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What is Quality?
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<blockquote data-quote="James Gasik" data-source="post: 8641586" data-attributes="member: 6877472"><p>So you're having a problem with a product. It's not doing what you need it to do. Perhaps you've encountered a design flaw or shortcoming that you feel attention should be brought to, so that you can find out if it's not just you- if enough other people have the same issues, maybe it's something that needs to be fixed.</p><p></p><p>There's always going to be other opinions, of course. People who are like "hey, look, it does all these other things, you should be happy with what you got", but humans are, by nature, never truly happy with anything for long. Which is one of the reasons why we innovate.</p><p></p><p>If people were happy with an initial product, we'd still be playing the original version of D&D, for example.</p><p></p><p>But comments like "it must be good, many people like it", "it must be good because it makes a lot of money" or "i have never had this problem" aren't super useful.</p><p></p><p>Because at the end of the day, you have two choices. Either find a product that does what you want it to do, or find a way to make it work. Or gripe at the product maker, but they likely won't do anything unless a lot of money is on the line.</p><p></p><p>Or, as Edward Norton says in Fight Club: </p><p></p><p>"A new car built by my company leaves somewhere traveling at 60 mph. The rear differential locks up. The car crashes and burns with everyone trapped inside. Now, should we initiate a recall? Take the number of vehicles in the field, A, multiply by the probable rate of failure, B, multiply by the average out-of-court settlement, C. A times B times C equals X. If X is less than the cost of a recall, we don't do one."</p><p></p><p>A thing can be popular, make a lot of money, and have critical flaws. There's no reason to ignore the fact that it is flawed on the basis of it's success. Avengers: Endgame made a TON of money. However, you will find many people who point out that it's a flawed movie.</p><p></p><p>Quality =/= Entertainment value is a common dispute amongst fans and critics. One can be entertained, highly entertained, by something that, from an artistic standpoint, is garbage. </p><p></p><p>So while popularity and success are <strong>a</strong> value by which a thing can be judged, they are not the <strong>only </strong>values.</p><p></p><p>I'm not going to argue with 5e's success- the reason it's successful is the reason I engage with the game and attempt to play and run it. If it were not successful, I wouldn't need to. I might choose to anyways, if it was the ideal product for my needs, but that's neither here nor there.</p><p></p><p>Because it is popular, many people want to play it. For me, thinking about playing it or running it again, requires me to look at it critically, not turn my brain off and go "everyone likes it, so surely if I don't like something, I must be insane".</p><p></p><p>I <strong>could be </strong>insane, but I'd like a little more evidence than "most people don't agree with you".</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8641586, member: 6877472"] So you're having a problem with a product. It's not doing what you need it to do. Perhaps you've encountered a design flaw or shortcoming that you feel attention should be brought to, so that you can find out if it's not just you- if enough other people have the same issues, maybe it's something that needs to be fixed. There's always going to be other opinions, of course. People who are like "hey, look, it does all these other things, you should be happy with what you got", but humans are, by nature, never truly happy with anything for long. Which is one of the reasons why we innovate. If people were happy with an initial product, we'd still be playing the original version of D&D, for example. But comments like "it must be good, many people like it", "it must be good because it makes a lot of money" or "i have never had this problem" aren't super useful. Because at the end of the day, you have two choices. Either find a product that does what you want it to do, or find a way to make it work. Or gripe at the product maker, but they likely won't do anything unless a lot of money is on the line. Or, as Edward Norton says in Fight Club: "A new car built by my company leaves somewhere traveling at 60 mph. The rear differential locks up. The car crashes and burns with everyone trapped inside. Now, should we initiate a recall? Take the number of vehicles in the field, A, multiply by the probable rate of failure, B, multiply by the average out-of-court settlement, C. A times B times C equals X. If X is less than the cost of a recall, we don't do one." A thing can be popular, make a lot of money, and have critical flaws. There's no reason to ignore the fact that it is flawed on the basis of it's success. Avengers: Endgame made a TON of money. However, you will find many people who point out that it's a flawed movie. Quality =/= Entertainment value is a common dispute amongst fans and critics. One can be entertained, highly entertained, by something that, from an artistic standpoint, is garbage. So while popularity and success are [B]a[/B] value by which a thing can be judged, they are not the [B]only [/B]values. I'm not going to argue with 5e's success- the reason it's successful is the reason I engage with the game and attempt to play and run it. If it were not successful, I wouldn't need to. I might choose to anyways, if it was the ideal product for my needs, but that's neither here nor there. Because it is popular, many people want to play it. For me, thinking about playing it or running it again, requires me to look at it critically, not turn my brain off and go "everyone likes it, so surely if I don't like something, I must be insane". I [B]could be [/B]insane, but I'd like a little more evidence than "most people don't agree with you". [/QUOTE]
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