payn
Glory to Marik
It's complicated. I think the impression from playtest feedback is important, but a designer needs to be able to separate experience from function. For example, if folks are saying they dont like something, is it becasue the mechanics do not work, or is it because they dont like how it feels in play. There are two different corrections there. One is obvious, tweak the mechanics until they work correctly. The other is find out how to get the right feel. Perhaps its the presentation of the mechanics that is causing confusion?
I also like the olive branch to the community with an open playtest. I know that im one of thousands and my voice will probably be drowned out. I do appreciate the effort for a peak under the hood though. So, It doesnt bother me if the playtest isnt as sound as it should be. At least its enaging the fanbase and generating excitment. I think there is value in that.
I think feel is as important as innovation. Im self-aware enough to know I probably care a bit more about design than the average gamer. That doesnt give my opinions any more objectivity though. Folks dont seem to be able to separate those things all that well. YMMV
I also like the olive branch to the community with an open playtest. I know that im one of thousands and my voice will probably be drowned out. I do appreciate the effort for a peak under the hood though. So, It doesnt bother me if the playtest isnt as sound as it should be. At least its enaging the fanbase and generating excitment. I think there is value in that.
I think feel is as important as innovation. Im self-aware enough to know I probably care a bit more about design than the average gamer. That doesnt give my opinions any more objectivity though. Folks dont seem to be able to separate those things all that well. YMMV