Why hasn't Casey Hudson defended his vision?
#51
Posté 24 mars 2012 - 11:07
Do not expect recalcitrance from him. He's likely to say that he never intended this reaction but he stands by what he did. That's not PR talk, either, that's how any disappointed writer is going to respond. They write the story they want to write, have a vague idea of how it will be received, and then go all chibi eyes when they realize that almost everyone loathes their idea with a passion more fiery than the blazing heart of the sun. Suffice to say, that bit won't please him.
Most likely we'll get his thoughts at PAX.
#52
Posté 24 mars 2012 - 11:07
DrowVampyre wrote...
Cody211282 wrote...
dahilla wrote...
Cody211282 wrote...
How would you defend this?
They could give us the silent treatment, so let's be happy they didn't go for that.
Oh, wait, right.
I'm going to start doing this at work to cutomers, they don't like how I do something then I will just refuse to talk to them.
Don't forget to ask them for feedback, but only acknowledge the compliments, all the while crypitcally mentioning coupons that may or may not exist at some point and whose offer is anyone's guess.
God this would make my job easy as all hell. Why didn't I think of this sooner!
Oh yea because your ass would be fired from any other job if you did this.<_<
#53
Posté 24 mars 2012 - 11:10
#54
Posté 24 mars 2012 - 11:11
#55
Posté 24 mars 2012 - 11:13
#56
Posté 24 mars 2012 - 11:13
Thats why I think he is quiet. Better to let other people at the company talk to the fans at this moment. Maybe later when things have calmed down Casey Hudson can step up and provide an explanation/apology.
#57
Posté 24 mars 2012 - 11:18
#58
Posté 24 mars 2012 - 11:19
#59
Posté 24 mars 2012 - 11:20
#60
Posté 24 mars 2012 - 11:20
#61
Posté 24 mars 2012 - 11:20
zenoxis wrote...
It is impossible to defend something so atrociously written.
I have to think they were rushed. It is the only explanation, because the game feels rushed once you get onto the CItadel.
#62
Posté 24 mars 2012 - 11:24
You know it's true.
#63
Posté 24 mars 2012 - 11:26
If IT is not correct, then he is a liar (check the promises) and thief (lured our money using the promises and stole the scene from the song...), so he is probably hiding, working on his defence.
Lets be positive for now, we will have a lot of time to express our anger if the ending is really such a failure.
#64
Posté 24 mars 2012 - 11:26
varcety wrote...
Lets be honest here: the devs don't give a **** about what you(the fans) think and won't bother themselves to explain the ending.
You know it's true.
Yes but once DA3 sells even worse than DA2 then maybe they'll get the message.
#65
Posté 24 mars 2012 - 11:36
http://forums.elemen...page/2/#2753014
Frogboy wrote...
(I'm up north on vacation typing on an extremely slow connection so bear with me)
I don't think people yet fully realize the completeness of Stardock's fail on Elementa's launch.
I'm going to write more about this but not only did we think v1.05
was ready for everyone but we felt v1.0 was too. That's the level of
disconnect/poor judgment on our part we're talking about.
If the game had come out in February, it would still have been a
disastrous launch because lack of time wasn't the issue. It was
blindness, sheer blindness. We felt the game was finished. And I speak
of v1.0, not v1.05. Blindness.
There will be massive consequences for Stardock's game studio. I'll
be talking more about this when I get back. But the game wasn't released
early. The game was released poorly. Head in the sand syndrome imo.
I've read the reviews as much as possible given my hideous internet
access up here and I agree with them. We just didn't see what they were
talking about. We thought any complaints would be about polish points or
something.
The point is, the issue here is far far worse than many of you think
it is. I wish it was an issue of the game being released too early.
That's an easy thing for a company to "fix". Elemental's launch is the
result of catastrophic poor judgment on my part.
EVERY competent software developer knows that the programmer must
never be the one deciding whether the program is done. Yet, my love of
Elemental broke my self discipline and I began coding on the game itself
in vast amounts and lost any sense of objectivity on where the game's
state was. I normally only program the AI on our games so I can keep a
level of distance from the game itself to determine whether it's
"Ready". On Elemental, I was in love with the world and the game and
lost my impartiality.
We'll do better.
#67
Posté 24 mars 2012 - 12:13
Well, you did ask.
#68
Posté 24 mars 2012 - 12:14
You're not seeing what they did thar.
#69
Posté 24 mars 2012 - 12:17
#70
Posté 24 mars 2012 - 12:50
#71
Posté 24 mars 2012 - 01:08
#72
Posté 24 mars 2012 - 01:10
Cody211282 wrote...
How would you defend this?
"Artistic vision" lol
#73
Posté 24 mars 2012 - 01:14
That you use creativitie to create something, doesn't mean it's art. I just drew a pinguin, that doesn't mean it's art. Being a painting/book/game/... doesn't automatically makes it art.GargamelLeNoir wrote...
Evil_medved wrote...
Artistic integrity my ass, all game developers care about is money. As they should be, as its a business, not an art. So, they thinking what decision will bring them more money, and will act accordingly in April.
You sad sad man :/ Video game is an art, and whatever you think ME3 writers consider it that way. I think that's why they're so unreasonnable on this matter. Wounded artistic pride.
#74
Posté 24 mars 2012 - 01:35
majormajormmajor wrote...
Because he doesn't have to interact with you filthy gamer peasant cretins.
He, as a professional video game developer, is above having to explain his artistic vision to minds too feeble to comprehend them
A professional video game developer? Casey Hudson is a bussiness man. If he cares about his creation, Mass Effect, he will keep the promise he made, multiple endings. Obviously, he forget it because he focus on making multiplayer mode game to make more money by selling map package and weapon package. Why? Because it is a easy money relative to a story package.
#75
Posté 24 mars 2012 - 01:55
For the last eight years, Mass Effect has been a labor of love for our team; love for the characters we’ve created, for the medium of video games, and for the fans that have supported us. For us and for you, Mass Effect 3 had to live up to a lot of expectations, not only for a great gaming experience, but for a resolution to the countless storylines and decisions you’ve made as a player since the journey began in 2007. So we designed Mass Effect 3 to be a series of endings to key plots and storylines, each culminating in scenes that show you the consequences of your actions. You then carry the knowledge of these consequences with you as you complete the final moments of your journey.
We always intended that the scale of the conflict and the underlying theme of sacrifice would lead to a bittersweet ending—to do otherwise would betray the agonizing decisions Shepard had to make along the way. Still, we wanted to give players the chance to experience an inspiring and uplifting ending; in a story where you face a hopeless struggle for basic survival, we see the final moments and imagery as offering victory and hope in the context of sacrifice and reflection.
We've had some incredibly positive reactions to Mass Effect 3, from the New York Times declaring it “a gripping, coherent triumph”, to Penny Arcade calling it “an amazing accomplishment”, to emails and tweets from players who have given us the most profound words of appreciation we've ever received.
But we also recognize that some of our most passionate fans needed more closure, more answers, and more time to say goodbye to their stories—and these comments are equally valid. Player feedback such as this has always been an essential ingredient in the development of the series.
I am extremely proud of what this team has accomplished, from the first art concepts for the Mass Effect universe to the final moments of Mass Effect 3. But we didn't do it on our own. Over the course of the series, Mass Effect has been a shared experience between the development team and our fans—not just a shared experience in playing the games, but in designing and developing them. An outpouring of love for Garrus and Tali led to their inclusion as love interests in Mass Effect 2. A request for deeper RPG systems led to key design changes in Mass Effect 3. Your feedback has always mattered. Mass Effect is a collaboration between developers and players, and we continue to listen.
So where do we go from here? Throughout the next year, we will support Mass Effect 3 by working on new content. And we’ll keep listening, because your insights and constructive feedback will help determine what that content should be. This is not the last you’ll hear of Commander Shepard.
We look forward to your continued support and involvement as we work together to shape the remaining experiences in the story of the Mass Effect trilogy.
Thanks for taking this journey with us.
Casey Hudson




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