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Ways to Use Player Feedback Effectively. Presented by Saljack Enterprises. Gaming. Media & Entertainment.

When you make a game, you want other people to like it. Designing games is all about executing on your idea and delivering joy to others through that execution. Even though it’s hard to share your work with others, but ultimately you will have to release it to the world. Why not involve players into the fold early? Player feedback and testing can be invaluable when you’re still in a position to make changes.

Check out the ways to examine how to use player feedback efficiently in favor of your game.

The Intention is Everything

Acknowledge your intent while making your game. If you’re at the last stage of the design process, you should have a definite idea of the finished product that you’re heading towards. At the basic level, you want to make a game that’s fun for the players to play. It’s essential to keep your vision at the focus of your efforts for the whole design process. If you’re going to use player feedback, you need to make sure that your game players understand your intent clearly. You need to develop a group of players that are giving feedback based on your vision.

You need players that understand your decisions, understand your intent, and can give you true feedback on your decisions from a player’s perspective.

Ignoring Good Ideas

Bad ideas are easy to ignore. If players have great ideas that don’t fit your concept, that’s when you have to put the analytical thinking cap on. But just because a player feels confident about an idea that doesn’t mean it is the best idea for you and your game. It is not easy to change your game at the end point. If other players are trying to turn your game into something that already exists is not a good idea to listen to them. Just stay focused on your vision!

Use Feedback to Fix Issues

Anything you pick to change just before releasing the game will not be less than a headache for your post-release. But accepting player feedback to identify the problems in the game can save a lot of your time down the line. You can ignore the various comments that advise you to make your game look like any other existing game. Having players give you feedback for debugging your game takes some stress off you. Once early players can play your game without issues, the masses can too.

You Can’t Please All the People At the Same Time

Despite all your best efforts, you’ll have some people that would love what you’re doing, while others who won’t like it. If there’s one thing you will definitely learn while designing your game, it is that you just can’t please all the people at the same time. So you should not even try! Try to stick to your vision. Grow an audience of gamers that understands your purpose.

Trust the players who get your vision, and ignore the ones who doesn’t understand what you’re going for. This won’t be easy. After all, It is better to have 100 fans who are crazy about your game rather than those 1,000 fans who are lukewarm about your game, who will play it once, and forget about it before the week is out.

Have your ever  used your game player’s feedback to make your game more efficient? Share your experience with us in the comments section or tweet us @essjay_ent!

DISCLAIMER: THE VIEWS AND OPINIONS EXPRESSED IN THIS ARTICLE ARE SOLELY THOSE OF THE ORIGINAL AUTHORS (THIRD PARTY) AND OTHER CONTRIBUTORS. THESE VIEWS AND OPINIONS DO NOT NECESSARILY REPRESENT THOSE OF SALJACK ENTERPRISES, IT’S STAFF, AND/OR ANY/ALL CONTRIBUTORS TO THIS SITE. PLEASE CONTACT US FOR PERMISSION TO REPUBLISH/REPOST/REBLOG/QUOTE ANY ARTICLE PUBLISHED BY US.

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18 thoughts on “Ways to Use Player Feedback Effectively

  1. Rain Santos-Ocampo says:

    I believe in the tips right here. It’s good to listen to player feedback to improve on your game and never stay stagnant. Always evolve!

    Like

  2. Go in with a plan. Picture the finished outlook. Try and design a game that’s innovative and creative and break boundaries!

    Like

  3. Saleh says:

    I would probably be scouring for player feedback on message boards or Reddit for something that’s related to the game I will be making. True, it’s hard to please everyone. But your game is for them, not for your satisfaction. So you have to cater to their whims too.

    Like

  4. Beth says:

    Pretty tough to balance what gamers want and your game intent. But I say, stick with your guns, it’s your game anyway!

    Like

  5. Rebi says:

    Yes very helpful for the creators. Just don’t forget that it is good to take their suggestions to improve the game.

    Like

  6. Mau says:

    Having user feedback helps but make sure not to take negative feedback hard. For first time video game creators, remember that comments are subjective and though some might sting, they are generally there to help you. Just weed out those helpful feedbacks from the non-helpful and get back to work.

    Like

  7. samantha says:

    one has to really screen the feedback. there are nice ideas thrown in but as you have pointed out, one cannot please everybody.

    Like

  8. chloe says:

    i think you have to focus on a certain issue and look for a specific feedback that may have addressed that same issue in order to fix it properly. a feedback should be a constructive criticism to the work and not something that crushes the confidence of the programmer to the ground.

    Like

  9. Cade says:

    Yes the developer cannot please all people, but sometimes it is still good to see the devs trying to cater to both hardcore fans and casual gamer. One of the example is by providing various difficulty level in a game. The hardcore gamers that want more challenge can go for the higher difficulty level while the casual gamers can go for easier difficulty.

    Like

  10. Misziele says:

    Like in any other types of feedback, listen and consider those that you think will make your game better. If your gut instincts tell you to stick with your choice, then do so. Always follow your gut feelings. Don’t dwell on the negative feedback. Focus on what’s good and on what you should improve.

    Like

  11. Yeah, why not take some feedback. You’re designing the game to please your audience so you should take their words into account to develop your game to perfection. As long as your core values and vision for your project aren’t being compromised, you should definitely make note of how you can improve the pins and needles for a better finished product.

    Like

  12. Rina says:

    It’s so easy to get lost amid a sea of comments, reviews and feedback. Your initial reaction would be to take note of them, and think of how you can incorporate all of those suggestions into your game. But you can’t, and that’s the truth. You can’t please everyone. You can tweak your game based on a few valid points raised by a majority of players, but you have to stay true to your intention.

    Like

  13. Martha says:

    As with any new product release, customer feedback is very important. But it cannot shape the direction or “final look” of your game. If you offer something new, a deluge of feedback is expected. But don’t be swayed.

    Like

  14. Glenn says:

    Game designers should be open to both positive and negative comments. In the end, player feedback will make the game even better.

    Like

  15. light Yagami says:

    I think the best way for this is to just listen and if the feedback is beneficial then it should be done. Its the company’s prerogative though..

    Like

  16. luffyzorro says:

    In every product customer feedback is a must. SPecially more so in gaming where a glitch or bug can make or break the game.

    Like

  17. mario says:

    a certain feedback should be seriously taken into consideration but not entirely followed. especially if the feedback ultimately changes the flow of the game that will make it similar to other games or entirely different from what the developer intended it to be.

    Like

  18. mariza says:

    pro’s and con’s are shown together in the feedback of a game. but the developer has to know which ones to consider and which ones are to ignore.

    Like

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