I am sometimes pleasantly surprised at how devs can figure out what little things need to be polished in a game. It's nice when I see a particular functional update and think, "Oh yeah, that used to be a bit of a pain". How do the devs figure out what to polish?
There are some obvious answers. Some devs are also players. Some get feedback from forums. In some cases there are in-game feedback mechanisms. There are also metrics.
I was hoping the devs could speak a bit about plans for metrics and in-game feedback and that we could brainstorm on what mechanisms could work.
I have a couple of thoughts on this one. First is that it should be quick and easy. Often these features are buried in a menu and require all sorts of fields to be filled out. The game client should be able to capture most of the relevant game state information. The player should just be able to describe, perhaps verbally, what's wrong or could be improved upon and move on.
Second is that the feedback mechanism should be available virtually everywhere. By definition it may be difficult to have this feature on a loading screen, but many games omit it from character creation, server selection, pre-login, post-logout, cut scenes, and whatnot.
What are the plans for metrics? What data do you plan to capture and how do you expect to use it? For instance if many players pause or take a long time at a certain point in the game this could indicate either good or bad player experience. A long time in the character creator could be good or bad for instance. How would you differentiate the two? Will chat records be data mined? For instance in my opinion "lft" = a failure of the teaming function. What other sources of data do you intend to tap and what do you expect to get out of it?
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