MischiefSC, on 13 November 2015 - 07:46 PM, said:
The point though isn't about innovation -
it's pointing out that there really isn't any success stories about companies that did what their customers said they wanted in focus groups and forums and such.
Because that doesn't generally directly relate to success. Just stagnation. The problem of course is that innovation is inherently risky and for every success story you'll have dozens of failures. Successful innovation in any business is more about persistence than taking the customers emotional temperature.
You always do want to get a feel for how people felt about their recent experiences. That's always important. It doesn't directly drive development though, not successfully. Mining that data for what was successful and applying that to a whole new concept, that's the secret sauce.
The approach of tying weapon performance to IW is an excellent one. Not something anyone asked for directly but if you did what we asked for directly you'd just give us the game we already have with mild regular stat tweaks. The bigger issue is getting people to accept change without filling their diaper. Vocally.
I get this...
but you know, the answers for thisgame probably have been in these forums all along.
The REAL trick is, picking the right customer to listen to. PGI, hasn't. Alternatively, PGI could have used the entire playerbase as a think tank, and then, using their own design goals, hand picked some ideas to utilize.
PGI, like many, many, MANY companies, has leadership that feels they know more then anyone else about their situation and product. This situation CAN WORK, but only IF the product is so new and otherwise difficult to understand that people will just accept what is handed to them provided it is handed to them in a reasonable way. Like Steve jobs etc.
Problem is, PGI didn;t invent battletech, and I am 100% certain there are thousands of people out there that know more about it then Russ and crew do. If you are going to make a product to sell to people that know more about it then you do, you kinda can;t just ignore them all and say "no i know better"
For example:
I am going to make a flying car. A ******* flying car. You gonna tell me I am doing it wrong? You going to show me how to do it right then? Course not. Who is? Like one or two other guys that can wrap their head around it?
Now I am going to make a Bean Bag chair. Suddenly, there is a WHOLE SHITLOAD more people that have valid opinions on how to make a BAG FULL OF STUFF TO SIT ON. because, they already exist, thousands of people have already used them, etc.
It's a battletech game. there have actually been a lot of games about battletech before this one. It stands to reason, SOME ONE out here, is going to have some pretty good ideas on how a Battletech game can work. Russ and crew ignoring all these people out here 100%, is how we get wierd mechanics and 60 point, pinpoint point and click alpha strikes that you can fire enough times to kill a DWF before overheating, in a 100% human input controlled team deathmatch game with enough team members to split into 4 groups and alpha 4 targets to death instantly at once.
As I said, the real trick is picking who to listen to, or just taking it all in and letting the info stew and making some logical choices based on feedback.
Players SHOULD NOT be running the game. there are too many stupid ones. Players SHOULD be giving feedback and PGI SHOULD be able to take it and sort it out and create a service for a bunch of people that already love Battletech. The product would sell itself if it was a product that resembled what a pre-existing customer base wanted. Just like a beanbag chair. you take enough feedback in about design stuff about what a huge existing customer base likes, and it's pretty ******* hard to mess up a beanbag chair to sell them if they wanted one.
but here we are, with a beanbag chair. Too bad it's too small for most customers and filled with lava rocks. At least it
looks like a beanbag chair. PUSH THAT INNOVATION!! CUSTOMERS ARE STUPID!!
OR
Take some feedback on our lavarock sack and pick out some logical stuff and try to improve the product, try to get it back into something that resembles what the existing customer base was looking for. If you let the customers vote on it, you will have a mess. If you ask one of your 5 closest pals with "beanbag university diplomas"(which are actually fake to boot) you will make changes that just further alienate your customers. If you look at the feedback of the actual large customer base as a whole, and look for patterns and have half a clue, you should be able to do it.
So far, we have had a little of all 3, but the second one there, thats what REALLY messed up what could have been for MWO. PGI picked a couple pals and decided they were the experts. they picked wrong, and now we are getting a mix of a vote and a Steve jobs method, and it's got a lot of people frustrated and wondering where MWO is headed.