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 Post subject: The Very Interesting History of LFG
PostPosted: Sat Mar 19, 2011 11:18 pm  
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Querulous Quidnunc
Joined: Thu May 13, 2010 12:19 pm
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Simca says and I reply...

inb4...well, you know, the usual.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 12:43 pm  
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Kunckleheaded Knob
Joined: Fri Jul 02, 2010 12:43 am
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Trade was only used for grouping when they actually removed the LFG channel.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 4:29 pm  
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Old Conservative Faggot
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Simca was (and this is not surprising) totally wrong, but half-heartedly admitted it.

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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 5:44 pm  
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Querulous Quidnunc
Joined: Thu May 13, 2010 3:18 pm
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was "very interesting" sarcastic?


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 5:58 pm  
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Tasty Tourist
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All the cool kids arranged groups through the meeting stones.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 6:52 pm  
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Querulous Quidnunc
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What's "interesting" is how out-of-the-way Blizzard went to push LFD, considering how destructive it's been. Not only did they make LFG city-only, they also made untruthful blue posts and edited the Wiki to imply it always had been. It's ridiculous to be so resistant to what players think because they want to do it a certain way.

Also, in other activities, I figured out exactly who Endorush actually is: Mathwin, from Incite-Mannoroth. Of course everyone knows he's an eBayer, but now we know exactly whom he bought the account from. It doesn't matter, of course, but I was bored while camping Aeonaxx. Then an orc warrior in some scrub guild got the jump on both Rubicund and I and snagged it when it finally spawned at 7AM.

-_-


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 6:54 pm  
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Pinheaded Pissant
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As I've noted before, I think you are seeing patterns where patterns do not actually exist. You are assuming that Blizzard's actions are monolithic and carefully planned, when it's far more likely that, like any IT shop, the left hand barely knows what the right hand is doing, and no one has a fucking clue what marketing is smoking ever.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 6:58 pm  
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Querulous Quidnunc
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dek wrote:
As I've noted before, I think you are seeing patterns where patterns do not actually exist. You are assuming that Blizzard's actions are monolithic and carefully planned, when it's far more likely that, like any IT shop, the left hand barely knows what the right hand is doing, and no one has a fucking clue what marketing is smoking ever.


I think that's definitely true some of the time, but generally speaking, big business is big for a reason, and I don't see any reason to believe Blizzard is less determined or aggressive than any other corporation at their level. All successful multi-billion dollar franchises are the product of profound and subtle attempts to manipulate and play on the thinking of the masses. That is how mass appeal is maximized.

If you don't believe me go read reviews on Amazon or Target.com or something.


Aestu of Bleeding Hollow...

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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 9:08 pm  
Blathering Buffoon
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lets argue about stupid stuff that was insignificant to the game even 5 years ago herp derp
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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 9:32 pm  
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Pinheaded Pissant
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I can just say I've seen first hand the difference between a small IT shop and a big IT shop.

Small IT shop - All the primary actors meet regularly, and are generally working toward the same goal and in coordination with each other.

Big IT shop - Team fractures into multiple teams by subject matter and/or technology, and only meet and coordinate when the two areas overlap on a given project. Analysts are expected to keep things on the same page, but they are often only moderately technically inclined so they can only do so much. Ideas for technical optimization generally generate from within the development team and might actually make sense, but content decisions are made by people who have degrees in marketing and wear suits and use words like "synergize" and "market share" and generally have no fucking clue what they're talking about. There is created a subclass of IT employee that dreams of making it into development but is relegated to menial things like updating wikis. No one really gives a shit what they do and they are generally not managed in any meaningful sense.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 9:38 pm  
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Querulous Quidnunc
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dek wrote:
Big IT shop - Team fractures into multiple teams by subject matter and/or technology, and only meet and coordinate when the two areas overlap on a given project. Analysts are expected to keep things on the same page, but they are often only moderately technically inclined so they can only do so much. Ideas for technical optimization generally generate from within the development team and might actually make sense, but content decisions are made by people who have degrees in marketing and wear suits and use words like "synergize" and "market share" and generally have no fucking clue what they're talking about. There is created a subclass of IT employee that dreams of making it into development but is relegated to menial things like updating wikis. No one really gives a shit what they do and they are generally not managed in any meaningful sense.


Meanwhile, in the real world, PR is taken seriously by major corporations, and they spend millions on influencing the minds of consumers.

You yourself are proof of their success.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 10:02 pm  
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MegaFaggot 5000
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I would've written this off if I didn't read that article about how Bioware tried to inflate the score of DA2 on some critic site after it got a shitty review. It was in Grimm's article in the DA2 thread.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 10:27 pm  
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Pinheaded Pissant
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Aestu wrote:
dek wrote:
Big IT shop - Team fractures into multiple teams by subject matter and/or technology, and only meet and coordinate when the two areas overlap on a given project. Analysts are expected to keep things on the same page, but they are often only moderately technically inclined so they can only do so much. Ideas for technical optimization generally generate from within the development team and might actually make sense, but content decisions are made by people who have degrees in marketing and wear suits and use words like "synergize" and "market share" and generally have no fucking clue what they're talking about. There is created a subclass of IT employee that dreams of making it into development but is relegated to menial things like updating wikis. No one really gives a shit what they do and they are generally not managed in any meaningful sense.


Meanwhile, in the real world, PR is taken seriously by major corporations, and they spend millions on influencing the minds of consumers.

You yourself are proof of their success.


You do know I work in IT, right? And I work for a major corporation, and have worked for other major corporations as well as small IT shops in the past. I've also worked for a game company (EA Sports). I'm not telling this from the outside (like you are), I'm telling you what happens at work in every big shop I've worked in, and it was especially true at EA.

For example, you might think that the game works a certain way because someone decided that it should be so. Whereas I have seen, first hand, gameplay decisions made because the developer was under a quickly approaching deadline and decided that the current iteration of the code was "right", even if it didn't exactly meet the requirements.

Do you know what a "known shippable" bug is? That's where the dev team knows something is broken but ships the product anyways because they figure it's either obscure enough that it won't cause a problem or it's minor enough that it will be a constant annoyance for the gamers but not enough to make them stop. Or, it is also something you would decide was planned to be that way, even though it was in fact a bug in the code that they didn't have time to fix.

You see precision and carefully made decisions where the truth is a mixture of happenstance, miscommunication, or buggy software.


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 10:34 pm  
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Querulous Quidnunc
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compromise? that's inconceivable!


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 Post subject: Re: The Very Interesting History of LFG
PostPosted: Sun Mar 20, 2011 11:58 pm  
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Pinheaded Pissant
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I felt like elaborating a little further:

You say something was changed on the wiki that does not properly reflect the accurate history of a function of the game. Ok, that's probably true.

Do you think anyone important updates the wiki? Of course they don't. That's delegated to a low level underling. Probably an intern or something. Assuming they even have a detailed and comprehensive change log in the development team to check, and have it handy, it's a crap shoot that this underling will check it before doing what they are tasked to do by their manager.

"Hey, Billy, LFG is now only in cities, make sure we change that on the wiki."

Billy doesn't know that it was global, and he has a million other things to do as well, so he goes and makes a change to the wiki that isn't exactly right. His manager only cares that he did it, and until someone complains, he isn't going to check that it's exactly right. And even if he did, it's a crap shoot that he would know either. He doesn't really care, it's not exactly high on his priority list.

The developers, who might actually know the particular ins and outs of the LFG and LFD functionality, are not ever going to be involved in this. They are paid a lot of money, and it is simply not cost effective to waste their time dealing with unimportant things like this.

You have here a perfectly reasonable scenario in which there is a complete disconnect between those who actually make decisions about the system, and the reporting of the system that you're taking issue with. Decisions about the development of the system were only correlated to changes in the wiki in that they prompted a "update the wiki" item on someone's to do list, and updating the wiki is so unimportant that it would not possibly be delegated to anyone making more than $10 an hour. And contrary to what you believe, no one cares that the wiki is slightly off, because investors won't care, and only bigtime nerds will even notice much less care.

Where you see a conspiracy, there is only miscommunication.

This scenario is incredibly more likely than the conspiracy (which would serve no real purpose anyways).


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