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Ultimately, ideological purity doesn't necessarily mean the players are going to be happy.
You know, I think it's important to have ideology for what you are doing as a designer, but at a certain point, if what you're trying to accomplish sort of hits the players and the players go, "I don't like this. This isn't fun," you know, whatever your ideology is, you kind of have to step back and say, "Am I approaching this wrong? Is this a bad goal? Is this not really accomplishing what the players need it to accomplish?
So start with an ideological point, but then move toward the players in a sense of -- you want them to have fun with it, so yeah. That should always be a goal.
You know, I think it's important to have ideology for what you are doing as a designer, but at a certain point, if what you're trying to accomplish sort of hits the players and the players go, "I don't like this. This isn't fun," you know, whatever your ideology is, you kind of have to step back and say, "Am I approaching this wrong? Is this a bad goal? Is this not really accomplishing what the players need it to accomplish?
So start with an ideological point, but then move toward the players in a sense of -- you want them to have fun with it, so yeah. That should always be a goal.
I think PGI has been a little bit flexible with this in some areas on occasion, but holy cow, not Faction Warfare, especially matchmaking. They'd rather fail than compromise when it comes to that. It was abundantly clear even before they proved it with the solo queue debacle.
Game designers often talk about opportunity cost. What can you do with your limited resources to gain the maximum benefit? What's the best bang for your work-hours buck? Here we have an entire game mode, ready to go, sitting unused or unenjoyed by who-knows-how-many-players. Making it more accessible is rich, juicy, low-hanging fruit, but ideology keeps PGI from grabbing it.
It's why Star Wars: The Old Republic added solo mode and story mode to its group and raid content. It's a multiplier for the best and most high-cost content they create.
I want to open this thread to other areas where PGI has had this problem, as well. This is just the thing that hit me like a truck when I heard Sawyer talking about it.