How Developers Can Extract Meaningful Player InsightsInitially, BioWare resisted the backlash against
Mass Effect 3, dismissing complaints as entitled demands. However, they soon acknowledged the legitimate concerns behind the criticism—many of which echoed issues identified during
game testing but were overlooked. Just months after launch, the studio released the
Extended Cut DLC, which expanded the endings to provide more closure and address player concerns.
This case exemplifies a crucial lesson for developers: constructive player insights—and rigorous
game testing—can lead to better game experiences. However, separating useful feedback from noise requires a structured approach. Here are some best practices for handling user feedback in
game testing and development:
1. Identify the Core Issues Behind ComplaintsIn post on BioWare’s forum addressing the issues with the Mass Effect 3 ending, Casey Hudson
noted that while developers actively monitor user feedback, he requested that players wait until a broader audience has experienced the game.
"We will be delighted to engage in a constructive discussion once more people have had the chance to play," he assured fans.
His request stemmed not only from a desire to avoid premature spoilers but also from the need to collect a more comprehensive set of feedback—and to ensure that the most vehement critics of the ending do not represent just a vocal minority.
Sean Murray faced a similar challenge following the release of No Man’s Sky. To shield his team from community harassment, the designer
rerouted all feedback emails to his personal inbox and categorized the senders into three groups:
- Those who had invested dozens of hours in the game,
- Those who tried it and returned it, and
- Those who had never played it at all.
It turned out that the majority of negative reviews came from the last group, making up as much as 90% of the overall criticism. The next largest group was composed of players who, in the very first week, had spent around a hundred hours on the game testing—feedback from these dedicated players was both actionable and necessary.
“For example,
37% of players were abandoning the game or facing issues with the inventory system,” the designer explained. “And that was something we could, and needed to, address.”
Nevertheless, caution is essential—blindly following every player request can be dangerous. Another guiding principle is needed to ensure that changes do not inadvertently worsen the situation.