Stanley Woo wrote...
You've apparently forgotten about the part of this whole feedback process where we have to take everyone's suggestions and figure out what is and is not going into a game. because it's not just about you and your opinions about what's good or bad. It's that guy's and that girl's and those people's and ours and my friends' and his families' and your nemesis' and her brother's and that girl's father's and that family's auto mechanic's ideas as well.
Yes, of course the RPG lovers are going to want more RPG in their game and shooter fans would like more shooter in their game. but it's not about who complains the loudest or who has the best suggestion or who is "right," whatever that means when it comes to preference, tolerance, and bias in an entertainment product or narrative. It's always going to be about what's best for the game. in some cases, yes, that will mean putting in something the RPG crowd's going to love. In other cases, it's about making the shooter crowd happy. Heck, sometimes it may even be about pleasing the one guy in Moose Jaw who really liked Gianna Parasini! Regardless of who a particular feature or plot or character is designed to please, we have to, as Jesse said, weave all of this goodness into an awesome game, and I think we're going to do that.
Of course, it does mean that we won't be able to please everyone all the time (where have I heard that said before?), but we'll always try to release a product that we think is fun, exciting, and that we can be proud of... unexpected problems notwithstanding. And maybe, just maybe, millions of gamers out there will agree with us. 
But better for what
kind of game and better for
who?
And it seems like in the process of trying to make Mass Effect 2 an "awesome game" you made it too much of a game, and less of a unique experience like the first one was. ME2 just lost that spark that made it special and just feels like the cold product of trying to make the optimum game for the most amount of people rather than feeling like a work of art crafted by love that's meant to be what it's meant to be, whether that result is super popular overall amongst the masses or not. ME1 felt like it was aimed at a particular audience, while ME2 feels far more generic and mainstream like it's aimed too hard at trying to please as many as possible by being too much of a Jack of All Trades and being a Master of None in the process. ME2 feels methodical and cold because of this, as if it's the result of a bunch of things thrown into a "Make Perfect Game" machine rather than something crafted to be something of quality. It's all style over substance and simplicity over depth.
And I really do fail to see how taking away so much depth and customisation and putting far too much on auto-pilot is better for the game. ME1 had faults, I admit that, but ME2 overcompensated for them and removed far too much. The fact that modding is completely gone --a thing that pretty much was never complained about-- and is replaced by such a linear, unsatisfying, overly automated research/upgrade system with no real trade-offs that allows you to easily God-mod everything without any real true customisation alone is not something I'd consider good for any game, RPG or not. There's such a thing as oversimplicity and overautomation and taking the player out of the game and the game out of the game too much, and I feel ME2 crossed that line on all these counts.
The thing is, what type of game are you trying to make here? You say it's about "what's best for the game" but that can purely depend on what type of game you're trying to make. Are you really making an RPG with TPS combat, a half-and-half RPG/TPS shooter or a TPS that's just story-driven? Whatever it is, it'd be nice if once you started to make something you actually stuck with the plan rather than deciding to change things up halfway through the series just to appeal to a greater audience. Because that's what it seems like ME2 did to me. It's not only evident in the style changes, but the overall presentation and style of the game. It's pretty much screams "retooled for our new, younger target demographic."
The reason I loved and admired you guys so much in the past was because you didn't seem to care about all this "popularity and profit over quality" crap. BioWare was the company that always just seemed to be "we make
our games the way
we want, and we don't care if they're not popular with the mainstream masses." It was a case of you guys basically saying "games made for nerds, by nerds." And now it just seems that lately it's just all about being popular and going for the big audiences and to hell with making electronic works of art if making cold, generic moneymakers is more profitable.
Modifié par Terror_K, 16 décembre 2010 - 08:47 .