The problem of game developers receiving abusive messages
31–40 of 174 posts
Re: The problem of game developers receiving abusive messages
#32Earlier quoted context omitted.
Did you read my comment? “Barring those so small they can’t hire someone to run interference,” Let’s both appreciate the moment.
You're assuming that game developers want to live in some sort of isolated ivory tower. Everyone I knew who got into the industry did it to share the joy that gaming brought them to other people. It's an explicitly social industry in that respect. Also, I don't know of a single place that can afford to run interference for every single dev. Even on the large AAA stuff I worked on we were lucky to have 1 or 2 marketin…
And when I say “run interference,” I mean “handle all public interactions for the product, which your devs shouldn’t be involved in at all, because they’re devs, not marketers.”
Re: The problem of game developers receiving abusive messages
#33Earlier quoted context omitted.
The first tweet they link to is directed at the makers of 'Firewatch', which doesn't have any in-app purchases at all. http://www.firewatchgame.com/ If Firewatch isn't safe, I'm not sure anything is.
The Firewatch devs took a public stand on the Pewdiepie drama and got hit in the head as a result. It went far beyond Twitter harassment and their Steam reviews got bombarded with negative reviews. The hate campaign they got has nothing to do with their development or business practices.
Re: The problem of game developers receiving abusive messages
#34"I want [something] and I want it now." This is what I hear from reading most of those angry tweets/comments. Sadly, sometimes they are simply shouting because the game is not what they were hyped about. Maybe we are over-hyping games to get pre-orders in? I remember a time when the first time I heard about a game was when it was actually on the store shelves (good ol' boxes). Now there are dev-blogs and the likes ye…
Re: The problem of game developers receiving abusive messages
#35I don’t understand what forces devs to participate directly in this public discourse. Barring those so small they can’t hire someone to run interference, why precisely are you publicly interacting with your customers? Anyone who works with the mass public, be they cashiers or physicians, knows damn well that the Public is terrible. Don’t give them a hotline into your head.
Re: The problem of game developers receiving abusive messages
#36If this is such a problem, how about making a game that teaches people to show a little class instead of yet another 8-bit remake for supercomputers? Reminds me of that Don Daglow talk[0] at GDC Europe where he basically told them that Americans are idiots and how to cater to that. I would like to think that most people would do something less cynical if they had come to the same conclusion -- like Wozniak[1] did. [0…
Are you serious? This will get you labeled as a "SJW" and then the crazies will DEFINITELY flock to you and try to Dox you. That's the easiest way to get a target painted on your back.
If there's one thing on the internet that is dangerous, it is deciding to have social commentary in today's political environment.
Re: The problem of game developers receiving abusive messages
#37I don’t understand what forces devs to participate directly in this public discourse. Barring those so small they can’t hire someone to run interference, why precisely are you publicly interacting with your customers? Anyone who works with the mass public, be they cashiers or physicians, knows damn well that the Public is terrible. Don’t give them a hotline into your head.
Games have credits. Developers have Twitter accounts. Devs are excited about their work, share what they are working on. The devs are not seeking these interactions at all.
Re: The problem of game developers receiving abusive messages
#38Earlier quoted context omitted.
You're assuming that game developers want to live in some sort of isolated ivory tower. Everyone I knew who got into the industry did it to share the joy that gaming brought them to other people. It's an explicitly social industry in that respect. Also, I don't know of a single place that can afford to run interference for every single dev. Even on the large AAA stuff I worked on we were lucky to have 1 or 2 marketin…
I’m assuming no such thing. I’m saying this is a “have your cake and eat it too” issue. Either you’re accessible to millions or you arent, and that choice comes with benefits and drawbacks. If one can’t handle the drawbacks of being publicly accessible to millions, one should go to great pains to prevent that, rather than lamenting the inevitable - and I do mean inevitable - long tail of jerks. And when I say “run in…
Re: The problem of game developers receiving abusive messages
#39He warned me that depending on the approach, even implying that I thought certain types of games or monetization weren't the worst thing since cancer could result in hate mail, doxxing, death threats to myself and my family, etc. He had been through that experience and wanted to warn me against it.
Despite being involved in some very popular f2p mobile games, the worst abuse I've had was someone sending me a DM on Reddit saying I should get cancer.
I don't really know what, if any, the solution here is. I've been able to ignore the worst of what I've taken because it's been pretty mild compared to what's possible. It makes me wonder - if I were the public face of a game that really, really pissed off the trolls, would I be able to emotionally handle the result? I have no idea and I don't want to find out.
Re: The problem of game developers receiving abusive messages
#40I don’t understand what forces devs to participate directly in this public discourse. Barring those so small they can’t hire someone to run interference, why precisely are you publicly interacting with your customers? Anyone who works with the mass public, be they cashiers or physicians, knows damn well that the Public is terrible. Don’t give them a hotline into your head.
edit: And there's also the matter of games with live service components, where you're in a state of constantly tweaking the game based on feedback, potentially for years.