Cluck
Moderator
Like quite a few of the members already signed up, I've been through "player participation" in both WMD1 and WMD2, for pCARS1 and 2 respectively and there are some valuable lessons learned from that time that I thought might be an idea to share with everyone.
First and foremost, you will get out of your participation what you put in. Do nothing, you'll get nothing.
Criticism is certainly going to be welcome. There is no point simply nodding your head and saying "this is great" to everything, nothing will progress unless it is honed to perfection. But criticism isn't an excuse for rudeness. Before writing your criticism of a feature, or handling quirk, ask yourself "how will this be received?". Be constructive, be polite, be amazed at how much more responsive the devs will be in return.
Be realistic about what your participation will achieve. Ian and the team will have a goal, it is THEIR job to realise that goal and it is OUR job to help them. Many great ideas will be put forward, many strange ideas too, but you must learn to accept that "just because an idea is great, doesn't mean it will be implemented". See John Hargreaves' point about some of his ideas, from way back in pCARS1's development, that are only now starting to see fruition in AMS2. If you feel your idea is being ignored, or sidelined, don't be disheartened but don't be 'that guy' and badger the devs about it constantly. Raise your idea again at timely intervals, if you wish, but remember, it is their game, not ours.
Be polite to everybody. We all want the same thing here, a great game that sells well to give lots of players to race with and against. But just because we all want a great game doesn't mean we all want the SAME great game. Respect the ideas and wishes of others, even if you have no desire to see them in your ideal vision of the game. Sim racing is, like many genres, incredibly tribal at times but let's keep that off here. We all have our favourite sims, our favourite "bad apples", our own ideas of what 'feels' good but starting fights is going to get us nowhere. And remember, nobody's opinion of what feels good for them is wrong.
Keep it light, keep it civil and relax, because at the end of the day it's just a game
For those of you that have also been through game development participation, feel free to share your thoughts on what to expect here too.
First and foremost, you will get out of your participation what you put in. Do nothing, you'll get nothing.
Criticism is certainly going to be welcome. There is no point simply nodding your head and saying "this is great" to everything, nothing will progress unless it is honed to perfection. But criticism isn't an excuse for rudeness. Before writing your criticism of a feature, or handling quirk, ask yourself "how will this be received?". Be constructive, be polite, be amazed at how much more responsive the devs will be in return.
Be realistic about what your participation will achieve. Ian and the team will have a goal, it is THEIR job to realise that goal and it is OUR job to help them. Many great ideas will be put forward, many strange ideas too, but you must learn to accept that "just because an idea is great, doesn't mean it will be implemented". See John Hargreaves' point about some of his ideas, from way back in pCARS1's development, that are only now starting to see fruition in AMS2. If you feel your idea is being ignored, or sidelined, don't be disheartened but don't be 'that guy' and badger the devs about it constantly. Raise your idea again at timely intervals, if you wish, but remember, it is their game, not ours.
Be polite to everybody. We all want the same thing here, a great game that sells well to give lots of players to race with and against. But just because we all want a great game doesn't mean we all want the SAME great game. Respect the ideas and wishes of others, even if you have no desire to see them in your ideal vision of the game. Sim racing is, like many genres, incredibly tribal at times but let's keep that off here. We all have our favourite sims, our favourite "bad apples", our own ideas of what 'feels' good but starting fights is going to get us nowhere. And remember, nobody's opinion of what feels good for them is wrong.
Keep it light, keep it civil and relax, because at the end of the day it's just a game
For those of you that have also been through game development participation, feel free to share your thoughts on what to expect here too.