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如何处理游戏消极评论的10大建议

发布时间:2014-01-09 16:30:43 Tags:,,,,

与那些刚刚阅读了别人提交的有关自己游戏的负面评价的人一样,我也很想双手穿过电脑显示器狠狠地勒住对方的脖子,但是我们并不能这么做,因为这是犯法的呀!问题是,与大多数职业或你之前所从事过的任何工作一样,当你做出改变后总是会从任何地方跳出一些持消极态度的人致电你们搞死,说这是绝对的垃圾。尽管你很想狠狠地对这个人做些什么,但是你却什么都不能做,因为你就是公司的代表,而你也希望能够呈献给其他忠实用户一个好形象。我的意思是,不要让一只苍蝇坏了一整锅粥。当这种情况出现在一般游戏反馈时,道理也是相同的。

game advice(from rpgmaker)

game advice(from rpgmaker)

关键是,不管你如何认为自己的游戏取得了巨大的成功,真正的事实在于:你怎么想一点都不重要;别人的看法才是决定你的项目成功的关键。当游戏一经发行,你将会一直收到各种有趣的评论,甚至是在猴戏发行后好几年,你已经埋头于游戏续集或其它新游戏时,你也还能看到一些新评论。尽管通常情况下大多数评论都是积极的,就像“哇,这看起来很酷”或者“我真的很喜欢你们的图像设计,”但是你也一定会收到一些让人不快的评论,如“这款游戏简直糟糕透了;显然你们并没有方向感;”或者“我宁愿去玩***游戏”。这种情况总是会发生的,而这里的关键就在于你如何处理它们,这将是你整体成功的决定因素。你要记得,他们只是一些言语;它们不会在生理上对你造成伤害。为了处理这种类型的事件,你必须要获得强大的支持,特别是来自伴随着名气的增长而出现的粉丝们。所以,当你需要面对这样的负面评论/反馈,而你正思考着是否要让心里的那头猛兽去教训下这些无知的家伙—-那么在你做出一些冲动的决定前,我希望你能够听听一些有价值的建议。

1.永远不要失去冷静:

这点很重要。不管别人说了什么,不管这些言语多么肤浅或多么伤人,你都应该保持冷静并不能在公共场合对对方做出反击。如果你发火了,你就输掉了。如果你恼火地做出了回应,你的声誉可能会很长一段时间受到伤害,并很难恢复。(游戏邦注:你可能还会遭到来自网站工作人员的指责,如警告,禁号等。)

2.忽视它就好:

“沉默是金”,这一格言也适用于这里。有时候,最好的方法便是忽视一切,甚至不要给它再次出现的机会。(当然,这么做你也有可能因为不能迎合粉丝的需求并略过一些对自己重要的反馈而破坏游戏的声誉。)

3.有求必应:

公众总是希望能够得到你的答复,所以你能够提供给他们所有问题的答案就再好不过了。不可能回复任何人是可以理解的,但是你应该尽可能尝试着回复更多人。这并不意味着你需要回头去“修改”游戏以满足用户某些类型的标准,但向人们解释为什么你这么做并承诺他们将在某来的某些领域做出完善也是一种有效的解决方法。打个比方来说吧,你现在身处专业运动队的记者招待会,你是他们的教练,你知道你们的团队当晚表现非常遭。那么你会怎么做?你要回答媒体提问的有关团队当晚的表现以及在下一次比赛中是否能够表现得更好等问题。你可能不会做出回答或听从他们所说的,但至少你要与他们分享可能的改变从而在这期间让他们感到满意。

4.做出修改:

当然了,如果你从很多人那边发现了有关游戏的同样带有建设性问题,你将会非常困扰,甚至晚上都睡不着觉,在这之后你应该做的最佳行动便是回头去修改游戏,并重新发行。在完成游戏后多次回头修改游戏并没有什么错。我的意思是,大多数商业游戏都会在游戏发行后再推出补丁,附加组件甚至是可下载内容,所以回头许修改许多人所指出的问题并不是什么可耻的事。相反地,这么做将帮助你的游戏变得越来越出色!

5.留到下一次:

你可能已经完成了当前的项目并想要做些其它事。这并没错!你只需要接受任何有帮助且具有建设性的评论,并告诉所有人你将在下一款游戏中使用这些机制。许多这些类型的评论将对你下一款游戏的成功做出贡献,并帮助你更好地完善下一个项目。

6.利用一些积极评论去抗击那些消极评论:

我们之前所提到的全都是关于如何回应这样的消极评价与反馈—-而积极评价呢?有时候,你只需要想着“嘿,这个人喜欢我所做的,他觉得这刚刚好。我不需要做出任何改变或修改任何内容,因为如果这个人喜欢它,那么其他人也有可能喜欢它。”如果你发现你的游戏的积极评论远远多于消极评论,这便意味着你做得对的几率大于错。

7.往好处想:

所有的这些消极看法就像旋窝般打转着。比起想着这些糟糕的想法,为什么我们不往好处想一想呢?想想你最近获得的成就:你刚刚完成一款游戏,或者一个演示版本;只是人们注意到你的游戏,并在谈论你的游戏(不管是积极还是消极);至少你获得了一些额外的关注!这就很棒了!你应该多想想一些积极的事,这也将帮助你扭转不幸。

8.尊敬前辈:

如果你再看一眼一些评论者,你便会特别专注于那些做出评论或自己也发行了一些游戏的人。与那些在网站中随处晃荡几周而自己什么都未做过的人不同,这些人知道自己在说些什么,所以你应该认真听取他们的反馈。此外,大多数这样经验丰富的“老兵”在之前也有过与你同样的经历,所以他们只是想通过这些评论去帮助你做得更好。

9.你疯了吗?高兴点,然后

现在你还会想要冲向消极评论者?好吧,这时候我会建议你去做做运动!我知道,在这里并非所有人都想要晒晒太阳,但是你需要尽可能地去释放消极的紧张感,而不要将其发泄在游戏界面的评论中。此外,当你回头再看那些评论时,你将会发现自己已经没有力气生气了。

10.卸下负担:

不喜欢与一群狂热粉丝交谈?那么你可以做一些其它事去发泄自己的情绪。如此,当你再次回到游戏评论区,你将会恢复精神,并以一种完全不同的心态去看待它们。

批评其实是帮助你明确哪块领域需要完善,并看清自己的整体优势以及游戏是否平衡的有效过程,如果你所看到的大多数评论都是积极的,那么你的游戏便取得了成功,而你应该继续创造出这样的新游戏。而如果你所看到的评论大多是消极或不冷不热的。那你就需要吸取最好的建议并在下一款游戏中更努力地做出完善。不管怎样,建设性批评的优点总是大于缺点。

本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

GAMING ADVICE WITH PROFESSOR KNOW-IT-ALL: HOW TO DEAL WITH NEGATIVE CRITICISM / FEEDBACK

Uh oh! Looks like somebody just finished reading a negative review that just got submitted for their GAMMMMEEEEEE!!! As much as we would absolutely adore the relinquishing fact to put both our fledgling hands through the computer monitor (or cellular / tablet devices for all you hipsters out there) and strangle the ever-loving life out of that person who wrote that shitty review and beat them senseless with a foam rubber baseball mallet, the simple fact is that we can’t do that – because it is ILLEGAL! (Also, you’d probably go to jail.) The thing is, like most forms of employments or any line of work you happen to do on the front lines or in the field, there will always be that negative nancy that will come out of seemingly nowhere during the end of your shift and call the company out for what it is: absolute garbage. And as much as you would WANT to do something to that person and kick his balls in, you can’t because you represent the company what the utmost of integrity and you want to display a wholesome image to the rest of your loyal customers. I mean, no point if having one bad apple spoil the rest of the bunch. And when it comes to general game feedback, the same rules apply.

The thing is, no matter how much you may think you’re game is a global success story and you tread the holy ground it walks on, the fact at the end of the day remains: it doesn’t matter what YOU think; it matters what THEY think that determines the overall success of your project. And with that, you’re generally going to get all sorts of interesting comments throughout the time your game is released, even to the point many, many years later down the line after you’ve released it, done a sequel / spin-off or a whole new game in general. And although most of the comments are usually positive, like, “Whoa, this looks cool” or, “I really like the art design you used,” you’re also bound to get some pretty distasteful ones as well, usually from trolls who are just out there to make a scene of things, such as the usual “This game SUCKS; you clearly have no sense of direction;” and, “I rather go play ‘such-and-such.’” The point is these types of things happen. And how you deal with them will determine a major part of your own overall success. Remember – they are just words; they can’t physically harm you. You need to have a strong front in order to deal with this type of stuff, especially from your fans as your own popularity grows. So, if you’re ever faced in dealing with a negative comment / feedback and you’re thinking of letting your inner beast out to teach those fools a lesson – why not listen to some of my valuable pointers before you act on those urges and break something that you might not be able to pay for afterwards.

Besides, you don’t ever wanna go “full retard”.

#1 – NEVER Lose Your Cool:

This is important. No matter WHAT anyone says, no matter how shallow or extremely hurtful it can be, you should never lose your cool and lash back out at the public for playing / commenting on your game for any standards. If you do, you’ve already lost the battle, and probably the entire war too. Depending on your response, your reputation could be damaged for a long time to the point of no recovery. (And you may face stiff punishment from the site staff, too, like a warning, minor suspension or a ban.)

#2 – Just Ignore It:

“Silence is often golden,” and that very phrase also applies here. Sometimes, the best thing to do is just ignore everything and not even give it a second opportunity to rear its ugly head. (Of course, by doing so, you may also damage your game’s reputation by not catering to fan’s demand and weed out some of the more important feedback for yourself.)

#3 – Be Responsive:

Your general public are going to want some answers from you, so it probably be best if you could provide some answers to all that feedback yourself. It’s understandable that you can’t answer to everyone, but try to respond to as many of them as you can. That doesn’t mean you have to go back and physically “fix” your game to meet those types of standards; but it’s also a nice simple solution to explain to people why you did things a certain way and promise to improve on certain areas in the future. It’s like you’re at a press conference for a professional sports team and you’re the coach for it and you know that your team played pretty bad that night. What do you do? You answer questions to the media about how the team played and how they can play even better for the next game. You may not do or listen to what they have to say, but at least you’re talking to them about possible changes to satisfy them for the meantime.

#4 – Fix It Up:

Of course, if you’re getting the same constructive problem about your game by many people of the sorts and it’s bothering you to the point that you sometimes can’t sleep at night then the next best thing to do is to go back and fix your game up and re-release it again. There’s nothing wrong with going back and fixing your game multiple times over once you’ve finished. I mean, most commercial games release patches, add-on’s and even DLC once a game has been completed, so there’s no shame in going back and fixing many of the problems that people have been pointing out over. Besides, it shall make your game 1000x times better than it ever was before!

#5 – Save It For Another Time:

You might already be well-spent on your current project and wanting to do something else. Well – that’s okay! Just take whatever helpful, constructive comments you have and tell everybody you’ll think / apply most of these mechanics for the next game. Besides, a lot of these types of comments may be beneficial for the next game’s success and make your next project even better.

#6 – Use Some Positivity To Silence Those Negative Blues Away:

So all we’ve talking about is how to respond to negative comments and feedback – but what about the positive ones? Sometimes, you just need to sit back and go like, “Hey, this one person liked what I did and he found it to be just fine. I don’t need make any changes or fix anything because if this guy likes it than other people probably like it too.” If you find that your game has more positive comments about it than more negative ones, then that means you probably did mostly right than wrong.

#7 – Think Happy Thoughts:

All this negativity stuff swirling around… Instead of thinking of such vile thoughts – why not think about things on the bright side for a change? Remember, think of your recent accomplishments: You just finished a game, for one (or a demo); at least people are talking about your game whether it is positive or negative – that’s good; and you’ve also earned a ton of extra makerscore! That’s great. Just think about all the positive things you’ve done and that might turn your misfortunes around.

#8 – Respect Your Elders:

If you take a second glance at certain commenters, you may want to especially focus on those who have reviewed or have released a bunch of game’s themselves. Unlike random people who have just been around the site for a few weeks and haven’t really done much themselves, these people know what they’re talking about, and you SHOULD listen to their feedback the best you can. Besides, most of these experienced veterans have been through this song-and-dance before and they just wanna help you out through it too, so you can become better at what you do.

#9 – U Mad? Well, Get Glad, Then:

Still feel like punching somebody out? Well, that’s what good exercise is for! I know that not everyone in this class is a fan of getting some much needed sun, but whatever you can do to release some of that negative tension and not release that very same on your gamepage comments would do you a world of wonders. Besides, by the time you go back to browsing through those comments, you’ll be so tuckered out you’ll have no inner rage left in you to do anything.

#10 – Take A Load Off:

Don’t feel like talking to a bunch of winers / fan-boys, fan-girls? Then just kick up your feet on the coach; grab a cold, frosty one, and do something else for a change that is completely ten feet away from gaming. This way, by the time you come back to it all, you’ll be so refreshed and in a completely different mindset that you don’t mind dealing with the odd comment or two.

Criticism is definitely a very helpful process in determining on what areas you need to improve on, your overall strengths, and how your game faired during the end of things. If, for example, that most of the comments listed were mostly positive, then your game was a success and you should keep on making your next projects more like that one. If the comments were mostly negative or lukewarm at best, you should probably take the best advice you can and try again harder for your next game to improve those lackluster scores. Either way, constructive criticism is more “right” than “wrong” when it comes down to it.

Not everyone can deal with handling such downbeat comments after working on something that they’ve enjoyed so much only for their own perceptions of it to be shattered; it’s hard hearing the truth, sometimes. But remember that part of the whole gaming development process is like you’re a salesman trying to sell a bunch of people a car from the showroom. If they don’t like a certain particular feature about that car, they’ll let you know. And being the salesman, all you can do is take their comments and fix it to meet their demand and keep your customers happy. Your game will never be perfect in the eyes of everyone. But the more positive reviews than negative ones that you get the better the overall product will be.(source:rpgmaker)


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