On October 11 2015 08:15 crms wrote:
The only differences is personal perception and bias.
Also the Urien example for SF3 was just to show one of the more obvious examples, nearly every male fighter in the USF4 cast has outfits that you could pick to highlight.
The only differences is personal perception and bias.
Also the Urien example for SF3 was just to show one of the more obvious examples, nearly every male fighter in the USF4 cast has outfits that you could pick to highlight.
But are they the default costumes? And do their programmed win poses, taunts etc. flaunt those attributes? I'd be curious to actually run the numbers on that.
I'm more concerned with aggregate perception and total potential audience size than my own personal bias, which is why I will continue to play the game despite these reactions.
When we create an experience, if we actually want to know the proportion of bias, perception etc. of our audience we have to do our research before making design decisions.
E.g. if we run a conference, design it beforehand, and then decide that we want a certain population segment to come and enjoy it (esp. groups that would not normally attend) , it's not enough just to say "oh but we really welcome Group X to attend." We have to do our research first to figure out if we've implictly done things now and in the past that have just made them totally write us off in the aggregate.
I've been toying with the idea of designing a North American poll that has someone assess N of the cast's default costumes and declare gender, age, and geography, and then have some quantitative, subjective assessment of how this makes one perceive that individual costume, and then the game itself.
I have a couple friends who do experimental design for a living who I've talked to about this, and a big hurdle that I don't really have the energy to overcome is participation bias. RIP