Our research projects have been plaguing me for a bit, but I found out at the end of last week’s class that the idea I had was actually on the right track. However, spending 4 days of your life resembling a squirrel and choking down horrendous oral medication tends to keep you from wanting to write…..anything. Wisdom teeth suck. Dry sockets suck more.
Given my background, gaming is a very intricate/important part of my life; a close second would be socializing. So, I thought that it would be interesting to research how companies utilize social media to drive their executive decisions in video games. A particularly recent example is Capcom’s release of Marvel vs. Capcom 3, a cross-over genre fighting game. You pick 3 characters, and just beat on each other. Capcom released information about this game April of last year, and fans flocked to it. There were blogs, fan pages, forums for miles, as this game was received as one of the largest and most widely anticipated sequels of all time. I’m questioning 1) how intently is Capcom watching this media? 2) is Capcom using this media to determine what features will/will not be included with the game (aka mass fan feedback)? 3) how does the feedback change (or retain) after the game’s release?
I’m actually very curious to see the results. I’ve always been under the impression that gaming companies DO try their hardest to listen to the fans; however, is it really possible to catch everything? It’s a given that you can’t appeal to everyone, but how well is this method allowing them to appeal to the majority?