Goes back to "customer experience".
Anyone who worked in Silicon Valley in late 70's-early 80's has stories about Steve Jobs and what an incredibly arrogant arse he is. Even those that admire the man will tell you stories about how he walked into a conference room and fired a new manager because the guy dared to disagree with him. He didn't even bother doing it to his face. Just turned to the rest of the people around the table and said, "who is this guy? Get rid of him," and walked out. Even though the guy was right, he was gone. First day.
What you can't argue about is how dedicated Steve Jobs is to his customer experience. He is up until 3 AM going through blogs, combing through comments to understand how and why people are using his products.
It's very easy for a large (computer or software) company to lose sight of what their customers are doing and how they experience product changes thrown at them. (This is a much discussed and on-going issue at some Fortune 50 companies.)
It's very easy for some MMO devs to walk in arrogantly thinking they understand and then lose that vision over time.
Blizzard has a track record from day 1 (see: Tiogle NYT article) of trying to herd their players (even to the point of dissing them), in order to get them playing the way "they" think the customer should.
The problem with an MMO is, the devs create it. Yes, they own it. Initially.
The minute they put it into their customers hands for the first time, it becomes something else.
Does that mean the devs can't "seize" the game back, can't make the changes they want, can't implement their own vision in later expansions? Especially after they created an experience they had not intended?
Of course not.
How they do it determines whether they kill their own game or not. Slowly or immediately. I'm not saying Blizz has. We've seen Devs do this. Otherwise, most of us would not be playing here at the moment.
Balance. Understanding the customer. The customer's experience.
I'm not saying it's easy. It's always a moving target. I've been part of those companies that have tried (and still are...that's how they stay profitable.) I've been an advocate within those for the customer, reminding my own teams, and those managers above me, how important it is to keep the customer in mind. Because even though our product has our name on it, and we have a vision for how we want it, the minute the customer starts to use it in a way we could not forsee (guaranteed), their experience defines our success.
And gaming industry even more so (as we all know.)
And yes, totally listening to customers can be a huge recipe for disaster.
Talking down to them, however, is never helpful.
-Preaching to the choir
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