The Reason Why Bad Feedback is Good – Always

I previously wrote about seeking criticism and yesterday I got a comment about improving website that started as “You are not going to like this but…” (and then some criticism – and good points)

I want to say that, that’s exactly what I like. If people give me bad feedback, I can improve something. If I only hear “yeh, looks good” from friends, I would never know what people would really think about the issue.

Listen to bad feedback, and improve. This works not just for games or websites, but life and work in general. Ask for the feedback, ask what’s bad. Be specific. Listen to what’s being said and think of how to improve.

7 thoughts on “The Reason Why Bad Feedback is Good – Always

  1. >Is there some way I can make it clearer to prevent others from thinking the same thing?”

    I found that starting a Blog and slagging them off worked quite well…

    ;)

  2. Certainly listening to criticism (and self-criticising in a positive way) is my life philosophy and it’s working pretty well so far. Sometimes (like in the gibbage example) when someone offers something that is “quite simply wrong” it is still worth considering “Why did they think that? Is there some way I can make it clearer to prevent others from thinking the same thing?”

  3. Btw – would it be possible to have an “easy” mode or “wacky” mode in Gibbage? Maybe let players to adjust the powercube frequency?

    The next iteration will let you control this, but it’s more complicated than you’d think: it took me weeks to get a workable.

    Essentially, the power cubes could be more frequent, but the amount by which they change your score would have to go down (otherwise scores would go up indefinitely and the game could never end).

  4. People are like a herd of sheep. 99% say it’s good or it’s bad because they haven’t given it their OWN thought. Ask people for specifics then they will think on their own. If you would ask me an opinion on the website look I would just say it’s OK or whatever, because I don’t really care about the look and I think many people that give feedback think the same as me but nevertheless they are giving out their “opinion”.

  5. Or perhaps have the frequency of the power cubes dynamic & sensetive to how well the player is doing. If the player appears to be coping well, leave it at the normal frequency; or if they’re struggling, you could increase the frequency for a little while..

  6. Yes. Nice point – that should be underlined. I presumed the “think” part in the post’s sentence: “Listen to what’s being said and think of how to improve.” is crucial.

    I agree. But not blindly ;)

    Btw – would it be possible to have an “easy” mode or “wacky” mode in Gibbage? Maybe let players to adjust the powercube frequency?

  7. Don’t you find, though, that it’s occasionally the case that negative feedback is quite simply wrong?

    While I’m with you in 99% of instances, it’s dangerous to assume that anything bad people send you is instantly correct. For example, I’ve had two reports now that the Power Cubes aren’t frequent enough in Gibbage, and that there should be more of them.

    I tried it. Honestly I did. It renders the game broken; there’s no incentive to shoot the other player and the balance of the scores becomes unpleasant. As a result, there’s no tension to the game.

    While I’ve taken any comments on board for future iterations, you can’t just implement other peoples’ opinions willy-nilly. That’s dangerous…