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		<description>I absolutely agree that the example table given in the article can be initially misleading, but that does not mean it is not useful; like was mentioned, it simply needs to be better presented. 

But that is an aside to the main point that QA needs to be allowed to give subjective feedback to the design team, assuming it is of course constructive. I think many crappy games could have been saved if QA had this oppurtunity along with the data to support them. 

Perhaps too many developers believe QA to be disposable or simply "too negative" (both of which I have heard personally).  This perspective is only accentuated by companies where QA happens to really be disposable which only engenders testers to have no personal interest in the game they are testing.</description>
		<content:encoded><![CDATA[<p>I absolutely agree that the example table given in the article can be initially misleading, but that does not mean it is not useful; like was mentioned, it simply needs to be better presented. </p>
<p>But that is an aside to the main point that QA needs to be allowed to give subjective feedback to the design team, assuming it is of course constructive. I think many crappy games could have been saved if QA had this oppurtunity along with the data to support them. </p>
<p>Perhaps too many developers believe QA to be disposable or simply &#8220;too negative&#8221; (both of which I have heard personally).  This perspective is only accentuated by companies where QA happens to really be disposable which only engenders testers to have no personal interest in the game they are testing.</p>
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		<description>While I fully agree with you, and already implement a system whereby we look at what players / need / as opposed to what they say they want, I think the table in that particular example is particularly misleading. 

I think an earlier poster is correct in saying that the data, the table, and the information surrounding these minigames needs to be better presented before making a determination. For example, I remember "Gems" from EQ; yes, the minigame was complete and utter poop, but I constantly ran across players who had never heard of it nor did they know how to access it. 

I think direct feedback is even more important in a case like this. I've seen companies like Turbine and Blizzard directly ask the player base to go test out a feature and return to fill out a questionnaire regarding the feature in question. I certainly think a table like the one above should immediately spawn - at the very least - a request for more feedback from the player base. I think it's going too far to draw any conclusions, though, before knowing the whole of the situation.

Again, I agree with you wholeheartedly. I just think this particular example was slightly misleading.</description>
		<content:encoded><![CDATA[<p>While I fully agree with you, and already implement a system whereby we look at what players / need / as opposed to what they say they want, I think the table in that particular example is particularly misleading. </p>
<p>I think an earlier poster is correct in saying that the data, the table, and the information surrounding these minigames needs to be better presented before making a determination. For example, I remember &#8220;Gems&#8221; from EQ; yes, the minigame was complete and utter poop, but I constantly ran across players who had never heard of it nor did they know how to access it. </p>
<p>I think direct feedback is even more important in a case like this. I&#8217;ve seen companies like Turbine and Blizzard directly ask the player base to go test out a feature and return to fill out a questionnaire regarding the feature in question. I certainly think a table like the one above should immediately spawn - at the very least - a request for more feedback from the player base. I think it&#8217;s going too far to draw any conclusions, though, before knowing the whole of the situation.</p>
<p>Again, I agree with you wholeheartedly. I just think this particular example was slightly misleading.</p>
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