[MUD-Dev2] The Great Mud Survey

John Bertoglio jb at co-laboratory.com
Tue Jan 2 11:40:44 CET 2007


Matt Chatterly wrote:
>>A while ago, as part of another thread, I nattered on for a bit about the
>> idea of attempting to conduct some research into what players like and
>> dislike about Muds (in specific, and in general) - that seems a bit
>> wishy-washy now that I repeat it back, so I'll try to nail it down a
>> little more.

Snip...

>I have a particularly cynical view about this: I suspect that if you ask
>players what they want...

>a) Their aggregrate answer will be completely contradictory.

Two choices: Ask them to pick from a list of existing features (which will
create response "c" below) or allow open-ended choices and get an a array of
useless and/or impractical suggestions.

>b) Their individual answers will be contradictory. (Political example: I
>want to stop global warming, but I don't want to give up my SUV or
>5000-sq-ft centrally-heated home.)

Like I want PVP but I don't want to die!

>c) They will spew back a laundry list of pre-existing features and will
>(for the most part) deny innovation. (See
>http://www.mxac.com.au/drt/LawOfNewInventions.htm ) ... Notice that my
>response to your innovative idea is itself denying innovation. ;-)

This is particularly correct. I have a background in market research. People
can do a fine (and accurate) job of telling you what they prefer in when
the choices are well defined. However, when asked open-ended questions, the
results may be interesting but are meaningless when it comes to actionable
information. People have an amazing lack of ability to imagine an "ideal"
set of features for a game or anything else. While I might be easy to
convince when showed the fun and usefulness of rocket powered shoes, it 
would not occur to me to list them as something I would want to see
developed.

>To counteract my argument: Some designers spend a lot of time reading the
>rant boards, and obviously get something out of them. I suspect they
>accomplish this by reading between the lines, and/or identifying the
>intelligent ranters... Which is a feat that's beyond me.

Which is why designers sometime lose their way by catering to the whims of
activist whiners.





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