lot of noise.

  23. Depends on how you're wired.. by El+Jynx · · Score: 1

    Some people can happily read through a list and pick out the ideas whilst laughing at the insults and caustic trolling, others get frustrated by content and end up dejected. If you're the latter type, you're probably best outsourcing it or leaving it be. But there's much to be said for communicating with your community, and as long as you remember that for every IQ 120 there's an IQ 80 out there - all, unfortunately, still allowed behind a computer - then it becomes easier to shrug it off. Besides, it's YOUR project. If they don't like it they can write their own and some people are just fashionably frustrated.

    --
    A positive attitude may not solve all your problems, but it will annoy enough people to make it well worth the effort.
  24. Every day is full of noise by Waccoon · · Score: 1

    All things in moderation. Avoiding what your fans have to say is no better an idea than trying to satisfy their every whim.

    I thought all good developers knew that.

  25. Counterpoint: Dwarf fortress by qvatch · · Score: 3, Informative

    Case in counterpoint, Dwarf Fortress and it's most active forum frequented and responded to by the game creator. He answers questions, takes (in an ineffable manner) suggestions, and otherwise participates in the enjoyment of his game. Example: http://www.bay12forums.com/smf/index.php?topic=60554.msg1848408#msg1848408 Dwarf fortress: http://df.magmawiki.com/index.php/Dwarf_Fortress:About

  26. Bioware by Jaysyn · · Score: 1

    Thank DEITY$ Bioware doesn't do this. NWN wouldn't have been half as good if they had ignored the input of their players. The same is probably true for their other games, but NWN sticks out in my head as a game that the devs actually listened to the players for the most part.

    --
    There is a war going on for your mind.
  27. I wonder by Dunbal · · Score: 2

    Is this perhaps the same reason that politicians NEVER listen to the people they represent? (With the sole exception of lobbyists who show up with large amounts of cash).

    --
    Seven puppies were harmed during the making of this post.
    1. Re:I wonder by MrMacman2u · · Score: 1

      I can say for certain that those who are creating for consumption (like indie game designers and myself) LOVE to hear complaints, comments and even flames in the form of cash! Priority, of course, will be given to larger denominations!

      --
      This signature is lame.
    2. Re:I wonder by mcgrew · · Score: 1

      The lobbyists who show up with large amounts of cash ARE the people they represent.

  28. Could this... by thomthom · · Score: 2

    ...be why God never answer prayers?

    1. Re:Could this... by sking · · Score: 1

      But he always answers! Sometimes, the answer is "no".

      --
      The AntiJoey
    2. Re:Could this... by Anonymous Coward · · Score: 0

      Couldn't you say the exact same thing about devs that never read the forums?

    3. Re:Could this... by sking · · Score: 1

      That may be the metaphorical finality: $no_answer == no

      --
      The AntiJoey
  29. Not my experience as a small developer by Anonymous Coward · · Score: 0

    I've been working for a small graphics software company for about 10-12 years now. We've always been in close contact with our users. I'm one of two developers, we have a support/registrations guy and have recently taken on another support/community outreach guy. We have a wide range of users, from hobbyists to CG studios. In the old days we had a Yahoo group mailing list (or rather whoever it was in the iterations before Yahoo bought it) and more recently we've changed to forums. Our forums have 9700+ users though we have noticed an upspike of spam accounts recently which we're working on removing.

    I used to read everything but not so much in the last couple of years. I rely more on the support guy to bring important issues to my attention now. I used to reply to more as well, but we've found users often deal with queries and such more quickly than we can and it's not too often we need to deal with something directly. Back in the day I used to answer a lot of more technical queries but I'm not even in the top 10 forum posters now - happy to say the outreach guy is though!

    We've always been very fortunate that our user groups have stayed pretty civilised. Many people have mentioned that they're some of the politest and most helpful they've experienced, that's certainly the case for me! I'm not sure why that is exactly. We have stepped in with a few users and asked them to change their ways and usually that works. We haven't had to ban many people at all.

    We certainly use the forums to get an overview of what people think and do use that to make decisions about where to go. In the past we would sometimes solicit design feedback etc. but have stopped doing that so much because it doesn't always help a lot - too many different views. Every once in a while someone will start a "Top 5 most wanted features" thread which is always interesting. I haven't come across any particularly soul destroying feedback. Well, nothing that wasn't deserved ;-).

    I wonder if there's a difference between our users and users of something with a wider appeal like a game. Our company name is similar to the name of a game which was popular a few years ago and we would occasionally get the game players straying into our forums. They usually seemed to be more aggressive and communicated less clearly. Frankly I think the fact they had confused our forums with those of the game showed they were already at a disadvantage...

  30. Vanguard, Case and Point by Anonymous Coward · · Score: 0

    Look at Vanguard, that game failed horribly and is one of the most boring games I have ever played. They had huge amounts of discussion on the forums and in IRC Chats. What was the end result? A game designed for nostalgic EQ1 players, that ended up ticking everyone one off.

    One of the great Ideas from the "Van'bois" included: Release the game on Blu-ray (4 years ago) and charge $50 a month so that only "serious" players will join the game.

    Go back and read the Vanguard Development forums and you will realize that the only people who post on an unreleased games forum are uber-fanboys trying to influence a game to fit their basement dweller lifestyles.

    1. Re:Vanguard, Case and Point by Anonymous Coward · · Score: 0

      I think that's a bad example; the forum posters were the least of Vanguard's problems, and the fact that it was bad and failed can't be blamed on the players.

    2. Re:Vanguard, Case and Point by Stormwatch · · Score: 1

      What? Vanguard was a great game, one of the best shooters on the Atari 2600!

  31. Wrong. by dskzero · · Score: 1

    A good example is Heroes of Newerth. Some games do require input from the players in order to balance, or fix, broken systems. Most MMORPG also fall into this (and generally fail to do so...). Hell most competitive games should get input from the players. Of course, if the creator can't be arsed to hire moderators to keep the flaming and trolls in check, that's an entirely different matter.

    --
    Oblivion Awaits
  32. QuickTime events by tepples · · Score: 1

    We should totally have quicktime events in this game cause they're awsome!

    And then you have other people say they'd never play quicktime events because the updater always nags to add iTunes and Safari to the installation, and your press-X-to-not-die cut scenes should use Windows Media instead. Cue another reply that VLC is more capable than either and available on more platforms.

  33. Finally! by imamac · · Score: 1

    I finally understand why I never see the mythical blue post!!

  34. So, the answer is pretty simple by Anonymous Coward · · Score: 0

    According to the article, the answer is simple, because they can't deal with criticism.

  35. Listen, but don't respond by gman003 · · Score: 5, Insightful

    I fully believe that there is something to be gained by reading your forums. Not every single post - just the ones that catch your eye, or seem to be highly-read. Sure, there's going to be a lot of crap, but there's plenty of good ideas out there too.

    However, there is very little to be gained by responding to your forums. At most, you might say "actually, that does seem like a good idea", or "I already discussed this in a blog article several months ago. It just doesn't work.". Responding to even half of the stupid, short-sighted and ignorant ideas people post would be a massive waste of time, and would probably drive anyone insane.

    1. Re:Listen, but don't respond by Anonymous Coward · · Score: 0

      I think developers should participate the the forum community to the extent that they themselves would if they were a player of their game. For some people this would mean they never touch the forums, for others they'd be answering every thread.

      Some people are natural forum users, if one of them is also a game dev than the players on the forum will respond positively to seeing that "one of their own" is at the helm and the end result will be good for publicity and the game community (and it shouldn't be all that stressful). However if you're not naturally inclined to forum communities and you try to "force it" you'll just end up poking the hornet's nest (and causing yourself all the stress that entailes).

      As to listening, the developers need to be aware of the feedback they get from forum communities, because feedback is important. However there's a fine line between "useful suggestions to improve the game" and "the ravings of an incompetent wannabe-designer". Forums unfortunately tend to generate the later more than the former as they are open to anybody. If you have trouble distinguishing the two you should steer clear of the forums.

  36. Maybe never is too strong by NotSoHeavyD3 · · Score: 1

    but still users can come up with some pretty stupid ideas. I mean in my mind the most classic one was how many players of the Street Fighter games wanted throws completely removed from the game. (Including EGM advocating removal of the throw.) That would have definitely been a stupid decision if Capcom went with it. (What was even more stupid is they didn't seem to have a problem with an unblockable attack that wasn't a throw.)

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  37. Alternative hybrid solution by jasper_amsterdam · · Score: 1

    If you have a forum with an active community, you can have them do preselection of suggestions and comments, and organize votes among the members related to multiple potential improvements/updates/etc. One game where I've seen this work very well is a card flash game (a la Magic the Gathering) called elements; users create their own card ideas, these are submitted to a voting process, and the game creator occasionally checks out a couple of winners and incorporates what he likes.

    --
    Let's put the genes back in Genesis.
  38. This article makes no sense by djdevon3 · · Score: 0

    If you don't listen to customers who purchase your product that's a recipe for a short business venture. If you don't want to visit your own forums then DON'T HAVE ONE. If you want people to have a place on the web to discuss your ideas, creativity, products, etc... then a fan will create one if your product is good enough. Game developers should have blogs if they don't want to interact with their users. Fan sites go a very long way towards retaining brand loyalty. If you don't listen to your biggest fans then you'll lose them and all the loyalty they've worked hard to create FOR YOU. Which in that case, would make you an unappreciative a**hole. People don't have to buy your product or reiterations of it. If you take your users for granted you'll lose them and your business.

  39. It's called a moderator. by jklovanc · · Score: 1

    The reason people post vitriol on forums is due to the fact that it is allowed. All forums should have clear strict rules about profanity, personal attacks, non-constructive criticism, etc. If forums were moderated and any time a flame was posted the user was warned that they could be banned then maybe less flames would be posted. The warnings must be followed through. You will probably find that most of the issues are being caused by a very few people.

    There are compromise positions between 'read everything' and "read nothing"; one could read the moderated forum or have someone forward only the interesting posts.

    1. Re:It's called a moderator. by Ash-Fox · · Score: 1

      forums were moderated and any time a flame was posted the user was warned that they could be banned then maybe less flames would be posted.

      You then get the anal retentive people who just sit there, waiting to report anyone who goes slightly out of line. Even moderation should be moderated.

      --
      Change is certain; progress is not obligatory.
    2. Re:It's called a moderator. by jklovanc · · Score: 1

      You are correct, and the forum moderators will tell the "anal retentives" where the lines are and that if they continue to abuse the reporting system they will be banned.

  40. Re:ummm by HaZardman27 · · Score: 1

    Maybe you should read that post, as it has nothing to do with Sonic the Hedgehog, or with taking a dump.

    --
    Apparently wizard is not a legitimate career path, so I chose programmer instead.
  41. Re:ummm by Z00L00K · · Score: 1

    I think that forums do provide useful input, but it has to be filtered. If people do have opinions about certain items it means that they can be changed for the next major release, but maybe not at all in the way that what's said on the forum.

    And see it the other way - if you have a forum and there aren't any opinions at all about what you have made that may mean that nobody really uses what you have done.

    --
    If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
  42. I respectfully disagree by Junior+J.+Junior+III · · Score: 2

    I haven't read the article yet, but I have seen web forums be communities of fail. I'm not convinced that this is due to unavoidable faults either in forums or in human nature.

    People will complain loudly about your products. They are not always rational or right. This will remain true whether you provide the venue for the forum or not.

    Customer feedback is a vital part of any business. You need to have people who are capable of interfacing with customers. The best people for this are people who enjoy communicating with people and want to do it, and who also happen to have a solid working knowledge of the product. These are often other users of the product.

    If you host a forum, you need to cultivate it in order for it to thrive. This does not mean censoring complaints about the product. It does mean policing the forums to keep abuse, trolling, griefing, and spam under control. Being a forum admin is probably not the best use of time for high value developers or designers. If you have a staff, the forum admin work should be delegated to an appropriate person or team who is suited to the task and knows how to do it well.

    Having a presence on the forums will make a huge difference in how the general userbase perceives your company. If knowledgeable, helpful employees take the time to read and participate in forums, users of the forums will tend to be more appreciative and sympathetic toward the company. If official participation is loose and personable, not overly corporate toe-the-line, your customers will generally feel warmly toward the company. Don't punish low level employees who participate in the forums and openly admit that the product has faults or that the company could be better. It's obvious to everyone that you're not perfect, and punishing people for saying so isn't going to fix the problem.

    If your only way of getting good information from your employees is through manually sifting through forum threads, you're doing it wrong. Your forum technology sucks, isn't well integrated with the rest of your business, and is out of date. That is why it fails. You can't just bolt a forum on to a web site and consider the job done. You need a system that rewards people for investing the time in participating positively to the forum, like Stack Overflow does. Forums where people are asking questions, especially where they are having problems, need to have follow-through and resolution. If this isn't provided, then the forum is largely a waste of time for everyone involved, and a frustrating experience.

    You also need to integrate your forum into your overall customer relationship strategy, and other areas of the business process, such as product design and marketing. Forum discussions shouldn't dictate your product's design, but certainly customer feedback should be taken into account when considering your priorities, and a well-designed forum that provides useful datamining tools can provide this. A customer relationship management (CRM) suite can provide this integration quite well. Check out a product like Lithium and see what it can do for you. Western Digital uses Lithium CRM in their product support forums, and it's a lot nicer than many forums that I've seen used by other companies.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:I respectfully disagree by Anonymous Coward · · Score: 0

      I haven't read the article yet

      Then please shut the hell up.

      Thanks,

      - the internet

  43. legal issues by elrous0 · · Score: 1

    I wouldn't be nearly as worried about criticism as I would be about the possibility of getting sued by someone saying I stole some idea he posted on the forum. When I used to work in LA, staff screenwriters were officially discouraged from reading show and movie forums for that very reason (there were a few notable exceptions, but most writers/directors/producers avoided them like the plague, or at least were very careful to keep their perusing hidden).

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  44. Oblig Ford Reference by pak9rabid · · Score: 4, Insightful

    If I had listened to my customers, I'd have built faster horses. ~Henry Ford

    1. Re:Oblig Ford Reference by Anonymous Coward · · Score: 0

      The funny thing is, if he'd managed to actually DO it, there would've been a market. Tell me you wouldn't want a horse that could do 80 mph?

    2. Re:Oblig Ford Reference by pak9rabid · · Score: 1

      Oh, I'm sure there's a way it *could* have been done. Amphetamines come to mind....if they even existed back then. If not, then there's good 'ol fashioned cocaine.

  45. Game developers who don't have forums... by blahplusplus · · Score: 1

    ... should not be developing games, period. Most game developers _suck_ at making games and can't take criticism. To have forums means you need thick skin. Bioware has publically stated they used public feedback from websites and forums to help design mass effect 2, and Mass effect 2 ended up being better for it. They know that developing a game is a process of feedback and discourse.

    Supreme commander 1 was released unfinished state and the AI was horribly broken, without the support and MOD forums AI developers from the community would have never fixed the horribly broken and unfinished AI into a fun state, in fact Sorian was hired by Gas powered games to do AI in supreme commander 2 since his AI for Supcom 1 was so darn good.

    http://soriandev.blogspot.com/

    Anyone knocking forums is clearly an idiot, sure you get a lot of waste but you also get real gems. That is just the nature of the internet itself.

  46. I read our own forums all the time... by feepness · · Score: 1

    It's just a matter of realizing it's a "cacophony" of opposing and often incorrect ideas" and simply:

    1. Enjoying the positive remarks as a motivator, which are there if you've done a decent job.
    2. Letting the gestalt sink in for that next "eureka" moment.

    At the very least have someone whose job it is to read and maintain the forum.

  47. Star Ruler is an exception. by Viewsonic · · Score: 1

    It has become one of the best real time 4X games created because of the heavy community involvement with the devs. The game even has a built-in IRC client where the devs hang out and help their players, take suggestions, and basically improve the game in almost real-time. I'm not related to them, but I felt the need to point out that there are always exceptions, and this game is a strong case for it. The love these guys have put into their game is beyond anything I've seen to date, and the game itself is (IMO) a masterpiece.

  48. Legal implications by cemaco · · Score: 2

    What no one seems to have thought about is some of the legal implications. I haven't seen this happen with games but I did see it happen with a well known author. He used to participate regularly in a forum about his works until some fan accused him of stealing his ideas and demanding payment. The fan had no legal leg to stand on aparently but the thing did go to court. Sowered the author on forum participation.

    1. Re:Legal implications by story645 · · Score: 1

      He used to participate regularly in a forum about his works until some fan accused him of stealing his ideas and demanding payment.

      It's become standard practice for authors to tell their fans "please don't send me any ideas, I can't legally read them" and put lots of other disclaimers on their participation with fans. I know that in HP fandom, Rowling has admitted to reading forums but won't read fic for the same reason.

      --
      open source modern art: laser taggi
    2. Re:Legal implications by The+Archon+V2.0 · · Score: 2

      What no one seems to have thought about is some of the legal implications. I haven't seen this happen with games but I did see it happen with a well known author. He used to participate regularly in a forum about his works until some fan accused him of stealing his ideas and demanding payment. The fan had no legal leg to stand on aparently but the thing did go to court. Sowered the author on forum participation.

      Happens a depressing amount. In a recent episode of Extra Credits, a web series with a game developer co-writing, the non-developers have said that they filter out all incoming email containing "What do you think of my game idea?" before the dev ever sees it because he needs to protect himself against risk of being sued for stealing ideas.

      Sadly, a creator HAS to isolate himself from the fans to a great extent because all it takes is one prick with access to a lawyer to claim "You stole my idea!" to cost the creator time, money, and possibly reputation.

      Ask an author: One must not only avoid plagiarism, one must avoid the APPEARANCE of plagiarism.

    3. Re:Legal implications by Quirkz · · Score: 1
      Funny. For the RPG I run, players regularly make suggestions. I rarely take them exactly as described, but I have often incorporate aspects of those suggestions into the game. Players are always *thrilled* when I do, because they all want their ideas in the game -- that's why they suggested them in the first place! It may be different because it's a small game with a generous community, rather than a fan looking at what they perceive as a "rich and successful" author, but I can't think of any way in which suggestions on a forum could be taken as anything but suggestions for things to use.

      *shrug* Maybe it'll get me in trouble someday, but I just can't see it.

  49. Participate in the discussion by denshao2 · · Score: 1

    I own a social networking site and members occasionally write about how they think the site could be improved. I read their suggestions, and I implement some of them, but I don't try to implement all of them. I implement the ones that I like that are practical to implement, and I explain why I don't intend to implement the ones that I don't like or consider to be impractical.

  50. I Agree by mightyhe · · Score: 1

    One of those old Chinese stratagems says "Let the enemy's own spy sow discord in the enemy camp". In this case, the camp is one's own mind. If you find yourself falling into this trap too often, better to ignore the cacophony.

  51. True to a point by Ribbons+Almark · · Score: 1

    I would say this is a good and yet bad idea. Yes you can never make everyone happy. But completely ignoring the users will just make everyone angry and your end product a piece of garbage. Look a Geeksoft and their product gfedwrestling.com, if the techs had taken the time to interact with user and be actively involved in their product or even semi-involved then they may have been able to stop the genocide that nearly killed them and forced them to restructure the entire product to stay a float. Owners and Admins should be involved in their product cause what is the point of making it otherwise. You just have to know where to put your effort. There will always be the one guy in the crowd ready to throw a shoe at you.

  52. Nation Red by kalirion · · Score: 1

    Here is an example of an indie developer who has been extremely active on the forums, and the game is all the better for it. Honestly, based on how much time SnowBrigade spends on the forum, it's a wonder he gets any coding done. :) And yet there are regular updates including many player suggested features, addressing player brought up balancing issues, etc. One of my own suggestions was recently implemented as well.

    1. Re:Nation Red by bat21 · · Score: 1

      The main dev for AI War is the same way. He spends a lot of time answering questions and helping users on many different forums.

  53. The article is spot on. by Rifter13 · · Score: 1

    I used to run gaming fan sites. When your passion is something, and you put a lot of hours into that passion, getting crap for it, gets old fast. When I used to run gaming websites, the forums would grow and be great, and at a certain point, the community would finally grow and blossom on its own. At that point, I would assign forum moderators. That gave me a level of abstraction that I didn't have to keep current, and could do the news and write articles. If there was something questionable the moderators would let me know to check it out.

    Personal attacks really are draining. Everyone has finite resources. Squandering yours reading inflammatory posts is very counter-productive.

  54. Unpaid Interns by kelarius · · Score: 1

    This is what they're for, let them lose their minds and come to you with a list of plausible ideas gleaned from the muck.

    --
    Personally I'd rather have my idiots at home glued to the TV than out doing idiotic things
    1. Re:Unpaid Interns by julesh · · Score: 1

      I don't think most indie games developers have unpaid interns.

    2. Re:Unpaid Interns by kelarius · · Score: 1

      Substitute interns for "volunteers" or "forum mods" and you can get the same effect.

      --
      Personally I'd rather have my idiots at home glued to the TV than out doing idiotic things
  55. The obvious exception to this rule being... by Liam+Pomfret · · Score: 1

    ...developers whose business is making the software for online forums. Those of you who run large web forums yourselves can probably guess who I'm talking about.

  56. Know What to Ignore by derrickh · · Score: 1

    I'm also an indie developer (http:/www.deadpixelarcade.com) and I've been very active with the people that play the games I make. I think it's extremely important to do that. Unless you're just making a game for yourself, the thoughts of the users are very telling. If a lot of people are complaining about something, then you probably want to revisit that. But you also need to know what to ignore. When you see that someone is expecting something from your game that you arent trying to accomplish, ignore it. When people say you HAVE to make your arcade racer have realistic damage and physics, you can safely ignore those people. But when people are saying your arcade racer simply isnt fun because the controls suck, you need to take a look at the controls.

    But to patently refuse to look at the comments at all is a big mistake.

    D

     

  57. Another suggestion... by julesh · · Score: 1

    If you're going to submit a /. story about an article you wrote, don't refer to yourself in the third person. It just sounds... well... tacky. Dishonest. Like you were hoping nobody would notice you were pimping your own stuff.

  58. Hire an expert. Really. by Zaphod-AVA · · Score: 1

    The online game industry has existed long enough for there to be people with talent and experience in handling online communities. Hire them. Seriously. Don't just pick a developer that's friendly and good at multitasking and expect them to deal with your clientele. A well managed online community is a huge advantage for any online game, but you need a filter between the creators and the players, and that filter goes both ways.

    The creators don't need to view the more soul destroying senseless hate that shows on message boards, and the players don't need to hear about the grim reality of 16 hour days during crunch time. A good community manager knows enough about game development in general, and their product in particular to find the signal in the noise, and get the information to the correct people on the team, as well as editing the information the players want to hear from the developers.

    Sanya Weathers, (aka. Tweety) has a sporadically updated blog that discusses these and other issues. If you want some insight in community management, I recommend checking the archives there. http://eatingbees.brokentoys.org/

    1. Re:Hire an expert. Really. by w-dueck · · Score: 1

      The problem is, many indie companies can't afford another employee.

  59. Don't take anything at face value by noidentity · · Score: 1

    Comments by users are great, because they're feedback. But the insights to have aren't what the users are saying, but what is motivating them to say it. They may suggest feature X, but you have to get behind that and figure out why they're suggesting it; that is the useful feedback. You know that users are encountering some issue when using the software, and you use what they say as a clue as to what the issue really is, and then you think up ways of addressing it (if you deem it a significant issue).

  60. And a couter-example... by Anonymous Coward · · Score: 1

    The developers of browser-based RPG Kingdom of Loathing not only read and post on their forums, but also do two two-hour radio podcasts a week taking questions and discussing the game. Their involvement has led to players being recruited to give development advice, to incorporate player suggestions into the game, and to quickly correct gameplay mistakes. They've commented that reading the forums can sometimes be painful or aggravating (and Mr. Skullhead's annual Crimbo rant at the ungrateful playerbase has become a bit of a tradition), but it's better that they suffer some aggravation in the course of making the game better for everyone than it is for them to happily avoid criticism but have the game suffer instead.

    1. Re:And a couter-example... by neminem · · Score: 1

      A tradition which *everyone loves*. (This year's was sort of lacking spirit, though. Though he did make up for it by linking the entirety of the post to Cee-Lo's Fuck You.)

      Anyway, glad I'm not the only person who immediately thought of KoL. Hi, fellow Loather! (Even if you did post anonymously.)

  61. I Disagree by bonaldo2000 · · Score: 1

    I think this was a fine post that gave me something to think about, but I disagree. Generally, people on forums get angry if they DO NOT get any feedback. Then things get ugly because that is frustrating. If developers are relatively active (they should at least answer when they are directly asked something) then a forum will most likely run nicely and be a constructive place. Also, people have to feel that problems are being fixed, or they will get annoyed.

    Of course, there are always morons (this is the Internet we are talking about, after all) so there is need for moderators to warn/ban in order to ensure that the community is as pleasant as possible.

    I have two examples to back up my views.

    The Sports Interactive forum (they make the Football Manager series): http://community.sigames.com/
    This is an example of a very good forum that is quite constructive. Sure, sometimes there are rants and so on, but it doesn't seem to scare the developers who post A LOT, and certainly answer all (semi-)important questions. This ensures a constructive atmosphere. Of course, the moderators are very active also in order to close ridiculous threads and so on.

    An example of an impossibly bad forum, on the other hand, is the EA Sports FIFA forum: http://forum.ea.com/uk/categories/show/10.page
    In here, the developers NEVER answer anything, and a few worthless community managers once in a while (rarely) give the most feeble and useless replies. Also, people are NEVER banned or even warned no matter how amazingly stupid they act. The result is a forum that is a complete mess. A billion threads are created and people are almost constantly angry and abusive (it sure doesn't help either, of course, that almost no problems in FIFA are fixed).

    Probably the target audience for FIFA is somewhat less mature than that for FM, but still I think moderation and developer replies are key to having a constructive community.

  62. Re:ummm by Miseph · · Score: 1

    "And see it the other way - if you have a forum and there aren't any opinions at all about what you have made that may mean that nobody really uses what you have done."

    Actually, it means that nobody has anything good to say about it *on your forums*. There are so many layers of selection bias and other distortion that can occur between the step where a person buys/uses an item and a person posts on the creators forum about it, up to and including those being entirely different people, that it's a total crapshoot trying to gauge much of anything by it. If a game creator wants to see what people think about their game, they are better served checking reviews (including those on independent, reputable forums), analyzing their distribution info (if the game is selling/downloading like hotcakes, it stands to reason that people like it), or actually soliciting opinions from a random swath of customers.

    --
    Try not to take me more seriously than I take myself.
  63. Re:ummm by vertinox · · Score: 1

    I think that forums do provide useful input, but it has to be filtered. If people do have opinions about certain items it means that they can be changed for the next major release, but maybe not at all in the way that what's said on the forum.

    I think if an indie dev does not read his forums and personally respond to posts, he won't be an indie developer for long.

    Yes, the dev should not personally moderate the forums, but they have to understand that they are going to have a small player base to start with because they are most likely a niche game and in order to continue sales it is imperative they have some response to concerns and quests by the community. If you alienate the people who have actually bought your product with a wall of silence, then they will think "this douche doesn't care that I spent $20 on his game... f' him!"

    Now there are some people you aren't going to please at all no matter what you say and most of the time you are going to reply "feature was WAD" was as designed and "patch is forthcoming and will be ready when it is ready" but it shows that you are trying and that is good enough for some.

    Also, as a small time developer you aren't going to have paid QA staff and 9 times out of 10, your player base is going to be the ones reporting bugs through the forums.

    A really good (no longer small) company is Paradox interactive where it is not uncommon for a developer to respond to a post complaining about a game saying "That shouldn't be happening. Could you send me a save game so I can take a look for myself?"

    And as far as niche goes... Paradox is very niche and they are going strong after 10 years because they are active in their forums and people really respect them for it.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  64. Re:ummm by vertinox · · Score: 1

    And on a side note, I have seen the lead developer of Paradox personally ban someone.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  65. Re:Design is not a democracy by uslurper · · Score: 1

    Also note that forum posters have no way to playtest an idea. So what sounds like a good idea could ultimately be exploitable in a way that breaks the game. That idea would then have to be nerfed and you would end up with a mechanic that is just as useless as what it was supposed to replace. (Not that I hold a grudge about the way Blizzard was utterly clueless when it came to the Shaman class)

    --
    oldhack: "Security is a waste of money until shit hits the fan. 5 minutes later, it becomes waste of money again. "
  66. Why this article is shit by DaVince21 · · Score: 1

    This is exactly how TellTale Games keeps improving their games: by listening to their customers. Heck, they even have contests sometimes that makes user-submitted lines or arts appear in their games.

    If you're always experimenting, it's useful to see what the reception is. This is exactly what TellTale does, and it's working.

    If you try to make too many people happy at once, you will drive yourself mad, yes, but when you make a game you should already be able to make a judgement on what works and what doesn't. Ignoring them completely isn't going to make them happier, listening to them is, even if this means pissing off some other people (which will happen no matter what you do).

    --
    I am not devoid of humor.
  67. spidweb is correct by Anonymous Coward · · Score: 0

    That's what community managers are for. They take what they need, and ban the rest.

  68. Why the unjustified "down mod"? apk by Anonymous Coward · · Score: 0

    If you're going to "down mod" a post of mine, @ least have the COURAGE to say why ON TECHNICAL GROUNDS (& ones that are "on topic", since this is a computer sciences related forum section here)!

    APK

    P.S.=> This "hit & run" down-mod of my post? That's for weasels... apk