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<blockquote data-quote="Alphastream" data-source="post: 6317993" data-attributes="member: 11365"><p>The numbers LG pulled at its best were lower than the numbers of players LFR had as its best. As with all organized campaigns, changes were made to improve what is offered. While any individual has things they like more or less about a particular program (or time in a program), overall there were really some great changes with LFR over LG. </p><p></p><p>Ultimately, I don't think there is any question that LG will be remembered by most as a better campaign overall than LFR. But, the reasons why are complex and don't contradict LFR's improvements. No campaign should simply return to what LG provided.</p><p></p><p>When it was partly my job to design a campaign it was perfectly clear to me that I was making imperfect choices. Think of it as moving sliders between different variables, but as you do it you fix something while breaking something else. That's just part of the job description. And you really don't know how everything will pan out until you see it for about a year out in the wild and how players respond. I was constantly surprised by what worked and didn't work in the campaign. Some of the things that worked the best were things that I would have, back during the LG days, reacted to negatively. While providing feedback to admins is great, none of us really know how the campaign will feel until we are part of it long enough that we can see how everyone adapts.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 6317993, member: 11365"] The numbers LG pulled at its best were lower than the numbers of players LFR had as its best. As with all organized campaigns, changes were made to improve what is offered. While any individual has things they like more or less about a particular program (or time in a program), overall there were really some great changes with LFR over LG. Ultimately, I don't think there is any question that LG will be remembered by most as a better campaign overall than LFR. But, the reasons why are complex and don't contradict LFR's improvements. No campaign should simply return to what LG provided. When it was partly my job to design a campaign it was perfectly clear to me that I was making imperfect choices. Think of it as moving sliders between different variables, but as you do it you fix something while breaking something else. That's just part of the job description. And you really don't know how everything will pan out until you see it for about a year out in the wild and how players respond. I was constantly surprised by what worked and didn't work in the campaign. Some of the things that worked the best were things that I would have, back during the LG days, reacted to negatively. While providing feedback to admins is great, none of us really know how the campaign will feel until we are part of it long enough that we can see how everyone adapts. [/QUOTE]
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