I've seen a lot of folks online who think they can teach developers how to develop, but I didn't imagine the problem was so bad in face-to-face interactions.

As spotted by Game*Spark, Tokyo Game Dungeon’s official X account made a statement on May 5 saying that despite the organizers’ efforts to raise awareness about the issue of “preachy dudes” over the past two years, they still haven’t been able to eliminate the problem at their events. According to their definition, “preachy dudes”(jp: sekkyo ojisan) are people of any age and gender who find it acceptable to badger developers with condescending, unsolicited “advice” on their abilities and work.

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[+] 102 points 6 months ago (10 children)
  • [–] 11 points 6 months ago* (last edited 6 months ago) (7 children)

    Well, yeah? That's not really their job. All users did is buy a thing, they didn't also sign up to be free QA.

    Edit: this adage is used to say explicitly what I am meaning. I didn't get that, whoops.

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  • [–] 19 points 6 months ago (5 children)

    The point is that some users like acting like QA, having an active role in the development of a game. And an easily persuaded developer might assume they ought to cater to the feedback they receive, but the adage is meant to signal to developers that they should take their user's feedback with a grain of salt. It stands in opposition to another adage: "the customer is always right."

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  • [–] 7 points 6 months ago (2 children)

    Okay, that makes sense. I understood the article, but I was missing context on how that adage is used. If it's meant to say "don't let the user design the solution for you" instead of "user feedback is useless unless they suggest solutions", then that's great!

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  • [–] 7 points 6 months ago

    The article is saying that's what the users are doing, and the developers don't want them to.

    To rephrase, tell us what doesn't work, but don't tell us how we should fix it. We'll figure out an appropriate fix.

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  • [–] 1 point 6 months ago

    In my experience, it’s much better to watch and listen to your playtesters as they interact with the game rather than listen to what they have to say afterwards. Always try to get a recording of them playing the game.

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