BioWare Veteran Explains Why “Listen To The Community” Is Bad Advice

Developers should interpret, not obey, player suggestions.

Dragon Age
Dragon Age

  • Primary Subject: Mark Darrah’s argument on why developers should interpret player feedback rather than directly follow player solutions
  • Key Idea: Why players are good at identifying problems but not always reliable at prescribing fixes, and how design identity must guide implementation
  • Status: Opinion
  • Last Verified: August 7, 2026
  • Quick Answer: The piece argues that while player feedback is essential for identifying issues in a game, developers should be cautious about directly implementing player-suggested solutions.

Former Dragon Age executive producer and BioWare veteran Mark Darrah has argued that developers should absolutely pay attention to player feedback - but they should be far more cautious about acting on the solutions players propose.

In a recent YouTube video titled Why "Listen to the Community" Is Bad Advice, Darrah explains that players are exceptionally good at recognizing when a game feels frustrating, confusing, unfair, or unbalanced.

Where things become more complicated is assuming those same players also know the best way to fix those problems. It's a surprisingly nuanced point, especially when "listen to the community" has become one of the gaming industry's favorite pieces of advice.

Whenever a major update disappoints players or a live-service game struggles to retain its audience, the immediate reaction is usually that the developers stopped listening.

Sometimes that's true, but other times developers are listening closely while recognizing that the loudest solution isn't always the right one.

Players Know Something Feels Wrong — Not Always Why

One of the things I appreciate most about Darrah's perspective is that it doesn't dismiss players. In fact, it gives them enormous credit.

Millions of people playing a game will uncover frustrations far faster than even the best internal QA team ever could. They'll discover awkward progression systems, overpowered weapons, confusing tutorials, frustrating encounters, and balance issues that simply don't appear during testing.

Ignoring that feedback would be a huge mistake. The real trap, I think, is treating player suggestions as answers rather than evidence of a deeper problem.

Imagine players repeatedly complain that enemy AI is too dumb. Their proposed solution might be to make enemies smarter, but that doesn't necessarily mean poor AI is the real problem. Perhaps enemies die too quickly to demonstrate their behaviors.

Maybe encounters are poorly balanced, or pathfinding occasionally breaks. The complaint itself is valuable because it tells developers something feels wrong, but diagnosing why it feels wrong still requires the people who actually built the game.

That distinction shows up everywhere in game design because recognizing a problem is one thing, while tracing it back to its real cause is another entirely. Sometimes buffing a weapon creates new balance headaches because the weapon was never the real problem in the first place.

I also think it's easy to forget that "the community" isn't actually one community. A competitive player chasing leaderboards naturally wants something different from someone who plays for the campaign after work.

RPG enthusiasts who enjoy spending hours optimizing builds will ask for very different systems than players who simply want a smooth adventure. All of those opinions matter, but they can't all be implemented simultaneously without pulling the game in completely different directions.

That's why I agree with another point Darrah raises: most players aren't posting on Reddit, arguing on X, or making hour-long YouTube videos. Most people buy a game, enjoy it (or don't), and quietly move on. The loudest voices often represent the most dedicated audience, but they don't automatically represent the majority.

Developers need telemetry, playtesting, completion data, and direct observation alongside community feedback if they want an accurate picture of what's actually happening.

The second half of Darrah's argument is where I think he makes his strongest point. Even if players suggest a genuinely good idea, it doesn't automatically belong in every game. Every successful game has an identity.

Survival games intentionally create friction. Soulslikes are designed around repeated failure. Strategy games often embrace complexity instead of simplifying every mechanic. Those decisions can frustrate players, but they're also part of what makes those genres distinct.

If developers responded to every request for convenience, accessibility, or faster progression without considering their broader vision, many games would gradually lose the very qualities that made them memorable.

That doesn't mean creative vision should become a catch-all excuse for every questionable design decision. Plenty of studios have hidden behind "it's our vision" when players were pointing out legitimate flaws.

Vision isn't a shield against bad design. But neither should it disappear every time a popular suggestion gains traction online.

Games are unusual because they're one of the few creative mediums that continue evolving after launch.

Films don't rewrite endings because audiences disliked them, but games regularly receive years of patches, balance updates, and expansions.

That's a strength of the medium, yet it also creates constant pressure to design by committee instead of making deliberate creative decisions.

I think the healthiest approach sits somewhere in the middle. Developers should listen obsessively when players explain how a game makes them feel. If thousands of people are frustrated by the same mechanic, that's almost certainly worth investigating.

What they shouldn't do is assume the first proposed fix is automatically the correct one. Ultimately, I don't think Darrah is saying developers should ignore their communities.

He's saying they should become better interpreters. Player feedback is incredibly valuable because it reveals where the experience breaks down.

The developer's job is figuring out why - and finding a solution that improves the game without sacrificing what it was trying to be in the first place.

That strikes me as a much healthier philosophy than blindly following whichever opinion happens to be the loudest this week.

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