So that's the first hurdle of criticism, balancing the creator's desires with the audience's.
At the moment, there is the thread "So does anyone else miss the elevators?" that is a prime example of how difficult it can be to understand criticism. Yes, some people really want those elevators back. No, some people really don't. But why did BioWare even get rid of them? Step back to November 16, 2007:

Elevators were maligned. People didn't want the elevators, but what they didn't realize was what the elevators managed to accomplish that is now missing because of their removal. Was the issue for them being in the elevator? Should it have been painfully obvious to BioWare that the complaints weren't about the elevators such much as the slow load times? By asking for their return, are we damning us back to slow elevators just so we can get squad banter? What are we getting out of this one criticism of the game? Just one, and now magnify it twenty times. It's a psychological quagmire for people to trudge through and somehow translate into the next game in an improved fashion.
So that's the second hurdle, understanding what's even being criticized.
But those first two points don't really address Nightwriter's main curiosity, which is how seriously is criticism of a game taken as a whole by both fans and developers.
Now, the developers are already developing the game, they want their game to kick ass, they'll look for ideas of how to mold the development in a fashion that excites them and works well with others. Threads that catch their attention in this regard are probably the threads that are focused, such as one that simply talked about the design of the Normandy. That caught a developer's interest, he actually responded to the thread. There's a thread going on right now that is only about the aim assist of combat. Likely has caught a developer's attention.
A thread that went into an analysis of character development, mission layout, plot continuations from ME1, the missing inventory, the horrible Hammerhead design and... okay, each thing you're mentioning has a different stage of development and different people working on it. You've lost it. You've lost your chance to have your criticism mean something because all it was in the end was a personal essay of disappointment. Great for forum discussions, not so much for developers.
But this probably brings us to the main point of Nightwriter's question, which is why people on the forum then say "if you didn't like it, don't play it." I mean, this is a forum, you bring topics of all sorts up for discussion. If you state something that is of an approving nature, what's there to discuss?
If I started a thread to say I like the arc projector. I like what it does. I use it all the time. Okay, good for me. Now, someone is going to reply "yeah, me too." And... that ends the discussion. Now, if I started a thread to say I like the Cain. I like what it does. But its limitations in ammo supply leaving it only available for one shot makes it completely useless as a heavy weapon for 95% of the missions and I don't see how anyone can say otherwise. Odds are I now have the makings of a thread borne from my disappointment.
Starting with what you don't like is a very easy way to get discussion moving. I'm not saying that's the only way, but it's tried and true.
If the only time you ever participated in the forum was to voice disappointment, though, that's going to make people question why only discuss the disappointment. What are you seeking to accomplish by discussing something at length that you didn't like? Is it the act of a debate itself? Affirmation that you're not the only one to see things in a certain way? Honest attempt to try to change the system? Motivations do not translate over the internet very well. So people likely go with the most basic motivations: you played a game and you didn't like it. You didn't like it so much that you complained at length about it. It's a game. Don't keep playing it if you don't like it.
Modifié par Pacifien, 26 octobre 2010 - 08:47 .




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