In exploring the difference between Portal's success and Sonic's failures, Jarrod discovers that developers need to listen to their fans more often.
In the year 2012, most of the world is connected by the Internet, a glorious thing that allows for information, ideas, opinion, and more to be shared with millions of people instantly.
Gamers are a very active bunch when it comes to the Internet. We love being able to play games with our friends, see online profiles, compare achievements/trophies, exchange opinions on forums, read up on the latest news, and...well, the list goes on and on.

We are constantly sharing; we're an open book for anyone who wants our take on something. Some developers have embraced this with open arms while others can't seem to figure out just what it is gamers want.
Communication is huge when it comes to the gaming industry. If a developer misses the mark, failing to deliver a product we want then their game tanks, studios close, and no one wins. In today's world, I'm amazed more developers haven't tapped into this massive ocean of information we are so ready to hand over. Some development studios use this to their advantage, accessing their forums, Facebook, Twitter, and more to hear our thoughts, opinions, and wants from their products.
Development studios like Valve Software, the creators of such wonderful titles like Half-Life 2, Counter-Strike, and the upcoming DOTA 2 constantly tap into their fan base to learn everything they can about what we want. This has worked in their favor time and time again if you take a look at their release record. Pretty much everything they release is reviewed incredibly well and highly revered by gamers the world over.
Take 2011's Portal 2, for example. Not only was this an incredible follow-up to the original, but Valve pulled a massive turn-around with it. After a series of play-testing sessions, those involved didn't like the original concept Valve had built. The first idea for Portal 2 didn't involve Chell, GLaDOS, the portal gun, our beloved Companion Cube, or anything like that.
Listening to what this small group of fans wanted, Valve tossed out that version of Portal 2 and built the game that was ultimately released. Makes you wonder what the original concept was, but you can't argue with the final results.

Listening to your fan base goes beyond the final product you release and relates to how you deal with your fans on a day-to-day basis. Supergiant Games, the company behind Bastion, was recently contacted by a deployed Air Force member in Afghanistan. Being unable to get online to download the game, he reached out to Greg Kasavin, Creative Director at Supergiant Games, for help. Kasavin responded by not only sending a physical copy of the game as the installer burned onto a DVD but also threw in some free swag as well.
Thanks to Kasavin's efforts, a fan who hadn't even spent a dime on his game was able to enjoy it. This isn't even the first time Supergiant Games has gone out of its way to help out a fan in need. Last year, the developer collaborated with another fan who was hoping to have the Narrator from Bastion say a few words during his wedding ceremony. Supergiant Games went above this request by working with the original voice actor Logan Cunningham so he could narrate the entire wedding.
Maybe this is just me, but both of these cases are insanely awesome.














