I have not really been keeping up with this topic but here's my 2 cents I guess
It's quite simple why the feedback is not what it used to be. The feedback plugin is cool and all but it fails in more than one way.
it's apparent to me that providing feedback WHILE playing is a detriment to both gameplay and feedback.
back in the days, it used to be that people would just play the map and leave feedback later on in map threads. playtime and feedback were 2 distinct things. While less immediate, this was a good way for people to take a step back and think about what they experienced during tests which ultimately led to more elaborate/thoughtful feedback. The way it's done now, people can just leave a feedback annotations and never have to worry again about their half baked ideas.
the other thing about feedback is that it's text based and unidirectional in nature. Actual discussion during playtime will be much more beneficial than having individual mappers !fb-ing in scattered areas.
Now for the good part!
what to do when feedback is shit:
don't wait on feedback to make your map great. if you want to make a great map, just make the map you want to play, make the map that will foster the gameplay scenarios that you find interesting, create new and exciting opportunities for players.
wild tangent: notice how no amount of feedback can give you any of this? feedback is grossly overrated. Now is a good time to question whether your craving for feedback is misplaced or not but I'm telling you, feedback does not develop great maps, individuals with goals do.
If you have any idea of what it is you would like your map to do, let that guide you. "how do I want this to play", "how do I want this to feel", "does this element of my map contribute to what it is I am looking to do" these are very easy questions that you can answer by yourself (and more importantly, that others can't answer for you, unless you are a terrible spineless mapper). strong goals, strong maps.
and that's that!
It's quite simple why the feedback is not what it used to be. The feedback plugin is cool and all but it fails in more than one way.
it's apparent to me that providing feedback WHILE playing is a detriment to both gameplay and feedback.
back in the days, it used to be that people would just play the map and leave feedback later on in map threads. playtime and feedback were 2 distinct things. While less immediate, this was a good way for people to take a step back and think about what they experienced during tests which ultimately led to more elaborate/thoughtful feedback. The way it's done now, people can just leave a feedback annotations and never have to worry again about their half baked ideas.
the other thing about feedback is that it's text based and unidirectional in nature. Actual discussion during playtime will be much more beneficial than having individual mappers !fb-ing in scattered areas.
Now for the good part!
what to do when feedback is shit:
don't wait on feedback to make your map great. if you want to make a great map, just make the map you want to play, make the map that will foster the gameplay scenarios that you find interesting, create new and exciting opportunities for players.
wild tangent: notice how no amount of feedback can give you any of this? feedback is grossly overrated. Now is a good time to question whether your craving for feedback is misplaced or not but I'm telling you, feedback does not develop great maps, individuals with goals do.
If you have any idea of what it is you would like your map to do, let that guide you. "how do I want this to play", "how do I want this to feel", "does this element of my map contribute to what it is I am looking to do" these are very easy questions that you can answer by yourself (and more importantly, that others can't answer for you, unless you are a terrible spineless mapper). strong goals, strong maps.
and that's that!
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