Stanley Woo wrote...
Well, for one thing, you don't make a project to have polarizing reviews or to anger fans. Most projects are made with the best of intentions and with the hopes of not only wowing the existing audience, but bringing in people from a different audience as well. There's no way you can guarantee that a project will be a success, no matter how successful the project looks or sounds or however much market research or focus testing you do.
Stanley, your posting style is, IMO, much more engaging & less confrontational nowadays, so fwiw, I feel like it's more of a discussion. Thank you for that. Sincerely.
With that said, I have a few disagreements (I'll give you a few seconds for the shock to wear off)...
it's just that people are far less forgiving of a corporate game developer (like EA BioWare) than they are of a plucky underdog studio (like independent BioWare).
Despite a lot of self-admitted ignorance of internal business practices, policies and decisions, many are more than willing to condemn us or EA for any perceived fault in their much-anticipated game.
To be honest, isn't that a good thing? The EA part, I mean? As much as the company line might be "Bioware = EA now!", isn't it a good thing *for Bioware* that people are putting the blame on EA? Meaning they still mostly trust Bioware, if only tEvil EA hadn't Borg'd them? Feel free not to answer, due to being Borg'd.

Stanley Woo wrote...
Exactly. They want us to admit we were wrong. And for some things, yes, we were. We knew we were doing things differently than with Origins--in many cases, out of necessity--and one of the things we did very wrong was that we failed to adequately prepare the community for just how different DAII was going to be from Origins. We mentioned some of the differences, but at that point, people still thought "oh, it's going to be similar to Origins but for these differences." We were neither loud enough, articulate enough, nor persistent enough in managing the community's extremely high expectations. Being too good at what you do--first world problems, right? 
Yes, but I think that if you had been loud enough & articulate enough, your pre-sale numbers wouldn't have been nearly as good as they were. If more people understood what DA2 was going to be, your sales would have suffered. I was put off by the trailers & what I read about it, so I think I can vouch for that. If I hadn't investigated the game beforehand, I'd have been in the "bought it, disappointed" column, instead of the "didn't buy it" column.
Which is why I think you're addressing the wrong problem, really. If you'd succeeded at what you say you failed at, you'd have less sales. Because the game wasn't what people wanted. If you'd made people more aware of that, well, I honestly think the Week 1 sales would have been lower, & the Week 1 sales carried the bulk of the DA2 sales figures. Once people knew what DA2 was, the sales tanked, so, again, I think you're addressing the wrong problem in this paragraph.
Look at the positive effect of some of those excitable people. If they like something, their enthusiasm is very evident. They feel very strongly about things, which is why, when they don't like something, you're sure to hear it. But, like all of us, they have a great passion for the game. They identify with it, they are moved by it, they have a very strong connection fo that BioWare game experience.
I am glad that at least someone on Bioware's team recognizes this. I don't come to a site of a game I didn't buy 7 months after the game I didn't buy came out to express my opinion for the heck of it. I do it because I care about the game. I care about a game I would love to play & was looking forward to playing, if only it hadn't turned out to be a game I don't want to play.
Xewaka wrote...
Sylvius the Mad wrote...
Stanley Woo wrote...
The likely reason we have to do so
But that's only happening because you're wasting resources on things like voice acting and cinematics.
It is only a waste if you don't consider them to be relevant to the main target audience. I would wager the main target audience Bioware was going for would see such things as either welcome or indispensable.
Ok, this is where I still completely disagree with you (or, I guess, the sentiment originated from you, expanded on by Xewaka).
Here's how I see it, as a consumer: DA:O was great. Not awesome, because I expressed my criticisms of it as well back when DA2 was a twinkle in your collective eye. It needed improvements, expansions, tweaks, what-have-you. You added voice acting, dialogue wheel, more cinematics, less customization, etc.
You literally lost half your customer base. In regards to those things you "added", your current customer base is again, quite literally, split 50-50 on whether they like those "features". Pretty much on everything I listed before "etc.", & I bet "etc." wouldn't fare well either in a poll.
So if you keep those things, you're catering to a quarter of your original DA:O fans. I just don't get it. Why the insistence, in the face of all evidence, of keeping those things that have split your already split fanbase? You had a successful formula that drew in RPG fans & non-RPG fans. Criics praised it. Fans wrote 300-post threads on the characters. Why the dogmatic insistence on keeping features that a quarter of your original audience like?
Modifié par Imrahil_, 12 octobre 2011 - 03:11 .