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Fuller: The Customer Is Always Right

Posted Sep 09, 2009 by Dana Massey

Fuller: The Customer Is Always Right

Developers need to listen more closely to their players, says Fuller in this week's column. He looks at how the process works and what can be done to improve it.

Garrett Fuller

Back in the dark ages of pen and paper RPGs we had Dungeon Masters. If you have never heard that term basically that is what a game designer is today, a Professional Dungeon Master. When you played Dungeons & Dragons you were most likely friendly with your Dungeon Master. If the game took a turn for the worse or the DM did something that was unfair, you could stand up at the table and say, “WTF!?” (although, that term had likely not yet been invented yet). They had to answer right there on the spot. Whether the answer was good or bad they were held accountable for the decisions made in their game as the developer of that world. Somehow the problem got worked out for better or worse in the game and most times you continued playing.

Read it all here.

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