You need player feedback.
Not exact matches
Players will
need to give their
feedback once they have experienced the game play.
In a sequential, multilevel video game,
feedback of progress is often ongoing, such as accumulating points, visual tokens, or celebratory sound effects, but the real jolt of dopamine reward is in response to the
player achieving the challenge, solution, sequence, etc.
needed to progress to the next and more challenging level of the game.
You see, to me calling it a Beta means they'll be using
player feedback to sort out any bugs or glitches that crop up and possibly implementing any gameplay changes that fans feel
need to be made, allowing them to create a better product, but clearly they can't do that in the time between the Beta and the actual launch of the game.
- after the remakes of Terry's Wonderland 3D and Dragon Quest Monsters 2, Yuji Horii asked the team what should be next - the choices were Caravan Heart (GBA), a professional version of Dragon Quest Monsters 2, or a brand new game - the staff made the plot together with Takeshi Uchikawa (who is currently directing Dragon Quest XI)- the suggestion was to make the theme become something catchy, which lead to a science fiction vibe - Horii said «anything's alright as long as it's interesting» - the creation of the Dragon Quest Monsters: Super Light helped build Joker 3 - fan
feedback from the mobile game was used, which lead to monster stats being seen - the Reactor device lets you easily see all the things that occur on the field - the team had some trouble bringing together the ridable monsters aspect of the game, but eventually worked it out - the full game starts off with monsters that
players can ride on land - you'll eventually unlock sea, air, and multi-jump land rising monsters - a «Big Air ride» was teased as well - by clearing the story, features will be unlocked that further modify monsters such as abilities and changing their sizes - Stealth Boxes which can not be found without using the Reactor only contains useful items that are optional - compulsory items that are
needed to be found with the Reactor are placed in non-stealth locations - accessories can strengthen monsters, but monster strength is mainly determined from raising and combining them - features more offense - related content in the form of new spells and skills - new water - type spells are included - new skills added enable more detailed adjustments in versus, adding more strategic features - one of the items that can be bought with Communication Coins has the same effect with «Key of Encounters» - this lets
players recruit monsters a bit more easily they've befriended before - since Communication Coins can only be obtained from multiplayer battles, it's completely optional - people who still do StreetPass but don't want to do multiplayer battles can still get them by combining monsters - DLC monsters are planned to be added regularly post-release until around Golden Week (April 29 — May 5)- - A national tournament is also planned, with more details coming later - carryover feature from Dragon Quest Monsters 2 that comes into play after the ending -
players can bring up to 10 monsters which are ranked A or below from DQM2 to DQMJ3 each day
Bioware really
needs to start listening to
player feedback and stop ignoring us.
trying to get 100 % is really frustrating when there's no
feedback on what a
player needs to do differently
Feature
feedback and suggestion (Book of Demons has a lot of unique mechanics not found in other hack and slash games and we
needed to know how do they work for
players, if they are understandable and what could we add during development so that the game is more enjoyable to play)
Player feedback, limited install base and
need to recoup costs of 15 - strong dev team cited as reasons behind price cut and offer of refunds
The game will again let
players hit the the snow using the Wii Balance Board (which really
needs force
feedback to throw people off when they fail miserably) in locations like New York's Times Square, France, Canada and Japan all while trying to take down the world's best snowboarders.
We'll turn to you for thoughts and
feedback on things that we're having a tough time deciding on and
need player insights on.
Have I imagined my way into a future where games are all interconnected in such a way that the
feedback (the «witnessing the results» part) has been cordoned off from the
players who
need it in order to feel the agency that makes games matter?
We will continue to monitor
player feedback and telemetry and make further balancing adjustments as
needed in future updates
We
need your
feedback and guidance on team balance, play modes, controls, humor, plays & formations, audio,
player names, etc..
I am assuming they
need a good data scientist, or someone similar, to manage
player feedback because community managers just don't cut it anymore.
We also greatly encourage
feedback from other
players in the community, so there will be ways to contact us with the hottest info that you feel
needs to be included here.
I feel your
feedback is really
needed to match my vision with the high standards you, the
players, demand.
This will help reduce the
need to hoard gear for the reason of simply keeping visuals in one's inventory, and also directly address
player feedback about the lack of inventory space.
The balance does
need a few tweaks, but Square Enix has a good track record when it comes to listening to
player feedback and fixing issues fairly quickly.
Also, as part of update 1.11 and in response to
player feedback, we've finally been able to implement a restart - from - checkpoint system into the game — so campaign
players can save progress mid-mission and return to it at a later date, without
needing to hit the suspend button!
Feedback regarding game elements is a little tricker as «core»
players have different
needs to more casual users.
Legal Project Management includes developing a set of communication protocols and
feedback loops that turn legal service into a win - win collaborative process marked by clear understanding of all
players»
needs, interests, and capabilities.
This is the process where the design team is getting the most
feedback from the law firm
players and will be able to gauge the buy - in from the
players in the current prototype and what might
need to be changed based on their interactions with it and the direct
feedback.
Bungie created a specific, well - tuned itch that
needed to be scratched by millions of
players daily, using clever
feedback loops, complex reward systems, and some of the best gunplay the gaming medium has ever offered.
We have a dashboard that looks at whether we're meeting each
player's wants and
needs, but a lot of our
feedback comes from testimonials.