> I suggest you take a moment to read this Opinion: Player Metrics Vs. The Vocal Minority .
Thank you for posting this article. I did take the time to read it, and I do believe it poses some interesting questions. I do want to comment on the examples he puts up from the article:
> Example 1: There was a virtual riot (complete with organized virtual protests) in Realm of the Mad God when we changed the range of projectiles.
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> Suddenly, players who could no longer kill enemies far off screen could, because projectiles went half as far. We did this because a group of players had decided to primarily play using the mini-map and onscreen tactics were going extinct. There were many complaints about how the game was completely broken.
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> <mark>Yet fun scores and retention increased. Within a week or two of the change, people had moved on to talking about something else.</mark>
First off in this example this has not held true for Halo 4, because retention has lowered, and the same topics are being discussed. I have been following these forums and other sources and it seems to me the same theme holds true. Halo 4 was a big miss, and is more about casual fun which is something that the majority is not interested in.
> Example 2: In Triple Town, experienced developers whom we show the game think that the turn system is a mistake. Traditional core players complain about the microtransaction system. Kindle players dislike the fact that this isn’t a one time price for all you can eat.
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> So one of the very first things we did was test how big an impact purchasing turns had on the player experience. The simple answer is that it doesn’t seem to alter short term retention or fun scores. We are still collecting long term retention data (the game just launched), but it is immensely obvious that the big huge overwhelming issues facing the game have nothing to do with the primary complaint of the most vocal players. <mark>Our biggest issue is the first 200 turn experience around the tutorial. This is something that not a single player or review has mentioned.</mark>
I believe the biggest issues of the game have been mentioned an repeatedly talked about by players and reviewers.
> Example 3: In Realm of the Mad God, a small change was made to how a key for unlocking a special dungeon worked. This resulted in a massive fervor on the forums. A group of players was using these rare items as both a means of storing wealth and as a method of controlling who received rare drops. Since this group is the most dominant group on the forums, they created a large discussion about how the game was floundering.
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> <mark>Again, the metrics showed either no change or a positive change. On deeper investigation, the elite group essentially was using their economic power to dissuade the majority of the players from accessing top end content. There was indeed something very meaningful going on (players really want to self organize into smaller groups and control who is in the group and who is out of the group), but it was occurring in a dysfunctional fashion.</mark>
I don’t really see either of these things happening here. First there really hasn’t been a positive change, unless you consider a lower than normal population number, but retention of new players a positive. Plus I don’t see the vocal majority that is on these forums trying to push out the views of the minority. In fact I see them trying to integrate their, meaning the vocal minority, ideas for the next Halo.
> and really, why cater to the people who aren’t going to play your game instead of the people who would? It was a huge problem I had with the title update for Reach, appealing to the people who admitted that they didn’t and would never play the game again instead of the people who loved playing what Reach was. Now look at the playlists, aside from BTB all playlists with the title update are dead. Barely managing to get a dozen players at any one time.
Now, I see where you are coming from here. I was a proponent of not changing Reach, and was fascinated by the fact that when the change did occur, that not as many people actually participated in those playlists as I thought were going to. However, just like with anything, there are other factors that are involved that cannot be dismissed. I don’t really think it should come down to, “well we shouldn’t listen to the vocal majority, since they aren’t the ones still playing”. Don’t they want to bring those players back somehow as well?
Basically, I think it comes down to trying to satisfy as many different kinds of Halo players as possible; and if we realize that to its fullest, we might understand 343i’s daunting task a little better. My main issue is with 343i right now is not fixing some of the issues in the first place, and continuously making, in my opinion, odd decisions. I still have faith though, and I will still keep voicing my opinion whether it be a popular one or not, and whether 343i takes it into account or not.