The thing has bothered me about this whole thing since day 1 is I never bought the excuse that the faces looked different because of lighting/texture or the new vertices for expression. It is indisputable that there are more vertices, but it is not correct that they couldn't convert the old faces. It is mapping/translating the data points. Old data points that fit between new data points need to be interpolated. I have no doubt a developer with the skill of animating head morphs isn't also capable of interpolating the old data points to the new ones.
As someone who has worked in QA/Dev and shades in between, I'm going to give a benefit of a doubt to the QA folks. I'm sure that the QA people noticed these problems, they probably opened a bug ticket on it, but it was overridden as a trivial cosmetic (no pun intended) issue. The one glaring problem with this assumption is the ME1 faces that broke upon import in ME3. I'm still going to guess that the face import wasn't a priority issue for their test coverage. Project/Program Managers decide what is important, not QA. That is the reality of software projects.
As someone who has worked in Dev, I would be pretty embarrassed that player made hacks did what they said they couldn't do. The one thing any professional developer should do is take ownership of their mistakes. Most people are forgiving if you say, "I'm sorry, I screwed up, I'll fix it and make it right." What people don't forgive is given the run around, make excuses, or shift the blame.
Modifié par Vhalkyrie, 17 avril 2012 - 07:05 .