BioWare On Tracking Player Feedback 41
simoniker writes "BioWare's QA director Phillip DeRosa has written a piece called 'Tracking Player Feedback To Improve Game Design' over at Gamasutra, which deals with how game developers can use statistics, even before a game is released, to improve gameplay. DeRosa "...explains how the Mass Effect creator has set up and executed code-based monitoring of key metrics to test, analyze, and refine its projects through playtesting." Is this approach sensible, or could it be more like movie producers 'pandering' to test audiences?"
It Depends (Score:2, Interesting)
The ultimate goal has to be to create a game that the most people will find enjoyable, but we all know that "you can't please all the people all of the time."
Re:BioWare Nothing But A Shell Of Their Former Sel (Score:3, Interesting)
The community was the only thing that saved NWN from total disaster, as a game it *SUCKED* and it sucked hard. I would like to say that bioware was never been truly a consistent top tier developer. Kotor was above average, but bioware is pretty hit and miss, since different dev teams for different games do not all produce equally.
Re:BioWare Nothing But A Shell Of Their Former Sel (Score:3, Interesting)
Neverwinter's community was generally die-hard tabletop RPG fans who wanted to recreate the experience online. They used the DM and builder tools to create single-and multi-player modules as well as persistant worlds that managaed to capture the pen-and-paper experience like no other computer game before or since. You could actually have a living, breathing DM generating custom content on the fly. You could create mini-MMORPGS like Arelith, Forgotten Realms:Cormyr and Layonara where a hundred players could adventure, craft and whatever else on their own and then go on custom and unique DM-driven adventures. Aside from certain MUDS (of course) there really hasn't been anything like it. And hell, it ran on Linux and Mac !
If Bioware was listening, and I mean really listening, they would realize that this was the reason the game was a success, not the lackluster single player campaign or modules (which were only playable for the "hey, I'm playing D&D!" factor, not the story themselves.) There's a real call for a new "online role playing game construction set", D&D or d20 rules or not, to replace it, and Bioware would be just the company to make it. They most likely won't, as they probably think it would hurt sales of their single player games or some future MMORPG, but there is a community and market of role players who are begging for a GM-created and driven experience instead of another linear 40-hour single player story or massive multiplayer grind and gank fest.
(And no, Neverwinter 2 just isn't cutting it as a replacement-- it's too bloated and only runs on high-end Windows systems, and the tools simply aren't there to create modules and worlds on the scale of the original.)
Re:BioWare Nothing But A Shell Of Their Former Sel (Score:3, Interesting)
I for one sincerely enjoyed the original campaign, it wasn't the *best* I've ever played, but it was very enjoyable for me.
I think too many people say the community is what saved NWN.
Bioware's internal surveys and statistics always indicated that the singleplayer portion of NWN was far more popular.
It's one of the reasons they launched the Premium Modules program (which was very successful until Atari killed it).