Of the people polled only the one was strongly against it. Some are for it and some seem to think that there's certainly nothing wrong with it, provided it's Bio's decision. Both read further in and you find the gamers distinguish themselves from those who are merely in a game development job:
Chris AvelloneAvellone is Obsidian’s Creative Director, Chief Creative Officer and a co-owner at the studio. His game credits include Fallout 2, Icewind Dale II, Star Wars: KOTOR II, Neverwinter Nights 2, Alpha Protocol, Fallout: New Vegas, and F:NV’s DLC.“Games should take advantage of feedback and using it for DLC changes and sequel changes. I feel BioWare does this from game to game already, and it’s the reason that some companions have achieved the prominence and romance options in the games that they do because the players strongly responded to those characters—and I’ll be blunt, we as narrative designers have no idea how a character’s going to be received, and “breakout” characters we envision may end up not being that at all once the game is released into the wild.Most importantly, game development is an iterative process. Our goal is to entertain our players. No one knows more about what they consider “fun” than the player themselves. While you can’t please everyone, there are iterations that make sense to do in DLC content and sequels. As a case study, the DLC process from Fallout: New Vegas allowed us to collate all the weapon feedback from FNV and adjust it, and it also allowed us to take a long look at what gameplay elements and mods people were making for New Vegas and incorporate that into the narrative and quest lines. The best example is we noticed that people were making a LOT of homebase mods. So, we designed a good chunk of Old World Blues to specifically revolve on you making a new homebase in New Vegas with all the improvements people were pointing out. Even better, we were able to make it part of the story and the characters. Everybody wins, and people seemed to really enjoy it based on the fan (and press) response—but the catch is, we never would have thought to do that without analyzing the fan response and taking that into account.”I think his is the most telling. Understand this is one of the guys who penned Planescape: Torment. He has amazing stories in him, we just haven't seen one for quite some time. He's all for it.
Next is Greg Kasavin who again is for it and is the only one to note that he has not only PLAYED the game, but that this is not a precedent as everyone seems to think it is. Fallout 3 another High-Profile game has already been here and done this. And it wasn't because Fallout 3's ending didn't make sense. Indeed it did make sense and it was a fitting end. It was changed for the one and only reason that it was a sad end that brought finality to the character. Not very smart when you have plans to sell DLC featuring that character for some time to come. Who's going to buy it knowing that it doesn't matter? That your character dies in the end? How can people who have completed the game even play your DLC? Their character is gone. I'll note again and STRESS that Fallout 3's ending was changed solely as a business decision. A business decision that they didn't come to without the fans, and one that garnered them a ton of money and a decision that did set a precedent then is NOT EVEN REMEMBERED by the vast majority of the press today.
In short the ending should change because it's a collaborative effort between the players and Bio. All of the opinions of these non-gamers is meaningless. I do not care what some writer on a game that is guaranteed to suck thinks. Walking Dead the game's writer? Are you serious? I have nothing but pity for that guy. His game doesn't have a hope of being good. We'll see how good of a writer he is then. And if he isn't a good writer then his opinion is even more meaningless. Chris and Greg's posts are the only ones that really matter here and they are both for it, let's do this.
Modifié par SpideyKnight, 24 mars 2012 - 12:46 .