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john_strinlaiyesterday at 3:45 PM22 repliesview on HN

>Ignore feature requests — don't build what users ask for; understand the underlying problem instead

not quite in the same area, but this advice reminds me of blizzard and world of warcraft. for years and years, people requested a "classic" WoW (for non-players, the classic version is an almost bug-for-bug copy of the original 2004-2005 version of the game).

for years and years, the reply from blizzard was "you think you want that, but you dont. trust us, you dont want that."

they eventually caved and launched classic WoW to overwhelming success. some time later, in an interview, ion hazzikostas (the game director) and holly longdale (vice president & executive producer), admitted that they got WoW classic very wrong and that the people "really did know what they want".

anyways, point being that sometimes the person putting in the feature request knows exactly what they want and they have a good idea. while your default mode might be (and perhaps should be) to ignore feature requests, it is worth recognizing that you may be doing so at your own loss. after all, you might not not be able to fully understand every underlying problem of every user of your product -- but you might understand how to code the feature that they asked for.


Replies

amatechayesterday at 10:58 PM

Asking for WoW Classic isn't a feature request, that's asking for an entire game. People asking for it want to go back to how WoW was a decade+ earlier. The issue about "ignore feature requests" is talking about features for the existing software that distract from the overall goal/purpose of the software.

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latexryesterday at 5:03 PM

I have been in situations where a user makes a feature request and I don’t think it makes sense, but because they’ve been polite and understanding I decide to take the time to explain exactly why it wouldn’t work, but while doing so I basically rubber duck and come up with solutions to the problems I’m describing (which the user hasn’t foreseen yet). Sometimes that ends with me discovering yet even stronger reasons to not implement the feature, but other times it makes me delete the whole reply and work on it instead because I have worked it out. Sometimes doing so ends up taking less time than writing the full reply. Often the feature ends up being even better than what they originally requested.

In contrast, if a user has been rude, entitled, and high maintenance, I may end up not even trying to reply in the first place because I know they’ll just be combative every step of the way, and giving them what they want just makes them demand more, seldom being appreciative. These tend to be users who want something a very specific way and refuse to understand why the thing they are asking for is profoundly selfish and would shit the interaction for everyone else to satisfy their own desire. So I don’t do it.

This has been a bigger sidetrack than I originally intended. I guess the moral of the story is don’t be a prick to the people you’re asking something from.

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thewebguydyesterday at 4:11 PM

To be fair on the Blizzard example, I think Blizzard could have also made the player base just as happy by, doing as your quote said, understanding the underlying problem.

It wasn't only a "we want WoW classic bug for bug," it was "the modern game has become so unrecognizable that it's basically WoW 2.0, you ruined it with the modern systems"

Blizzard could have rolled back LFR/LFG, class homogenization, brought back complicated and unique talent trees, remove heirlooms, re-add group guests and world mini-bosses, remove flying, etc. and players likely would have been happy.

Classic will only save them for so long without them making new content, but using classic's systems. So in a way, I think the point still stands, you have to understand what the underlying problem is. Users do generally know what they want, but they don't always know how to ask for it.

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sfinkyesterday at 5:01 PM

Users usually don't know what they really want. But neither do developers or product managers. The "understand the underlying problem" part is hard, and easy to convince yourself of incorrectly.

There are also shallow wants and deeper wants. I don't have the experience to know, but my guess is that classic WoW was more of a shallow want, where people were very happy to get it, but the deeper want was more about a style and feel of gameplay. The players would be happier with new stuff that kept the magic of the classic game, but they justifiably knew they couldn't trust Blizzard not to add anything without messing it up. So the only practical way to satisfy the desire was to just roll back all the way to the classic version.

In a perfect world, some designer would come along and incorporate carefully selected bits and pieces of the new version, probably with some novel changes to balance it out, and end up with something superior to both classic and new WoW. But that would be really hard to get right, and distrusting players would fight it (with very good reasons for their suspicion), and you would have a giant mess of different people claiming that they know what to keep and what to discard, except nobody would agree on the same things, etc.

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antidamageyesterday at 10:10 PM

Runescape has a similar thing going on. What everyone's not understanding is not that improvements are bad, lots of the player base also want to see games evolve. It's just that a significant proportion of the audience also like The Old Thing and they're often more engaged as an audience in the first place.

You hear this story over and over about every kind of software.

There are two audiences every successful developer needs to cater to: the "I wish this did X, I want new features" side and the "I liked it the way it was" crowd and they're distinctly different groups.

For a long time I produced a popular technical art asset for video games and even I realised I needed to include every single version of the tool with every single installation. If a developer has to go and find out how to get "the right version" at all then I'm 90% likely about to lose a user.

Focusing on the "we did this right just keep going like that" and really understanding WHAT you did right and WHAT people like is really important. It's really hard to be impartial when you made the world rather than consumed it, but always take the win.

IncandescentGasyesterday at 5:32 PM

The counter-example, in classic MMO terms, is Ultima Online adding non-PVP game instances in response to player feedback. Without the dramatic threat of PVP conflict at most times, UO was less emotionally engaging. The non-PVP players were bored without the emotional excitement (stress, danger, whatever) of ad hoc PVP. The PVP-focused players were bored when all the reputational mechanics became more or less meaningless in a world only occupied by PKers.

The release of Arc Raiders captured that original UO social dynamic perfectly. Players flooded forums with requests to make PVP optional. In that case, the devs knew better than to listen.

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asukachikaruyesterday at 10:07 PM

Similar thing happened to Diablo II recently as well. Blizzard added a new class and couple of quality of life updates, after not touching it for over two decades other than the pretty authentic resurrected remake. Some of the QoL updates such as loot filter are very long overdue (integrated by competitors and have been asked by the community for years). Blizzard even sent surveys looking for player opinions about further updates for this 25 years old game. All these while D4, the one that should be their flagship product has its expansion announced. I believe there is something other than nostalgia that makes D2 superior than all successors. I don’t believe current Blizzard is capable of adding contents without breaking that authenticity though.

treetalkeryesterday at 4:05 PM

I'm not a WoW player, so perhaps speaking out of turn — but doesn't that example show that users know what extra features they don't want, not extra features they do?

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manoDevyesterday at 4:13 PM

That's reinforcing the author's point: the classic game already existed, users just wanted the same game with some maintenance updates - not a new game with new features.

In this case it was the producers (not the users) that were wrong in wanting to throw away something that already worked.

I believe his point isn't exactly about users not knowing what they want, but instead the tension between evolutionary design vs. "keep piling features".

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allthetimeyesterday at 9:46 PM

As always the answer is… both. We make things that people didn’t know they wanted, and then they have good ideas about them that we didn’t think of. A truly great product finds the balance between developer creativity and user satisfaction

Waterluvianyesterday at 6:44 PM

I think there's possibly more to it. Many, many years passed and the people asking for it changed over time. There's a big difference between, "I wish I could go back 4 years and re-experience it all" and "I wish I could go back 20 years and re-experience it all."

I also wonder if maybe they were generally correct. What percentage of people asking for WoW Classic back in the day actually ended up there?

It's kind of like if my dad encouraged me at 17 to get a minivan because I'm going to want a minivan. And then I'm 35 with kids and I get a minivan and he says, "see? I was always right!"

Another way of reasoning about it is to reframe it as a shared problem: "What should we do with the resources we're committing to WoW?" "Do WoW Classic!" probably was a wrong answer for a long time if the goal is to make the most people happy (and make the most money) rather than make the loudest people happy. This quickly gets into how users (especially tech savvy ones) generally have no clue how things work and have zero sense of the associated cost. WoW was constantly full of people with quick opinions on how hard it should be for a multi-dollar company to do certain things. No appreciation for the mythical man-style difficulties associated with distractions and pivots and whatnot.

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lithobrakingyesterday at 5:48 PM

On this note, I'm seeing this pattern crop up in retail WoW addons. (It's maybe an even more literal interpenetration of the title.) Many of the newer addons are heavy vibe-coded due to last-minute WoW API changes, like ArcUI.

The addons have _so_ many ways to customize displays that their configuration menus look like lovecraftian B2B products with endless lists of fields, sliders, and dropdowns. I hear a lot of complaints from raiders in my guild about how hard it is to put together a decently functional UI. I wonder if these tools are allowing and/or causing devs to more easily feature creep the software that we build.

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matthewkayinyesterday at 3:57 PM

This is a good point, though maybe means that "understanding the underlying problem" requires a degree of humanity.

I think it's fair to say that Blizzard at a certain point went corporate and "lost the plot", so they thought they knew what people wanted, even though they really didn't (don't you guys have phones?).

bheadmasteryesterday at 3:56 PM

Same with Old School RuneScape.

Jagex thought they knew better than the players what the game should look like, and overhauled the whole game to the point it was unrecognizable. It took a massive loss of paying members to get them to finally release 2007 version of RuneScape back.

Even now, OSRS has double the amount of players that RS3 has. Lol

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hnfongyesterday at 7:27 PM

The irony of your WoW example is that "retail" WoW basically evolved by Blizzard adding features in response to player feedback where each step when viewed individually seemed reasonable.

And eventually the situation got so "bad" that players realized they actually didn't want any of this (a lot of people have lengthy commentaries on how more in-game friction somehow makes the game better), and then the demand for Classic actually became overwhelming. And even so, I'm not sure Classic consistently has more players than Retail. Probably just two different player bases.

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devinyesterday at 4:33 PM

This reminds me of Origin Systems and Ultima Online. The number of player-run shards over the years promising Classic UO gameplay and the number of player hours spent on them is enormous.

Shankyesterday at 4:10 PM

I would actually argue that Classic WoW and OSRS are not good examples. These games already existed. For OSRS, the mass cancellation of subscriptions immediately following game updates was a clear wallet vote. Most feature requests aren't asking for the return of something people already liked.

Classic WoW is also not as successful as OSRS, which is why they're exploring Classic+. Even OSRS, which was born on nostalgia, also gets significant new content updates (albeit polled).

jayd16yesterday at 4:35 PM

I think a large part of that is that Classic Wow is possibly not in the business interests of the bean counters. If it's classic, you can't sell new expansions, new MTX etc. I don't know how honest Ion was about the actual reasons Classic didn't happen sooner.

Still, by volume, there are thousands of examples of bad ideas and feature requests on the wow forum too.

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sidewndr46yesterday at 6:03 PM

But they didn't actually build WoW classic. They just built another version of the game. Gameplay wise it is drastically different.

Economics & business wise it is very simple while it is popular: monetization.

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AberrantJyesterday at 3:58 PM

That's also a good case of the difference between a "Yeah, it'd be cool if you added this feature for free" type of feature request vs "I'm actively paying a company making a hack version of what I'd like from you - would you please let me pay you instead - for the love of god, please please please take my money?"

pphyschyesterday at 5:44 PM

The "underlying problem" here, for Blizzard, is shareholder value, and they understand it well. The decision to dedicate developer resources to re-releasing old content is driven by careful assessment.

In most cases it's probably driven by falling new player acquisition numbers, and so the equation switches to favoring player retention or luring back veteran players.

Every profile of player has their own preferences (some just want to see big boob textures, etc.) but that doesn't mean they are driving product decisions, except in the case that this demographic becomes core to the business model. But it has nothing to do with the particular preference.

JackSlateuryesterday at 6:44 PM

And the underlying problem is that newer world of warcraft sucks, no ? So when people ask "give us wow classic", what they really want is "give us a nice version of the game"

And the team failed to do that multiple times

Is this wrong ? Probably

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