
Christian Grass, general manager at Ripple Effect, highlights the need for an open-minded approach to player input, while also knowing when to stand by the team’s design decisions. Ripple Effect creative director Thomas Andersson put it plainly: “You can’t just let players design for you.”
Andersson elaborated that feedback often reveals misunderstandings rather than clear design faults. “If players struggle to understand a mechanic or label something as overpowered, we ask why — is it truly unbalanced, or are players missing context?” he said. He also noted that some developer tools and systems aren’t yet exposed to testers.
“There is a lot of conviction behind our choices,” Andersson added. “But we’re always eager to validate those decisions: to collect data, listen to feedback, and refine the game where it makes sense.”
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Source: gamesradar.com

