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Learning about Feedback

9/11/2015

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I've reached out to more people in this last week's Doomer prototype release and, in doing so, realized some things about feedback. I'd like to posit what I've realized, see if you agree or not. 

When listening to feedback, forget every issue you know in your game.

I don't know if that's all common knowledge or not, but no one told me and really this is my blog so I can blab about it either way. I really hate feedback, as I've moaned about earlier on this very blog but this isn't really for the same reason. I guess I should explain a bit. 

I've had issues since Kinigits with taking feedback, because I always feel like I already know what people are gonna say. I know that the audio is out of wack, and yea that HUD font is pretty wack. It's all placeholder. Yea, those Doom sound effects need to go. It's placeholder. 

I now realize that that's my issue. It's frustrating to hear all the things I need to fix when you think you already know all the things to get fixed. All that extra criticism just frustrates you and makes you want to hide your baby, just keep it under wraps. Not only can people not judge you for something you don't show them, but they can't tell you what needs to be better, but that's the wrong attitude.

I've realized I need to forget all this. When I present the game, or email it out, I need to forget my baggage from 30+ hours of staring at all the issues from the last week. I need to stop, and just listen. Listen to what people like, what they don't. What doesn't make sense. 

In the end. I'm gonna keep making Doomer even if people don't like it, it's a game that I want to make. Though, honestly, I hope people do like it, because it's not going to be very pretty . . . or sound very good if I'm drawing and scoring it. 

Anyway. I think I kept this PG enough to put onto Facebook, and I guess it'll actually be my first post on the new Facebook Page! 

Thanks for reading,
Wyatt White
Sometimes makes game code
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