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1/22/2015 3:11:44 PM
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Well said OP. While I myself am skeptical of implementing fan ideas directly into the game without a strong Dev filter (because people are [i]people[/i]) maintaining the developer's role as creative architect doesn't mean that you stop engaging with the cultural side of video game design in a genuine and human way. Though Bungie certainly has their business interests to consider which having a frank discussion about the state of Destiny, what lead up to it, and where the game goes from here might in the short term undermine its to their long-term benefit to build more constructive relationships with their consumers. IE. to reach the point where we can trust what they have to say (as otherwise there's no possibility for effective communication.)
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  • I agree to an extent. While what you say rings true, the happier a customer is with a product, the more they spend on it. That's what those other companies have realized, and what they've implemented in turning those games into services that meet the needs of the customers rather than just being a "take it as it is" product. Those companies earn much more money than Destiny will ever see, because those Gamers feel as if they matter. They feel appreciated. they feel like they are not only a part of the game, but a part of the games growth into the future. Thus, they're more apt to spend more and more money on it. Those games are a constant source of revenue because of this attitude by the developers, not just a one-time purchase like Destiny is. If ActiBungie doesn't change their course and very attitude towards this game and their Gamers, a 'one-time-purchase' is all Destiny will ever be. And it will die off rather quickly because of it.

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  • Edited by Matu Flp Krawfe: 1/22/2015 4:38:49 PM
    Well I'd say that there is often a discrepancy between the objective facts of how a customer could be made happier and what a given customer [b]says [/b]will make them happier (because saying something can have a purpose other than what's contained in the literal word-content, which is a state found in most human interactions). [i]That [/i]is why a dev shouldn't take [i]some [/i]suggestions at face value (particularly those that have strong relevance to factional struggles within the community, where suggestions may relate only to pushing the other group out [see. Halo's history with the Battle Rifle].) But take this point as "how to manage a feedback process." I'm not arguing for Bungie's lack of consideration for player interests, only for a more moderated view of company-community interactions. Those should still happen because of what you say and (to bring up another point) that "the product as is" is the product of a [i]plan[/i], not a comprehensive analysis of human behavior. Its going to diverge from reality in some way (ie. suck) and the only way to correct for that is feedback-driven iteration. If you just stick to the plan, as bungie is apparently doing, you [as the dev] can only be sure of success up to the point of the accuracy of your original guess. You will never do better than that (or [i]learn [/i]how to do better than that for your community.) One should just be [i]mindful [/i]of the entities giving you that feedback both in the sense that "you should think twice on what they have to say" and that "you should think about what they have to say." The latter builds positive culture while the former helps maintain it (but only once you have it).

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