Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9730758" data-attributes="member: 6790260"><p>Given the success of the recent <em>Superman</em>, which specifically used the "dorky", "uncool", <em>unpopular</em> "trunks" outfit for Superman.... No, I don't really accept that popularity even has a guaranteed strong correlation to projected money. Sometimes, the right constellation of things that are of debatable quality individually can, collectively, become something great.</p><p></p><p>Likewise, I've seen not just one, but <em>four</em> different MMOs, and multiple different single-player RPGs, suffer very specifically from making several popular, frequently-requested changes, each of which individually had high player approval, but which collectively produced something that upset the players severely. Something where the developers have had to step back and start asking themselves NOT "what is the thing people are clamoring for", not even "what is the thing likely to get people to buy", but rather "what is the thing that <em>fosters a good experience</em>?"</p><p></p><p>It's just another example of surrogation. Turns out, people have a bad habit of short-sightedly wanting only the things that sound immediately cool, without thinking about the consequences.</p><p></p><p>Designers cannot cede the effort of design to popular vote. Popular opinion is one input point, and certainly one you shouldn't neglect lightly (I've seen negative consequences for that, too). Theory is another--and should not be dismissed lightly either. Practicality, as in budget, deadlines, work-hours, etc., is also very important.</p><p></p><p>But what that means is, sometimes the thing that creates good design is literally against what players <em>ask for</em>, but is in fact what players <em>want</em>. Because it is an unfortunate but frequently common occurrence that people have very strong ideas about what they <em>think</em> will make them happy, without actually knowing what things really <strong>do</strong> or <strong>will</strong> make them happy. Because a lot of people are bad at self-reflection and long-term consequence determination. A lot of people have pretty narrow spheres of awareness, and thus simply haven't tried things. Sometimes, people have been burned by something unfortunate a while back, and thus have a reflexive dislike of something they actually would really really really like if they were exposed to it separately. Sometimes, people have heard a convincing but inaccurate argument that has pitched them against something. (Oh, how much I hate that particular one.) Sometimes, people have preferences or beliefs based on what is socially desired or approved of, e.g. the vast majority of American coffee-drinkers claim they want a "rich, dark, hearty roast"---and the vast majority of Americans who identify coffee they actually <em>like</em>, without knowing what it <em>is</em>, demonstrably prefer lightly-roasted "weak" coffee. Or the discovery that about a third of Americans really desperately wanted extra chunky spaghetti sauce, but literally had no idea because they didn't know such a thing was...a thing.</p><p></p><p>Reaching the things that actually produce the experience a person wants to have can be an extremely complicated affair. Even when we look at statistical averages of people, it can be difficult to target clusters, let alone the whole field. Pretending that every customer is perfectly accurate about gauging their own preferences leads to lots of problems. Pretending that people know nothing at all about their own preferences leads to lots of problems. The only useful way forward requires excellent discernment, a willingness to make mistakes while experimenting, and the ability to listen when listening is needed....and <strong>stop</strong> listening when listening is unproductive. That's extremely hard. It's one of the things we pay designers to be good at doing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9730758, member: 6790260"] Given the success of the recent [I]Superman[/I], which specifically used the "dorky", "uncool", [I]unpopular[/I] "trunks" outfit for Superman.... No, I don't really accept that popularity even has a guaranteed strong correlation to projected money. Sometimes, the right constellation of things that are of debatable quality individually can, collectively, become something great. Likewise, I've seen not just one, but [I]four[/I] different MMOs, and multiple different single-player RPGs, suffer very specifically from making several popular, frequently-requested changes, each of which individually had high player approval, but which collectively produced something that upset the players severely. Something where the developers have had to step back and start asking themselves NOT "what is the thing people are clamoring for", not even "what is the thing likely to get people to buy", but rather "what is the thing that [I]fosters a good experience[/I]?" It's just another example of surrogation. Turns out, people have a bad habit of short-sightedly wanting only the things that sound immediately cool, without thinking about the consequences. Designers cannot cede the effort of design to popular vote. Popular opinion is one input point, and certainly one you shouldn't neglect lightly (I've seen negative consequences for that, too). Theory is another--and should not be dismissed lightly either. Practicality, as in budget, deadlines, work-hours, etc., is also very important. But what that means is, sometimes the thing that creates good design is literally against what players [I]ask for[/I], but is in fact what players [I]want[/I]. Because it is an unfortunate but frequently common occurrence that people have very strong ideas about what they [I]think[/I] will make them happy, without actually knowing what things really [B]do[/B] or [B]will[/B] make them happy. Because a lot of people are bad at self-reflection and long-term consequence determination. A lot of people have pretty narrow spheres of awareness, and thus simply haven't tried things. Sometimes, people have been burned by something unfortunate a while back, and thus have a reflexive dislike of something they actually would really really really like if they were exposed to it separately. Sometimes, people have heard a convincing but inaccurate argument that has pitched them against something. (Oh, how much I hate that particular one.) Sometimes, people have preferences or beliefs based on what is socially desired or approved of, e.g. the vast majority of American coffee-drinkers claim they want a "rich, dark, hearty roast"---and the vast majority of Americans who identify coffee they actually [I]like[/I], without knowing what it [I]is[/I], demonstrably prefer lightly-roasted "weak" coffee. Or the discovery that about a third of Americans really desperately wanted extra chunky spaghetti sauce, but literally had no idea because they didn't know such a thing was...a thing. Reaching the things that actually produce the experience a person wants to have can be an extremely complicated affair. Even when we look at statistical averages of people, it can be difficult to target clusters, let alone the whole field. Pretending that every customer is perfectly accurate about gauging their own preferences leads to lots of problems. Pretending that people know nothing at all about their own preferences leads to lots of problems. The only useful way forward requires excellent discernment, a willingness to make mistakes while experimenting, and the ability to listen when listening is needed....and [B]stop[/B] listening when listening is unproductive. That's extremely hard. It's one of the things we pay designers to be good at doing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top