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I think there's real value in hearing, "This sucks," even if there isn't a clear chain of reasoning backing it up. I've done a bit of gamedev, and I've found fe
by quanticle 5y ago
I think there's real value in hearing, "This sucks," even if there isn't a clear chain of reasoning backing it up. I've done a bit of gamedev, and I've found feedback of the form, "This isn't fun," or "This part feels boring," to be far more valuable than detailed analyses.
Like you said, the user usually doesn't have the full context. So if a player comes to me with a detailed analysis about why a specific area of the game sucks, it's likely to be wrong. Or, even if it's not completely wrong, it's likely to miss second and third order effects that have impacts later on. So, for example, someone telling me that part of the game is not fun because a particular character or ability needs to do more damage, be easier to use, require fewer resources, etc, etc, is less valuable to me than someone telling me, "Hey this thing feels kinda useless." "This thing feels useless," is a valuable signal. The detailed analysis is basically noise because it misses the fact that addressing the problem in the most direct way might ruin the rest of the game.