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Former Xbox executive: The game company no longer listens to the needs of players and causes masterpieces to fail.

2024-12-31 23:29:07|Myriagame |source:minecraft skins

This year's "Black Myth: Goku" and "Fantasy Beast Palu" have successfully succeeded, while 3A -level game masterpieces have failed in succession.Former Xbox executive Laura Fryer believes that the game industry has formed a foam, and many gamers no longer listen to the needs of players. Some developers even laugh at players who oppose or share different opinions.

前Xbox高管:游戏商不再倾听玩家需求 导致大作接连失败

Laura Frey believes that this is also the reason for the failure of 3A masterpieces such as "Hongxia Island", "Dragon Century 4: Shadow Student Guardian" and "Starming Special Attack".Laura Frey believes that in the bubble of the game provider, it is easy to make a mistake, "because you no longer know what they (players) want".

Game producers such as Todd Howard often interact with those well -known journalists and become friends, which also allows both sides to join forces to control the game industry.Gaming companies usually plan the bottom line a few months in advance, resulting in reporters' remarks and practices must meet their requirements.In the end, this caused the game industry bubble. The media agreed and praised everything by the game dealers, while fair feedback and criticism disappeared.

Laura Frey also talked about such a fact, that is, in the evaluation article of "Dragon Century 4", the "Return to Classics" was used, just like the copywriting given by the EA marketing department.She believes that the game company ignores the player's voice, and the surrounding reporters who are Wei Nuo Nuo never criticize them loudly.

This also allowed the game provider to focus on the addition of specific elements (such as DEI elements, etc.) that violates the needs of fans.For example, Ubisoft, none of their new works were successful. The producers admitted that Ubisoft did not understand the players and did not know how to contact them.

前Xbox高管:游戏商不再倾听玩家需求 导致大作接连失败