not quite in the same area, but this advice reminds me of blizzard and world of warcraft. for years and years, people requested a "classic" WoW (for non-players, the classic version is an almost bug-for-bug copy of the original 2004-2005 version of the game).
for years and years, the reply from blizzard was "you think you want that, but you dont. trust us, you dont want that."
they eventually caved and launched classic WoW to overwhelming success. some time later, in an interview, ion hazzikostas (the game director) and holly longdale (vice president & executive producer), admitted that they got WoW classic very wrong and that the people "really did know what they want".
anyways, point being that sometimes the person putting in the feature request knows exactly what they want and they have a good idea. while your default mode might be (and perhaps should be) to ignore feature requests, it is worth recognizing that you may be doing so at your own loss. after all, you might not not be able to fully understand every underlying problem of every user of your product -- but you might understand how to code the feature that they asked for.
In contrast, if a user has been rude, entitled, and high maintenance, I may end up not even trying to reply in the first place because I know they’ll just be combative every step of the way, and giving them what they want just makes them demand more, seldom being appreciative. These tend to be users who want something a very specific way and refuse to understand why the thing they are asking for is profoundly selfish and would shit the interaction for everyone else to satisfy their own desire. So I don’t do it.
This has been a bigger sidetrack than I originally intended. I guess the moral of the story is don’t be a prick to the people you’re asking something from.
Especially if you try to address their core need but their imagination doesn’t extend quite far enough to see how your effort would help, because they love their ideas.
To the first kind, in contrast, I’m happy to answer any question, no matter how silly it may seem, because I can be confident they’ll trust my judgement, that they’ll learn from the interaction, and that the next one will be even better. Just about the only thing I’m sad about regarding those users is that as they grow they start interacting less because they don’t need it as much, as they are able to help themselves.
Now that I think about it, that seems like a good way to differentiate: The good users delight you and demand of you less and less; the bad users drain you and demand of you more and more.
By and large I’ve gotten better feature requests out of looking at patterns of frequently asked questions and turning them into tasks instead of reacting to negative feedback.
It wasn't only a "we want WoW classic bug for bug," it was "the modern game has become so unrecognizable that it's basically WoW 2.0, you ruined it with the modern systems"
Blizzard could have rolled back LFR/LFG, class homogenization, brought back complicated and unique talent trees, remove heirlooms, re-add group guests and world mini-bosses, remove flying, etc. and players likely would have been happy.
Classic will only save them for so long without them making new content, but using classic's systems. So in a way, I think the point still stands, you have to understand what the underlying problem is. Users do generally know what they want, but they don't always know how to ask for it.
Right, and that's my point. When you take away the nostalgia for the content, you reveal what players are asking for, which is a reversion to what is effectively a previous game as modern WoW lost all of what made it a good game, to those players, in the first place.
So yeah, there was definitely a group of players that literally did want Classic WoW, original content and all, but I also feel like Blizzard would have saw success continuing that Classic formula with new content. Blizzard sucked the soul and charm out of WoW. For all intents and purposes, modern WoW is a completely different game.
I played WoW precisely because they dodged the first bullet, which is inflationary or deflationary economies caused by each content creator trying to leave their mark by making better gear for their quests than are already available. The whole thing with used equipment only being for to be scrapped guaranteed that low level characters weren’t all carrying the third best helmet in the game.
But they still had the same problem with expansions - the need to change things in order to declare, “I made that”. They wouldn’t have needed classic if they followed your conclusions.
However, without those changes would they have stayed on everyone’s radar as long? Hard to say. Balancing in LoL and friends seems somewhat easier because the mechanics change less frequently. So maybe they would have been fine or maybe they’d be on WoW 2.0 now.
engineers love announcing that nobody but engineers knows what’s important in software; that’s complete and total bollocks. wow classic is a perfect example because it is exactly the sort of thing that the business unit and the engineers and the designers would not want to do. We don’t need to assume that because we have hundreds of Internet posts indicating exactly that. Not only did they not want to do it, but they argued that users didn’t know what they wanted for the sheer fact that making it was not something that was desired by either the business unit or the engineers.
Also, the point is not that classic saves them from making new content. It’s probably the case that the more content they make the more of a value proposition classic appears to be. Is there some new race in the new expansion that’s stupid? OK hop on over to classic.
Kill the part of your brain that makes you assume users are stupid.
100% nope. Classic is what we wanted. All of what you just said is you saying: "you think you want that, but you dont. trust us, you dont want that."
Classic WoW wasn't perfect, but it was amazing, and it's NOT all just nostalgia-glasses.
There are also shallow wants and deeper wants. I don't have the experience to know, but my guess is that classic WoW was more of a shallow want, where people were very happy to get it, but the deeper want was more about a style and feel of gameplay. The players would be happier with new stuff that kept the magic of the classic game, but they justifiably knew they couldn't trust Blizzard not to add anything without messing it up. So the only practical way to satisfy the desire was to just roll back all the way to the classic version.
In a perfect world, some designer would come along and incorporate carefully selected bits and pieces of the new version, probably with some novel changes to balance it out, and end up with something superior to both classic and new WoW. But that would be really hard to get right, and distrusting players would fight it (with very good reasons for their suspicion), and you would have a giant mess of different people claiming that they know what to keep and what to discard, except nobody would agree on the same things, etc.
>In a perfect world, some designer would come along and incorporate carefully selected bits and pieces of the new version, probably with some novel changes to balance it out, and end up with something superior to both classic and new WoW.
this is exactly what they put a lot of effort into for 5-10 years or so. years! blizzard convinced themselves that the players asking for classic didn't really want classic, they just wanted some of the feeling of classic bolted on to the current game.
but players actually, really, 100% truthfully, no exaggeration, wanted classic WoW. not retail WoW with some classic-feeling bits. they wanted (basically) bug-for-bug classic.
and it worked out great in the end! classic is thriving. retail is thriving. no balancing act between the two player bases needed.
You hear this story over and over about every kind of software.
There are two audiences every successful developer needs to cater to: the "I wish this did X, I want new features" side and the "I liked it the way it was" crowd and they're distinctly different groups.
For a long time I produced a popular technical art asset for video games and even I realised I needed to include every single version of the tool with every single installation. If a developer has to go and find out how to get "the right version" at all then I'm 90% likely about to lose a user.
Focusing on the "we did this right just keep going like that" and really understanding WHAT you did right and WHAT people like is really important. It's really hard to be impartial when you made the world rather than consumed it, but always take the win.
The release of Arc Raiders captured that original UO social dynamic perfectly. Players flooded forums with requests to make PVP optional. In that case, the devs knew better than to listen.
Involuntary pvp is the long term death sentence for a game. It punishes new players by making them easy prey for veteran players. Player numbers will fall hard and fast, like every other involuntary pvp game does.
Many live service games that are punishing for new players are still thriving like LoL and DOTA2. Much that punish-factor can be resolved by good matchmaking, putting new players mostly with each other.
It's OK for a game to exclude entire demographics of players. A PvP first game shouldn't try to force itself to appeal to PvE only players.
But I'm just an interested outsider, waiting for the crashing player numbers for the devs to come to their senses.
That’s the core draw - and it’s not necessarily for everyone.
Trying to make ARC Raiders into a PvE shooter would require every map and enemy to get reworked for low-population gameplay. The game just isn't built for it, and their effort is better invested in catering to the preexisting playerbase.
Everything doesn't have to be for everyone.
sometimes users want something. that something might be a feature request, or it might be a feature removal. it doesnt really matter for the sake of my point(s):
a) ignoring your users requests can sometimes be a bad choice.
b) you might not necessarily understand every underlying problem that every user has. worse, you might think you understand the problem when you dont.
expanding on b: blizzard thought they understood their player base and the underlying problems of retail WoW. on multiple occasions, ion explicitly said stuff like "you think you want this, but you dont". they kept making changes to retail WoW to try and stop the hemorrhaging of players.
eventually they said "fuck it, we dont know why you want this, but here" (not a verbatim quote). it ended up being very profitable.
Unfortunately Blizzard has had a problem for a long time where they are too stubborn to listen to player feedback about WoW. They will put systems into the game that people hate, and for years they will insist that the system is fine and meets the team's design goals, despite all the people telling them that it sucks and isn't fun. Then, finally, in some future expansion they will go "yeah guys that really did kind of suck" and remove or overhaul the system. They really don't have a culture of listening to player feedback, and it drags their games down.
You'd think they would have learned by now, as they repeat the same exact mistakes over and over again. It's like they hate their playerbase.
In this case it was the producers (not the users) that were wrong in wanting to throw away something that already worked.
I believe his point isn't exactly about users not knowing what they want, but instead the tension between evolutionary design vs. "keep piling features".
this is similar to the comment by treetalker, so i dont want to just copy/paste my reply to them, but focus on "add" vs. "remove" is sort of beside the point(s) i was trying to make.
I also wonder if maybe they were generally correct. What percentage of people asking for WoW Classic back in the day actually ended up there?
It's kind of like if my dad encouraged me at 17 to get a minivan because I'm going to want a minivan. And then I'm 35 with kids and I get a minivan and he says, "see? I was always right!"
Another way of reasoning about it is to reframe it as a shared problem: "What should we do with the resources we're committing to WoW?" "Do WoW Classic!" probably was a wrong answer for a long time if the goal is to make the most people happy (and make the most money) rather than make the loudest people happy. This quickly gets into how users (especially tech savvy ones) generally have no clue how things work and have zero sense of the associated cost. WoW was constantly full of people with quick opinions on how hard it should be for a multi-dollar company to do certain things. No appreciation for the mythical man-style difficulties associated with distractions and pivots and whatnot.
And it basically came down to "classic WoW was simpler and for new players provided something that modern WoW doesn't/can't really - especially the spontaneous community.
WoW started out as an MMORP, but it's really a massively single player game until you're top level anymore.
The demand for classic wow got much, much stronger after cataclysm, because then you couldn't even "pretend" anymore.
The addons have _so_ many ways to customize displays that their configuration menus look like lovecraftian B2B products with endless lists of fields, sliders, and dropdowns. I hear a lot of complaints from raiders in my guild about how hard it is to put together a decently functional UI. I wonder if these tools are allowing and/or causing devs to more easily feature creep the software that we build.
but, i dont think it is really an ai problem in this specific case. the biggest addons in wow have been like that since way before ai was a thing (elvui, weakauras, plater, etc.). they all have a thousand settings.
and, to be honest, in the specific case of WoW, i am totally fine with it. i dont want 10 different addons to change how my UI looks. i want 1 addon to do it. and there is just so much stuff to edit that of course you are going to end up with a thousand settings.
I think it's fair to say that Blizzard at a certain point went corporate and "lost the plot", so they thought they knew what people wanted, even though they really didn't (don't you guys have phones?).
Jagex thought they knew better than the players what the game should look like, and overhauled the whole game to the point it was unrecognizable. It took a massive loss of paying members to get them to finally release 2007 version of RuneScape back.
Even now, OSRS has double the amount of players that RS3 has. Lol
Turns out the 2007 version of the game was ROUGH for a lot of reasons - they picked the time because, IIRC, it was the most complete backup they had.
OSRS has now had nearly a decade of consistent updates, a large team, and typically 10x the online player count of the "modern" game. The catch is that OSRS is not the 2007 version of the game, it's an alternative update timeline which broke off at the 2007 version of the game.
But I can't think of a way to verify those numbers, so agree to disagree.
And eventually the situation got so "bad" that players realized they actually didn't want any of this (a lot of people have lengthy commentaries on how more in-game friction somehow makes the game better), and then the demand for Classic actually became overwhelming. And even so, I'm not sure Classic consistently has more players than Retail. Probably just two different player bases.
blizzard is notorious for not responding to player feedback, as my original comment serves as just one example of, so i am not sure where you are getting this idea from. there is probably a super compilation somewhere of ion telling the player base that they are wrong about wanting X.
(to be fair to blizzard, they have been better at listening to feedback in the last ~2 years, but that is a very recent change.)
>and then the demand for Classic actually became overwhelming
this is the point in time where my comment starts. demand for classic became overwhelming, and yet they ignored it for years, while telling everyone "no, you are wrong, you do not want classic".
this is the key part: blizzard eventually released classic, and publicly admitted "we should have listened to you guys. you really did want classic.". turns out the player base did actually know what they want.
>And even so, I'm not sure Classic consistently has more players than Retail.
i am not sure what the relevance of this is.
Classic WoW is also not as successful as OSRS, which is why they're exploring Classic+. Even OSRS, which was born on nostalgia, also gets significant new content updates (albeit polled).
Still, by volume, there are thousands of examples of bad ideas and feature requests on the wow forum too.
Economics & business wise it is very simple while it is popular: monetization.
what?
i played vanilla in 2004, and i played classic when it released. your description is extremely inaccurate.
Drastically? What are you talking about?
In most cases it's probably driven by falling new player acquisition numbers, and so the equation switches to favoring player retention or luring back veteran players.
Every profile of player has their own preferences (some just want to see big boob textures, etc.) but that doesn't mean they are driving product decisions, except in the case that this demographic becomes core to the business model. But it has nothing to do with the particular preference.
And the team failed to do that multiple times
Is this wrong ? Probably
no. retail has more players than classic. they just had a massively successful expansion release.
>So when people ask "give us wow classic", what they really want is "give us a nice version of the game"
no, they want classic. you are re-learning what blizzard finally learned. people literally just wanted classic wow.
People do not want "classic": people want a "good" game that has some specific characteristics
as long as those "specific characteristics" are literally and exactly what classic wow is, sure.
It takes real courage for a builder to say, "It’s good enough. It’s complete. It serves the core use cases well." If people want more features? Great, make it a separate product under a new brand.
Evernote and Dropbox were perfect in 2012. Adding more features just to chase new user growth often comes at the expense of confusing the existing user base. Not good
Companies wrote software and sold them in boxes. You paid once and it was yours forever. You got exactly what was in the box, no more and no less.
The company then shipped a new verson in a different box 1-3 years later. If you liked it enough, and wanted the new features, you bought the new box.
I do wedding photography as a side hustle, I upgrade my camera maybe once every ~7 years. Cameras have largely been good enough since 2016 and the 5D Mark IV. I have a pair of R6 mk II that I'll probably hold onto for the next 10 years.
Point being, Lightroom has more or less been feature complete for me for a very, very long time. For about the price of 1/year subscription, I could have purchased a fixed version of Lightroom with support for my camera and not had to buy it again for another 10 years.
We are getting milked for every nickle and dime for no reason other than shareholder value.
It actually discourages real improvements. Before the subscription model, if Adobe wanted to sell me another copy of Lightroom they had to work really hard to make useful features that people actually wanted, enough to the point they'd buy thew version.
Now, they don't have to. You have to keep paying no matter what they decide to do.
That backlash was short lived. Adobe went from $4.4 billion in revenue in 2021 to $23.7 billion. It used to cost $2500 for the "master collection". Now it's $50 a month.
I was one of those people that disliked switching to subscription. I stayed on CS6 for years. I'm also only a relatively casual user though. I once tried Affinity Photo for some work. Their workflow, for my needs, would have made me take ~6hrs more time than the similar workflow in Photoshop. So I paid the $120 a year for photoshop/lightroom because $120 is way less than 6hrs of my life. If of course that was my specific case. It might not be true for others. The point was though, $120, at least for me, is not that much money relative to what I charge/get-paid. So I gave in.
Further, Photoshop is a good example (to me) of software that can't stop updating. New formats come out HEIC for example. New cameras with new raw formats come out. New tech comes out. HDR displays are ubiquitous at this point (all apple products, some large percent of Android, PC, and TVs) (which BTW, Photoshop does not yet truly support so expect an upgrade).
The catch was that old boxed software eventually breaks on new OS versions or devices.
However, SaaS has the potential to "freeze" features while remaining functional 20+ years down the road. Behind the scenes, developers can update server dependencies and push minor fixes to ensure compatibility with new browsers and screen sizes.
From the end-user's perspective, the product remains unchanged and reliable. To me, that’s very good!
In the old days there was no expection when and if users would upgrade anything, so vendors had to take extra care to ensure compatibility or they would lose business. People in a single office could be running 6 different versions of Microsoft Office, and the same file had to be viewable and editable on all of them. A company could decide to upgrade to Office 2010 but stay on Windows XP, so the Office division had the finanical incentive to ensure that newer versions would work on an older OS.
Nowadays the standard is "you must be on the newest version of everything all the time, or the app won't work". Don't want to upgrade to Win 11? Want to use Firefox instead of Chrome? Don't want all the bells and whistles that come with the newest version of the software? Too bad.
Even Windows is doing it now with CUs, bundling feature & vulnerability patches together, then deprecating the last version. You don't have a choice anymore, it's "accept the features or else"
Before 10/26 I have to re-work my desk position manual and a deposit sheet which use Publisher and which MS Word is _not_ suited for. Probably will do them in LyX or LaTeX.
For OSS it’s more psychological: admitting you’re feature complete is cutting off the dopamine hit of building new things.
Absolutely not the case with enterprise software. Zawinski's law is truer than ever: https://news.ycombinator.com/item?id=20165602
But people hated that. They considered it “unmaintained”. They moved to Koa and Hono because they appeared to be more “actively maintained”.
So when I first started dealing with the actual code, it scared me that the standard json library was basically in maintenance mode for some years back then. The standard unit test framework and lot of other key pieces too.
I interpreted that as “Java is dying”. But 6 years later I understand: they were are feature complete. And fast as hell, and god knows how many corner cases covered. They were in problem-solved, 1-in-a-billion-edge-cases-covered feature complete state.
Not abandoned or neglected, patches are incorpored in days or hours. Just… stable.
All is quiet now, they are used by millions, but remain stable. Not perfect, but their defects dependable by many. Their known bugs now features.
But it seems that no one truly want that. We want the shiny things. We wrote the same frameworks in Java, then python the go then node the JavaScript the typescript.
There must be something inherently human about changing and rewriting things.
There is indeed change in the Java ecosystem, but people just choose another name and move on. JUnit, the battle tested unit testing framework, had a lot to learn from new ways of doing, like pytest. Instead of perturbing the stableness, they just choose another name, JUnit5 and moved on.
I think that people are just afraid that if they use a library in maintenance, they will run into a bug and it'll never get fixed. So they figure it's safer to adopt something undergoing further development, because then if there are issues they will get fixed. And of course, some people have to deal with compliance requirements which force them to only use software which is still updated.
But I've noticed the products I actually keep coming back to are the ones that feel opinionated. They decided what they were and stuck with it. The ones that try to be everything usually end up being mediocre at all of it.
The WoW comparison in this thread is apt. The early expansions had clear identities. The later ones kept bolting on systems until playing felt like managing a spreadsheet.
The result: very few features. Which is exactly what I want.
The amount of hacking required to even be allowed to re-associate text files with that particular exe on Win11 was shocking to me. I get that windows is extremely hostile to its users as a general policy, but this one felt extra special.
It’s a strong bad example, i.e. an example of software with doesn’t know when to stop.
https://blogs.windows.com/windows-insider/2026/01/21/notepad...
https://msrc.microsoft.com/update-guide/vulnerability/CVE-20...
But also, most of the modern software is in what I call "eternal beta". The assumption that your users always have an internet connection creates a perverse incentive structure where "you can always ship an update", and in most cases there's one singular stream of updates so new features (that no one asked for btw) and bug fixes can't be decoupled. In case of web services like YouTube you don't get to choose the version you use at all.
For me, the turning point for Obsidian was their Canvas feature. That was a big move beyond the initial design of it being an excellent editor for a directory or markdown files that supported links and all the other cool things you can do with a basic directory of files and a few conventions. Nothing proprietary, nothing much beyond the directory of files aside from a preferences store. IMHO, Canvas and beyond should have been a new product.
If Obsidian was open source I would have been tempted to fork it at that point.
Only 15 years later - now a couple of years back - I started to realize the importance of this. The apps on my smartphones seemed to get slower and slower by the year. The fast software experiences were a real joy amidst slow apps. I now have an appreciation for their opinion on 'evergreen' things like the speed of software.
ls: usage: ls [-@ABCFGHILOPRSTUWXabcdefghiklmnopqrstuvwxy1%,] [--color=when] [-D format] [file ...]
I don't think it knew when to stop.
There are great exceptions to this rule, even in paid software, where the authors are significantly poorer in exchange for producing better software. I imagine the authors of BeyondCompare or Magnet (for example) could have done a lot better financially for a while using a recurring license model.
There are also really stupid applications of this rule, such as what has happened with AutoMapper and MediatR in the last year or so, where the only meaningful commits since going commercial are the bits that check your license and try to fool you into paying :/
It seems like this shouldn't be a problem. It often only takes one developer willing to make a sacrifice to make a particular class of software available that actually attempts to solve the problem and nothing more. But in reality what we see is over time those developers that did make a stand start to look out for themselves (which I have no problem with) and try to take what they can while they have market share.
How do we find a way to live in a world where developers can build useful things and be rewarded for it while also preventing every piece of software from turning into shit? I'm not sure what the answer is.
The best codebases I've worked with share a common trait: they have clear boundaries about what they don't do. The worst ones try to be everything and end up being nothing well.
This applies doubly to developer tools. The ones that survive decades (Make, grep, curl) do one thing and compose well. The ones that try to be platforms tend to collapse under their own weight.
On a third-party that changes. Making software for a specific hardware like a game console or a specific e-reader may still technically rely on a third-party but doesn’t carry the same risk and you can definitely say you’re done.
Specifically he rolled out a "cave" system with procedural dungeon generation where players could mine through walls and other advanced systems, then undid all of it and ended with ~30 static layouts and very simplistic interactions. The entire game feels like a demonstration that simple, predictable and repeatable interactions with software have more longevity than cutting edge dynamic systems.
Of course, any AI smart enough to apocalypse us would also know about these.
Even `ls` gets news flags from time to time.
I think "stopping" is great for software that people want to be stable (like `ls`) but lots of software (web frameworks, SaaS) people start using specifically because they want a stream of updates and they want their software to get better over time.
It grows and grows and eventually slows or grows too much and dies (cancer), but kinda sheds its top-heavy structure as its regrown anew from the best parts that survived the balanced cancer of growth?
Just forks and forks and restarts. It's not the individual piece of softwares job (or its community's) to manage growing in the larger sense, just to eventually leave and pass on its best parts to the next thing
> It predicts which ones you meant.
> It ranks them.
> It understands you.
This is so good I want to know whether someone generated this or wrote it by hand.
When chatGPT first gained traction I imagined a future where I'm writing code using an agent, but spending most of my time trying to convince it that the code I want to write is indeed moral and not doing anything that's forbidden by it's creators.
is to begin naming;
when names proliferate
it’s time to stop.
If you know when to stop
you’re in no danger."
agree with this point. new developers should care about this.
I skimmed the video and the presenters said "Oracle AI Database 26ai" multiple times without even a glint of self awareness on their face. They must've picked the only people on the team that could say that without laughing.
But the decision has been made. And if AI remains in databases after the AI hype, the next generation of developers will no longer know databases without AI. That's why I said it will become the norm. But that's just my guess. Unfortunately, I can't see the future. I don't know what it will actually be like in a few years.
The generative part of the AI hype is getting in the way.
Money printer go brrrr.
It is "their" distribution, to do with as they wish. If this would happen to your workstation, you are a fool, for not following release notes.
I already jumped distros for several reasons, marketing BS was one of them. I do not need latest scam or flag of the month!
Good software is made by individual people, nonprofits, or privately-owned entities.
Not getting paid is less good.
Which is great because it means whenever I can I should go with the underdogs and SMBs.
So does robbing a bank. But it’s far from the only option. Plenty of indie developers thrive without any VC funding, and I thank every one of them for it. VC funding is essentially a guarantee that if the software isn’t shit now, it’ll be in the future, and that the creators care more about the money than doing something good. Case in point, the deterioration of 1Password.
> Say no by default — every feature has a hidden cost: complexity, maintenance, edge cases
AI-assisted development is blowing up this long-standing axiom in the software development world, and I am afraid it's a terrible thing.
Just because you can do something, doesn't mean you should.