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RPG Theory- The Limits of My Language are the Limits of My World
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<blockquote data-quote="Yora" data-source="post: 8448744" data-attributes="member: 6670763"><p>People know what they like.</p><p>But people don't know what they want.</p><p></p><p>People like what they like, but they generally don't understand what exactly they like about it. They don't fully understand what aspects of a thing makes it something that they like, and how the various aspects are interacting with each other to produce something that they like. This is particularly true with movies and games, which have many more moving parts than what the audience is consciously experiencing in the moment.</p><p>You always get fans saying that they really like something, but that they would like it more if you would make a few specific changes. But if the fans don't understand the internal workings of the thing they like, then they also don't know how the final result will change. As a creator, especially when being the creator of the specific work in question, one has a much deeper understanding on how the individual aspects interact together to form a final whole.</p><p></p><p>I guess the moral of this story is to not design by committee. Design as holistic concepts.</p><p>When the next prototype rolls out, you can ask the audience what things they like and what things they don't like, and perhaps what they think why they don't like them. But that's only a pointer at which aspects you could look into again to look for ways that you could refine them. Then check again if they like the changes more or less. It's should not be the audience making their own uninformed edits to the work that you blindly execute.</p></blockquote><p></p>
[QUOTE="Yora, post: 8448744, member: 6670763"] People know what they like. But people don't know what they want. People like what they like, but they generally don't understand what exactly they like about it. They don't fully understand what aspects of a thing makes it something that they like, and how the various aspects are interacting with each other to produce something that they like. This is particularly true with movies and games, which have many more moving parts than what the audience is consciously experiencing in the moment. You always get fans saying that they really like something, but that they would like it more if you would make a few specific changes. But if the fans don't understand the internal workings of the thing they like, then they also don't know how the final result will change. As a creator, especially when being the creator of the specific work in question, one has a much deeper understanding on how the individual aspects interact together to form a final whole. I guess the moral of this story is to not design by committee. Design as holistic concepts. When the next prototype rolls out, you can ask the audience what things they like and what things they don't like, and perhaps what they think why they don't like them. But that's only a pointer at which aspects you could look into again to look for ways that you could refine them. Then check again if they like the changes more or less. It's should not be the audience making their own uninformed edits to the work that you blindly execute. [/QUOTE]
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