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Getting Feedback is difficult
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[quote][b]xaos[/b] wrote: This doesn't come entirely as a surprise, given that even during a code peer review there is far less (constructive) criticism than one would imagine (just look at the code yourself again after some time passed - be sure to wear a helmet), and in this situation the peer is kind of forced to give feedback. There might be a variety of reasons for that, which I am sure I do not know most of. One might be that criticism tends to get ignored or misinterpreted. To stay with the code review example: If you find that the implementation by itself is quite fine, but unfortunately misses the requirements (like assuming something of the input data which isn't true) you would likely say something. But if this goes nowhere and in the next review you see an optimized version of the same code which still misses the same requirement, you do become somewhat ... uninterested. (Yes, it is fine you spent several days of work optimizing the shit out of that code, but still it is solving a problem we don't have... Maybe Niko remembers the specific instances I base that on :-) ) So let's leave force away: Giving feedback does involve work, constructive feedback typically even more. To constructively criticize a game you not only have to play it (and probably become bored or annoyed or whatever), but you also have to have some idea how to do it better, or narrow down what exactly it is that pisses you off. This is easier with actual bugs, where at least you can follow some system to narrow it down (although most people can't be bothered to do that), for design issues it is more of an open problem. If I do have time and it is easy to give feedback (by easy I mean something like the game asks me for feedback before exiting, say, or there is a feedback button right there in the game) I usually will; if I kind of like where the game is going I will also try to be constructive (if I feel like I just got robbed the comments might reflect that, too...), but there are a lot of ifs in the above. I haven't played PostCollapse (at least not in the current state, but only a very early browser version), so I will not comment on it; but given that a lot of Steam purchases end up never being run at all (37% according to one article) and the general unwillingness to spend anything than the bare minimum of effort on a game the feedback ratio is not entirely surprising. In a sense I do like the idea of the feedback button that Microsoft Office provides: It is right there, so if you are annoyed by something right in this instant and are not in full stress mode it makes it easy to give feedback. The way that Universe Simulator does it is also quite ok - an early access version is of course permitted to ask me about my experience in this session; the only thing I dislike here is that it only comes up in the end - I do not keep notes about each and every marvel of impossible physics that the game spew at me, and there were lots - an in-game feedback button would probably have helped more, and indeed would have permitted them to even include some record of the last few actions I took with the feedback report. But overall I do not get paid for this kind of work, and it is therefore a gesture of good will from my side, and as such gestures go they are voluntary, and I might simply not feel like it. Because I want to fetch me some beer rather than giving feedback, or whatever. So, to end this with some hopefully constructive remarks: For early-access versions include a feedback mechanism right within the actual game, and be sure to keep track of what the user did recently, in order to make it as easy as possible to give feedback. Do not expect everyone actually using it, but the incentive is higher this way.[/quote]
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