Originally Posted by
Kumorii
Feedback is not the same as democracy. Far from it. When I say players know nothing, within this context I mean nothing in game design. Doesn't matter if you are top player or what not, unless you apply critical thinking and analysis as of why things are the way they are and why you enjoy things on a deeper level beyond that you like it and give a small reason as of why you do. There's lots of psychology that goes into designing games. I would say there is a minority who enjoy analysis at this level.
I think best example to illustrate my point, which i've used before on this site, is Dark Souls and it's combat system. Regardless of the big hit it has become now, when Dark Souls was released, it was very niché. One of the big complaints for mainstream crowd wasn't the difficulty, it played a part of it absolutely, but that the combat was defensive and slow. One thing that contributed to this was that one of the first items you receive is a shield. Naturally everyone would equip the shield and start using it. Players tended to play passively due to "overusing" the shield, which made the combat play out vastly different than fans of the games do. They play more aggressively and uses rolls more often which makes the combat flow differently. They noticed that players who didn't enjoy the game tended to play by blocking a hit, swing, blocking a hit, swing etc etc... which is just boring. It's effective at the start and also learned by the tutorial itself.
So here we have a problem. If the feedback is "the combat is slow" what would be the most obvious way to solve this? Change the combat system, but that's a fairly big change. When in fact you can condition players by having the tutorial play out differently, maybe not give a shield at the start etc etc... a lot of these things and variables are there across all games. What players complain about when it comes to a feature merely scratches the surface of what's actually going on. Which is why feedback is valuable, but you need to understand game design as well to know WHY people feel that way, because it's not guaranteed they know themselves.
This was demonstrated in the release of Bloodborne. They removed the shield completely, well, except for the plank. Which even has the flavor text.
A crude wooden shield used by the masses who have arisen to join the hunt.
Hunters do not normally employ shields, ineffectual against the strength of the beasts as they tend to be.
Shields are nice, but not if they engender passivity."
By removing the shield, while still keeping the same sort of combat system you suddenly have more players play more aggressively. This was also enhanced by the regaining of health by being aggressive, so they doubled down on it. But beyond that you have the same combat, but the approach from players is different and thus the perception is different.
As a side note. Usually when players give a solution and they say "just do this" i think it's safe to say that they haven't thought about whatever idea they had much, nor scrutinized it in how it can affect the game in ways they didn't at first anticipate.
Been rambling on for too long though.