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In fact, they might just be dead ass wrong.
This article changed my life.
Granted, I don't work in customer service anymore, but I did once, and I'm sure some of you guys did or do, and all of us are customers in one way or another. More specifically, all of us who play games are 'customers' for the developers, and us developers have 'customers' who are the players. It's a general rule for us as game designers to try to cater to what the players might want out of a game and try to make our games to that standard; after all, nobody wants to make a ****ty game.
However, when is this principle wrong? When is it counterproductive? A few points from that article are relevant because one, sometimes 'customers' (the player) can make the 'employer' (the developer) unhappy with incessant, and sometimes mutually exclusive demands (one player says this, the other says that, and sometimes the same dude says two different things that clash), and point two, some 'customers' are 'bad', or more specifically, they don't know what the Frick they're talking about and it just messes up your job as a developer.
Obviously I am not suggesting we throw up the middle finger at the player as an excuse to make a bad game (and I am not suggesting that game making directly parallels a business). We want to make games that people can play, right? Then yes, make your game playable, and enjoyable! But what is the point where you can't afford to cater to your players as a developer without sacrificing something?
This article changed my life.
Granted, I don't work in customer service anymore, but I did once, and I'm sure some of you guys did or do, and all of us are customers in one way or another. More specifically, all of us who play games are 'customers' for the developers, and us developers have 'customers' who are the players. It's a general rule for us as game designers to try to cater to what the players might want out of a game and try to make our games to that standard; after all, nobody wants to make a ****ty game.
However, when is this principle wrong? When is it counterproductive? A few points from that article are relevant because one, sometimes 'customers' (the player) can make the 'employer' (the developer) unhappy with incessant, and sometimes mutually exclusive demands (one player says this, the other says that, and sometimes the same dude says two different things that clash), and point two, some 'customers' are 'bad', or more specifically, they don't know what the Frick they're talking about and it just messes up your job as a developer.
Obviously I am not suggesting we throw up the middle finger at the player as an excuse to make a bad game (and I am not suggesting that game making directly parallels a business). We want to make games that people can play, right? Then yes, make your game playable, and enjoyable! But what is the point where you can't afford to cater to your players as a developer without sacrificing something?


