And I believe its of significant value to competitive games and how they are developed.
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Determining what players want is actually pretty simple - your most invested users tend to be very vocal and will put effort into making sure they're heard (ie; most forumers!) This is a good metric of understanding what players want, at least for high-engagement folks.
What players need is where players don't proclaim a desire for something, but it helps provide something they say they want. Many times, this is more than a single solution - it requires several steps of implementation to reach a result, or takes time to bake in many cases. Let me provide two example of want vs need, and why want cannot be the only driver for developers;
At Riot, we nerf champions. Nerfs are rarely wanted (and many times, unwanted). But, players want to have a fair experience with a variety of options. Additionally, a game without power caps and heavy power creep (something still happening faster than I'd like...) can disrupt the core game design focused around choices, decision-making, and strategy. To accomplish this, we need to nerf champions, even if players don't explicitly want us to.
To use your example, in the pattern of Burning Crusade and Wrath of the Lich King, the changes to easier raid content and more accessibility is actually informed by a want that a lot of players expressed - IE, raids were content that was exclusive from them and they wanted a piece. I respect the guys who make WoW (and its success is a testament), but this is a good example of where the developers should have recognized the core need of exclusivity and the right tuning of that, and steered away from players said they wanted. Personally, I think Burning Crusade is a sweet spot.
The above is a fantastic example of why we have to make tough choices and not always just do what players ask us to do - it's not always the right course of action.
The problem you're speaking to, in my opinion, is when developers think they always have that answer and that being a developer gives you divination into what that is. In my mind, game development isn't about having answers - it's the ways in which you find them.
Our interaction on here isn't just lip-service, it's so we can better optimize decisions around player wants - and explain what players need when they don't want it. This informs us a lot, but we make decisions based on a number of factors - player desires and feedback being one of them.
I hope this helps explain how I feel about this, and how the developer/player interaction looks to me.
Read all the lead designer responses in this topic on their forums... alot of what he says is GOLD.... PURE GOLD...
http://na.leagueofle...284673#34284673
Sifting through all the bunk on a forum is hard enough to find those few ideas that address what mechwarrior needs opposed to what a majority may want.
Every time the devs dummy proof a game feature, they are lowering the skill bar. But, also they can make some things too good for their own good, and create a huge imbalance. Like ECM for example. ECm does actually require more skill to deal with, Ill give it that, however... it also has a dummy proof side to it. Having it on your mech.
Assault mode is another example of a dummy proof feature and lowers the bar. Auto locking missles with high arcing is another example of dummy proof feature that lowers the bar. Reducing the heat production of energy weapons is another example of dummy proofing the game. (they should have just increased the damage and ranges instead and left the heat alone). The smaller bowl shaped maps is also a way of dummy proofing.
But they have also don things that increase the skill bar too. Such as Line of sight targeting and friendly fire. Knockdowns while we had them... The mech manuevering limitations like torso twist ranges and turning rates, the double reticle/convergence and using arm mounted weapons to fire at extreme angles vs your firing with your torso mounted weapons being limited. Caustic valley is the only map that raises the bar from a piloting skill and heat management viewpoint, and really lets the faster mechs have room to run.
I think these guys could learn alot from the developers at Riot games.
Edited by Teralitha, 06 February 2013 - 06:57 AM.