Originally posted by Lopsided-Perception2
Thank you for taking the time to come up and write down this extensive answer.
You are right, on a significant part of it, I'll have to take your word for it.
However, after reading your answer a couple of things occured to me, but there's this specific one I want to mention.
Whenever you implement a new feature, remove or adjust a current one, you have to be tracking the results of those actions in one way or another. I'm not sure if it's some parameters/metrics that you automatically see without needing to reach out to players directly (eg. you make a change to a gun, and its buy rate drops to 0, pretty sure that's a sign of an unsuccessful change from the perspective of having fun). or if you run surveys for a sample of your playerbase, but you need some type of data to make those decisions. I'm certain it's not blind implementation of random features that game designers have dreamt up the previous night.
What I'm trying to say...
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It's good to point out, to let you know what we do when we make changes and how we measure them we definitely use more than just data.
During all stages of design we can leverage data, social media feedback, player surveys, and player labs! Sometimes it's just a survey asking general health of features, other times we have an idea and what to see how players would feel about it. The early stages often are identifying, or confirming, issues that we may want to fix. Then we discuss the results, figure out next steps, and ultimately decide if we implement.
Then after it passes "Implementation" we play the changes and everyone on the team provides feedback. We can follow up with more surveys, maybe a player lab and bring players in to play the feature, etc.
Then after launch we do all of those things again to make sure that players like the change and it improved things. So I focused on data in the above answer but we definitely make sure that player perception...
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