LFG in its current iteration is a band-aid solution. I believe this is clear simply for what you point out above, general comments in the forum and the lack of LFG groups I see when I view the feature on occasion.
Jeff’s comments seem to indicate he (or his team) believes people should use it more, but, to me, it appears to be clearly flawed.
That’s true, but it isn’t easy to do it. I think my reference to the ‘pit of success’ isn’t as clear as perhaps it should be.
Here is the blog post (it refers to API programming, but I believe it transfers pretty well to application and game development): https://blog.codinghorror.com/falling-into-the-pit-of-success/
The Pit of Success: in stark contrast to a summit, a peak, or a journey across a desert to find victory through many trials and surprises, we want our customers to simply fall into winning practices by using our platform and frameworks. To the extent that we make it easy to get into trouble we fail.
To make the analogy clearer:
The Overwatch game does a terrible job at protecting its players from themselves. (replace the C++ references with the Overwatch game)
That’s the problem with C++. It does a terrible job of protecting you from your own worst enemy – yourself. When you write code in C++, you’re always circling the pit of despair, just one misstep away from plunging to your doom.
Wouldn’t it be nice if Overwatch was designed to keep players from tilting at their team-mates, thinking the match maker is unfair and wanting to stop playing the game?
Wouldn’t it be nice to use a language designed to keep you from falling into the pit of despair? But avoiding horrific, trainwreck failure modes isn’t a particularly laudable goal. Wouldn’t it be even better if you used a language that let you effortlessly fall into The Pit of Success?
Overwatch really appears to be not like this judging from player’s comments.
I would like to think the dev team realize this from Jeff’s comments. But it appears they may be despairing themselves simply for the fact they appear to be smart enough people but have fallen into the trap of insisting people use the tools they have provided which appear, to me, to be clearly not working.
I’m certainly not a computer game design expert, but do have some background in designing systems and applications and have found that I am met with the most success when I make those systems and applications accessible and easy to use such that the users simply end up doing the right thing by default, rather than having the system or application fighting them every step of the way. (Anecdotal)
Regardless, those are my thoughts. I have no problem with disagreement and am more than open to discussion. I understand the argument that some people may not want to compete in such a system.
But perhaps we could do a SWOT analysis or simple list of the positives and negatives. From what I see there are far more positives than negatives so I can only assume it is the ‘perceived’ weight of the negatives which drives people against the suggestion.
If I have missed anything feel free to respond. I think moving forward I may just present my arguments as a list of positives and negatives and try to elicit feedback as to people’s suggested weightings for those points.
Thoughts?