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Does Anyone Else Feel Bad For Offering (Actual) Criticism? Due to BSN overall tone?


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#251
RiptideX1090

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RocketManSR2 wrote...
That feedback topic would still be full of bad and good ideas alike. It wouldn't be any different from what we have now.


I assume this was addressed in response to me.

Absolutely true, but consider the followeing. We have several sections on this forum for gameplay, multiplayer, story, characters, ect. Feedback for each of those things are scattered in numerous threads across the forums and are often intermingled with general discussion. In the current model, often times feedback is the product of discussion, but it is rarely the actual point of discussion. And when it is, it's often in general terms, such as the "Casey Hudson wants your Feedback Thread" or whatever.

My point is, having a section of the forums dedicated to feedback alone could streamline things. If a dev wants feedback or ideas, they can go to a place where the whole point is the discussion and debate of ideas. Even if they don't post, having threads where the discussion is a result of feedback and not where feedback is a result of discussion makes things a bit simpler.

I'll give an example. Whether you agree or not (and it's fine either way if you do or don't, it's all opinion), some people will ardently state that some love interests get far more love than others. Liara arguably gets the most, especially compared to a character like Jack, who in comparison recieves very little content. Now if going forward the devs handling romantic subplots wanted to avoid this issue (and I'm not saying that's necessarily the case, but for the sake of argument, let's assume they do), they could scour the forums, going to each character's romantic discussion thread, scouring through copious amounts of posts that have nothing to do with the actual topic of romance misrepresentation, and then having to do this for each character that is potentially misrepresented.

My way alleviates this. But cutting out the general discussion and finding a thread where someone brings up this problem specifically and how it might be addressed in the future, and the discussion is more directly linked to the problem and how to fix it. Now, yes, in the current set up, there are already threads that do this, that pose this problem and result in discussion of it already. The thing is though, it can get washed out more easily in all the other discussion that isn't feedback related. As I said, making a separate area strictly for feedback streamlines things. We can more directly address individual problems, and devs looking for feedback and ideas have more ready access to that should they desire it. As mentioned before, one of the things I love most about Bioware is the relationship we've historically had with the devs, of feedback and implementation, and I'd like to see that fostered wherever possible. Especially given how strained things have become over the past year. I think things like this would help in the long run.

#252
Ninja Stan

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dorktainian wrote...

surely tho stan, bioware must have some kind of customer satisfaction analysis going on - a key part of quality control - not just sitting there with their hands over their ears hoping all the criticism goes away. proactivity is surely better than nonactivity. damage control and damage limitation go well with consumers and will in the long term result in a better relationship with the consumer. As an analogy if say for example McDonalds changed the taste of their burgers (they have taste?) and no-one bought them anymore, they would do their damndest to make things right and encourage people to buy their burgers again.

Try something for me. Head to the Internet Movie Database (imdb.com) and look up your all time favourite, widely released movie. Click on the Goofs tab and look at all the errors that are pointed out. Continuity, geography, crew members visible, factual errors, plot holes, etc. How does that affect that movie's standing as your favourite?

Now look up a widely reviled film, like Star Wars Episode I: The Phantom Menace. Scroll down to the Box Office section and look at how much money it brought in. Does that make the movie any more enjoyable for you?

But back to Mass Effect 3. Pre-release, there was a lot of hubbub about how multiplayer was such a hated feature, that its inclusion would result in the failure of the game, the collapse of the company, and, oh, I dunno, a locust plague or some such. Some folks were pretty apocalyptic in their predictions. And yet, the ME3 Multiplayer forum is the fastest moving forum on the BSN right now and MP play is still super popular, not to mention profitable.

Now people on the BSN are crowing gloom and doom for BioWare if it doesn't buck up and do what the fans say. I, for one, have trouble believing their science when they cite themselves as their primary sources. ;) I think the pre-sales of BioWare's next game will be a better indicator of how the fans feel about the company.

Thanks for the post, dorktainian. I like McDonald's quite a lot, and always know what to expect from it.

#253
Ninja Stan

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RocketManSR2 wrote...
- We as fans never offer feedback that we think would ruin the game, however. Like the reunion that I will never see. :(

But BioWare and EA, the ones spending all the money to create and market the game and stand to gain the most from its success, would intentionally and maliciously sabotage it? They would make decisions that they think would ruin the game?

#254
Ninja Stan

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RiptideX1090 wrote...

Also, for what it's worth, I do want to thank you, Stan, for posting here and discussing this with us. I know you don't work for Bioware anymore, and you could be spending your time elsewhere, but the effort to communicate with us (often in the face of overt hostility, no less) is certainly appreciated.

it's my pleasure. I didn't stay on as Moderator because I hate all y'all. Far from it. I've always loved the BioWare online community, even if we don't always agree on things. I also love debating, science, gaming, and encouraging people to learn more about their hobbies (and the industries that produce, market and sell them) so they too can see just how much they don't know. :) 

#255
RocketManSR2

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The only thing is that Stan finally got into my head that there is a good chance that very little of what is suggested gets used or changed by BioWare. Your example: I agree wholeheartedly that ME2 LI (and squad in general) are practically forgotten about in ME3. Here's the thing, several topics have suggested BioWare do some sort of LI-related DLC going back as far as ME2 and possibly 1. BioWare has opted to not do so because they feel that it would not sell to JoeGamer and would lose a ton of money. Did they enhance the LI interaction in ME3 to offset the decision not to make a DLC around it? Only if you have a ME1 LI (a little baffling, tbh). Now, how would your forum change that? If they aren't going to do it, then they aren't going to do it. For the record, I would have paid $20 for some more stuff with our LIs. Blue babies, too. Feedback is fine, but I don't think that BioWare uses it enough that a whole forum is needed for it. Just my $0.02

Modifié par RocketManSR2, 31 décembre 2012 - 10:44 .


#256
Ninja Stan

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RiptideX1090 wrote...

My point is, having a section of the forums dedicated to feedback alone could streamline things. If a dev wants feedback or ideas, they can go to a place where the whole point is the discussion and debate of ideas. Even if they don't post, having threads where the discussion is a result of feedback and not where feedback is a result of discussion makes things a bit simpler.

Have you checked out the Dragon Age 3 Inquisitor forum?

Several members of the DA team chat with the community there on occasion. And if you've been around long enough, you would have seen several members of the ME team chatting with the community in the early days of ME3 development. I know of at least one dev who actively polled the community to get feedback.

I'll give an example. Whether you agree or not (and it's fine either way if you do or don't, it's all opinion), some people will ardently state that some love interests get far more love than others. Liara arguably gets the most, especially compared to a character like Jack, who in comparison recieves very little content. Now if going forward the devs handling romantic subplots wanted to avoid this issue (and I'm not saying that's necessarily the case, but for the sake of argument, let's assume they do), they could scour the forums, going to each character's romantic discussion thread, scouring through copious amounts of posts that have nothing to do with the actual topic of romance misrepresentation, and then having to do this for each character that is potentially misrepresented.

But what if the reason behind the difference in attention is due to factors you can't possibly know about, like VO scheduling, last minute changes, intentionally writing more lines for one rather than another, a writer's ability or comfort level, or serious technical issues that come up?

What about this: do certain characters receive less developer attention because there is less discussion of them in the forums? Or do they have less discussion in the forums because they get less developer attention? How would you be able to tell? ;)

#257
Outsider edge

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Well on the point of pre-sales of future games there's quite a strong case too be made that it will sell less then it's predecessor. The next game Bioware will likely throt out will be Dragon Age: inquisition which is the follow up of Dragon Age 2 a game with it's very own legacy of problems.

Much more then with Mass Effect one could see it bomb salewise compaired too it's predecessor Dragon Age: Origins. In fact it was so bad a planned expansion pack was cancelled because if rumors were too be believed the interest from retailpartners was almost non existent due too too many unsold copies of the main game.

This is also a problem since EA like many of the big publishers is in favour of frontloading. With that i mean a title needs too generate it's profits within it's first two weeks. It has too sell right out of the gate and for the new Dragon Age ,no matter how good i think that game will turn out too be, that will be a hard feat too accomplish. If the game is as good as early indications promise the best one can hope for is it being a slow burner racking up the sales as time goes by (much like Origins). The only question is if it will be enough for EA. Both Mass Effect as Dragon Age are damaged IP's due too fallout created by the latest games in said franchises and it will effect frontloaded sales. Too what extent remains too be seen.

Modifié par Outsider edge, 31 décembre 2012 - 10:53 .


#258
RocketManSR2

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Ninja Stan wrote...

But BioWare and EA, the ones spending all the money to create and market the game and stand to gain the most from its success, would intentionally and maliciously sabotage it? They would make decisions that they think would ruin the game?


I'm sorry if that's how it sounded. I didn't mean it like that. Was ME3 rushed by EA? I don't know and never will. I can only judge what I see. Tuchanka and Rannoch had me tearing up and cheering, Priority: Earth just left me feeling hollow. It didn't seem like the same company had made the conclusion. That's the only way to explain it. It was as if something drastic changed during development.

#259
Ninja Stan

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RocketManSR2 wrote...

The only thing is that Stan finally got into my head that there is a good chance that very little of what is suggested gets used or changed by BioWare. Your example: I agree wholeheartedly that ME2 LI (and squad in general) are practically forgotten about in ME3. Here's the thing, several topics have suggested BioWare do some sort of LI-related DLC going back as far as ME2 and possibly 1. BioWare has opted to not do so because they feel that it would not sell to JoeGamer and would lose a ton of money. Did they enhance the LI interaction in ME3 to offset the decision not to make a DLC around it? Only if you have a ME1 LI (a little baffling, tbh). Now, how would your forum change that? If they aren't going to do it, then they aren't going to do it. For the record, I would have paid $20 for some more stuff with our LIs. Blue babies, too. Feedback is fine, but I don't think that BioWare uses it enough that a whole forum is needed for it. Just my $0.02

That may be because you, like Riptide, believe the process is a very linear one:

1. Developer is seeking feedback.
2. Developer finds relevant fan feedback on the forum.
3. Developer implements feedback as presented.
4. Feedback appears very noticeably in game.

In reality, you may find that it works more like this:

1. Developer is seeking feedback.
2. Developer finds relevant fan feedback on the forum.
3. Developer also gets ideas from non-relevant feedback.
4. Developer got an idea in the shower three years ago.
5. Developer remembers some feedback from a completely different game.
6. Developer's brain is set to "frappe" for a couple of weeks.
7. Developer comes up with an idea influenced by all of those other ideas, along with that weird dream he had last night.
8. Developer presents new idea at next meeting.
9. Idea is discussed, critiqued, and if it is kept, put on the schedule.
10. QA runs it through the sanity meter.
11. Several drafts of idea are discussed.
12. The idea, with all needed edits, tweaks, and tone changes implemented, is put into the game.
13. QA gets a hold of it again and runs it through its paces. A lot.
14. Idea is edited, tweaked, or changed as necessary. Maybe it gets cut.
15. If not cut, something appears in game that might have been mentioned in a related forum discussion some time ago. :)

EDIT: Sorry for posting so many responses, everyone, but there were some great questions and discussion I really wanted to address. Thanks for the awesome discussion, but it's now 4am and I need to sleep. Hopefully, there will be more great posts tomorrow! (Also, please don't take that as a cue to post "Good night, Stan" in response. That just clutters up the thread with off-topic discussion. Thanks.)

Modifié par Ninja Stan, 31 décembre 2012 - 11:02 .


#260
Massa FX

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Ninja Stan wrote...

RocketManSR2 wrote...

The only thing is that Stan finally got into my head that there is a good chance that very little of what is suggested gets used or changed by BioWare. Your example: I agree wholeheartedly that ME2 LI (and squad in general) are practically forgotten about in ME3. Here's the thing, several topics have suggested BioWare do some sort of LI-related DLC going back as far as ME2 and possibly 1. BioWare has opted to not do so because they feel that it would not sell to JoeGamer and would lose a ton of money. Did they enhance the LI interaction in ME3 to offset the decision not to make a DLC around it? Only if you have a ME1 LI (a little baffling, tbh). Now, how would your forum change that? If they aren't going to do it, then they aren't going to do it. For the record, I would have paid $20 for some more stuff with our LIs. Blue babies, too. Feedback is fine, but I don't think that BioWare uses it enough that a whole forum is needed for it. Just my $0.02

That may be because you, like Riptide, believe the process is a very linear one:

1. Developer is seeking feedback.
2. Developer finds relevant fan feedback on the forum.
3. Developer implements feedback as presented.
4. Feedback appears very noticeably in game.

In reality, you may find that it works more like this:

1. Developer is seeking feedback.
2. Developer finds relevant fan feedback on the forum.
3. Developer also gets ideas from non-relevant feedback.
4. Developer got an idea in the shower three years ago.
5. Developer remembers some feedback from a completely different game.
6. Developer's brain is set to "frappe" for a couple of weeks.
7. Developer comes up with an idea influenced by all of those other ideas, along with that weird dream he had last night.
8. Developer presents new idea at next meeting.
9. Idea is discussed, critiqued, and if it is kept, put on the schedule.
10. QA runs it through the sanity meter.
11. Several drafts of idea are discussed.
12. The idea, with all needed edits, tweaks, and tone changes implemented, is put into the game.
13. QA gets a hold of it again and runs it through its paces. A lot.
14. Idea is edited, tweaked, or changed as necessary. Maybe it gets cut.
15. If not cut, something appears in game that might have been mentioned in a related forum discussion some time ago. :)


Bioware vets ideas by QA (step 10)? Testers? or... Leads or... QA Manager? Is there truly a QC process in place that allows QA to sign off on ideas before resources are used to create the idea?

If so, this is unique and I applaud Bioware. But... then what happened with the finale? QA (unless they are hobbled in some way) usually are the biggest and most loyal fans of their projects. I can't see any tester with balls letting the last moments of the game getting by wihout some serious fighting.

I was a test lead years ago. Producers both hated and loathed me and at the same time valued me. I was quick to praise and just as quick to fight for my titles. As a tester/lead (not so much manager), you do disservice to the game if you don't/can't take some hard knocks in defense of "quality".

Not proud (ok a little proud) that I had to refuse to sign off on a couple projects due to inferior quality.

I wonder if ME3 ending had QA sign off?

#261
RocketManSR2

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Massa FX wrote...

I wonder if ME3 ending had QA sign off?


That is a question I would like answered. Was the QA process bypassed to get the game out the door faster? Again, we'll probably never know.

#262
Outsider edge

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RocketManSR2 wrote...

Massa FX wrote...

I wonder if ME3 ending had QA sign off?


That is a question I would like answered. Was the QA process bypassed to get the game out the door faster? Again, we'll probably never know.


Well a similar question would be how did the non-functional face import feature get by Q&A? That was a feature that simply didn't work at all when u tried too import a character generated in ME1.

#263
RiptideX1090

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Ninja Stan wrote...
Have you checked out the Dragon Age 3 Inquisitor forum?

Several members of the DA team chat with the community there on occasion. And if you've been around long enough, you would have seen several members of the ME team chatting with the community in the early days of ME3 development. I know of at least one dev who actively polled the
community to get feedback.



I've not, actually. I've played the Dragon Age games, of course, but never like Mass Effect (though I definitely think there are things Mass Effect would REALLY benefit from in the Dragon Age games, the improvements to the dialogue wheel, for example.) I should have clarified that I'm a veteran of the Mass Effect forums more than anything, and less so of allof Bioware's forums.

And I'm aware. I actually miss the days of discussing Tali's immune system with Mr. Weekes. Those were fun times. Image IPB



Ninja Stan wrote...

But what if the reason behind the difference in attention is due to factors you can't possibly know about, like VO scheduling, last minute changes, intentionally writing more lines for one rather than another, a writer's ability or comfort level, or serious technical issues that come up?

What about this: do certain characters receive less developer attention because there is less discussion of them in the forums? Or do they have less discussion in the forums because they get less developer attention? How would you be able to tell? ;)


I wouldn't. But that's not the point I'm trying to make, it's just an example. Of course there are unseen forces behind the development process we will never know about. We're fans, not devs, the number crunching and making it all actually work is up to you, it's not even our business to know every little detail. But we can offer feedback on what we like, what we don't like, what we need, and what we want to see, that is something I think we can do. It often won't be accepted. And as you illustrated above, it's not always even feasible. But I do think making that feedback more accessible via making it more organized isn't an idea without merit. Ultimately, seperating the feedback into it's own forum just reduces clutter, gives the devs a go to place where it's easier to access the positive feedback you claim to want. That is, of course, just my opinion.

Don't mistake me, I'm not suggesting we make a place for people to tell you how to make your games (though people will no doubt end up trying to use it for just that, unfortunately), I'm suggesting a place that makes the process of us giving and you recieving feedback in regards to your games more streamlined and thus more effecient for all parties involved. It's simply a matter of organization. Ultimately, it's just about giving us the chance to promote ideas in a (hopefully) more streamlined manner that you guys might be able to use. I see good ideas floating around from time to time, and I fear a lot of those positive things that might really be of help to the team get lost under all the other discussion, which is a shame.

Ninja Stan wrote...

it's my pleasure. I didn't stay on as Moderator because I hate all y'all. Far from it. I've always loved the BioWare online community, even if we don't always agree on things. I also love debating, science, gaming, and encouraging people to learn more about their hobbies (and the industries that produce, market and sell them) so they too can see just how much they don't know. :) 


Indeed. Even if we don't agree on things, it's nice being able to talk to the men and women behind the curtain like this (even if you're not longer an employee). Alan is another name I've seen around from time to time, and I find his posting to be enjoyable to read, even if, as you say, we dont' alway agree on things. And this is one of the reasons I've always liked Bioware so much. Because there is this relationship between the developers and the fans, where we're all part of the same thing that we're all so passionate about, even if in different ways. The biggest tragedy of the whole ending and PR debacle, in my opinion, is what it's done to that relationship.

Modifié par RiptideX1090, 31 décembre 2012 - 11:59 .


#264
RukiaKuchki

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RocketManSR2 wrote...

Massa FX wrote...

I wonder if ME3 ending had QA sign off?


That is a question I would like answered. Was the QA process bypassed to get the game out the door faster? Again, we'll probably never know.


Let's say that you do get that question answered, for better or worse. What then?

#265
Massa FX

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RukiaKuchki wrote...

RocketManSR2 wrote...

Massa FX wrote...

I wonder if ME3 ending had QA sign off?


That is a question I would like answered. Was the QA process bypassed to get the game out the door faster? Again, we'll probably never know.


Let's say that you do get that question answered, for better or worse. What then?


This knowledge will give me hope that a process I trust in, didn't fail.  If there were no protests from inhouse test teams... I can't really wrap my head around that... yet. I want to understand, not condemn.

#266
RocketManSR2

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RukiaKuchki wrote...

Let's say that you do get that question answered, for better or worse. What then?


First, thank them for being open with us about it, then rage. j/k If they did bypass the whole process, offer constructive criticism so that maybe they don't do something like that again. Anything would be better than silence.

#267
archangel1996

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Offering criticism about the ending ora about everything else that is wrong with ME3?

#268
RukiaKuchki

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RocketManSR2 wrote...

RukiaKuchki wrote...

Let's say that you do get that question answered, for better or worse. What then?


First, thank them for being open with us about it, then rage. j/k If they did bypass the whole process, offer constructive criticism so that maybe they don't do something like that again. Anything would be better than silence.


All it would do is open the door to more incessant moaning. People will never be satisifed. You know this. It's a fruitless exercise now. I think what NinjaStan posted was very apt - at no point did Bioware ever promise to converse with you, they have not entered into any kind of contract with you whereby they have to explain each and every little decision they have made. Sure, it makes you feel very special that they interact with you, and I'm sure a lot of the devs like to interact with their fans. But they are, and never have been, under any obligation to talk to you or explain any of their decisions to you, or to implement any suggestions you make. You have next to zero control on their business or creative processes. The only control you have is what you spend your money on and what you say to other people. Yes..the response will be the usual 'they need to keep customers happy..' etc etc, but again, when you say 'customers', what you really mean is a big fat selfish 'me'. It's a terrible shame that ME3 didn't meet your expectations. I'm sure there are aspects of ME3 that didn't meet Bioware's expectations also, and they, like any creative company, will learn from this and continually strive to improve. They may listen to you, or the BSN community, but they are not your friends. They do not work for you. They do not 'owe' you anything. This sucks, but it's reality.

#269
Dean_the_Young

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Massa FX wrote...

If so, this is unique and I applaud Bioware. But... then what happened with the finale? QA (unless they are hobbled in some way) usually are the biggest and most loyal fans of their projects. I can't see any tester with balls letting the last moments of the game getting by wihout some serious fighting.

Why not, when there were a number of people who enjoyed them? Sure, they got buried under the vitriol, but there were people (myself included) who smiled and nodded and largely accepted it.

I didn't think it was the greatest thing since sliced bread, sure, but a lot of the complaints some people stone walled (LI final-moment scene, needing an explicit reason for Joker to flee, not understanding the Catalyst) didn't apply, and I focused on the narrative/cinematic cues that indicated what was supposed to be perceived rather than some of the hyperbolic extremism (the relays destroy the galaxy, the crew starves, lost forever, on the planet, synthesis is total dystopia, etc. etc.).

For me it was pretty typical Bioware writing: here's the well-intentioned extremist with incredibly obvious visual symbolism (the Catalyst), here are the various Big Decision options which have virtues and costs to encourage it as a delimma and make people think without just giving one super-happy answer, and there's the proof of a dawn of a new day on the galaxy as Life Goes On.

I wonder if ME3 ending had QA sign off?

I wouldn't presume to be able to find it again, but I remember that when the first reviews from the space-launched copes started coming in, there was something referincing earlier reviews. Something I vaguely-clearly remember is that one of the early-players who was posting in the ME3 spoiler/speculation group said that the playing through the ending worked for him even as the people who hadn't even played yet started lambasting it.

#270
Massa FX

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@Dean_the_Young I'm OK with some peeps feeling good about the ending. But, I don't share that sentiment. For me a "typical" Bioware ME ending would have been like ME1 (one ending - positive outcome) or ME2's (varied endings with chance for positive outcome).

For continuity and "fun" factor alone, I think I'd have put up a some serious arguments to the idea of RGB, no real good choices, and the catalyst emergence which doesn't follow ME's established endgame norm.

You mentioned that you nodded and accepted the ending. Well... I cried... not in a good way. I cried whenever I thought about the endings for days afterward. Not the reaction I think Dev's wanted. I wonder if Dev's are OK with "acceptance" vs "ecstatically happy" reaction. EC didn't help.

Which reaction do you think they'd want from players: Acceptance or Ecstatic Happiness?

#271
dorktainian

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Ninja Stan wrote...

dorktainian wrote...

surely tho stan, bioware must have some kind of customer satisfaction analysis going on - a key part of quality control - not just sitting there with their hands over their ears hoping all the criticism goes away. proactivity is surely better than nonactivity. damage control and damage limitation go well with consumers and will in the long term result in a better relationship with the consumer. As an analogy if say for example McDonalds changed the taste of their burgers (they have taste?) and no-one bought them anymore, they would do their damndest to make things right and encourage people to buy their burgers again.

Try something for me. Head to the Internet Movie Database (imdb.com) and look up your all time favourite, widely released movie. Click on the Goofs tab and look at all the errors that are pointed out. Continuity, geography, crew members visible, factual errors, plot holes, etc. How does that affect that movie's standing as your favourite?

Now look up a widely reviled film, like Star Wars Episode I: The Phantom Menace. Scroll down to the Box Office section and look at how much money it brought in. Does that make the movie any more enjoyable for you?

But back to Mass Effect 3. Pre-release, there was a lot of hubbub about how multiplayer was such a hated feature, that its inclusion would result in the failure of the game, the collapse of the company, and, oh, I dunno, a locust plague or some such. Some folks were pretty apocalyptic in their predictions. And yet, the ME3 Multiplayer forum is the fastest moving forum on the BSN right now and MP play is still super popular, not to mention profitable.

Now people on the BSN are crowing gloom and doom for BioWare if it doesn't buck up and do what the fans say. I, for one, have trouble believing their science when they cite themselves as their primary sources. ;) I think the pre-sales of BioWare's next game will be a better indicator of how the fans feel about the company.

Thanks for the post, dorktainian. I like McDonald's quite a lot, and always know what to expect from it.



i dont mind multiplayer....possibly cos i dont play it.  doesnt affect me in the slightest.  Oh I like SW TPM.  It's got that hillarious kid in it and that reptile thingy.  Then again i am old enough to appreciate the world of politics and backhander dealings.

I think with all the so called 'nerd rage' on here (mine included) you have to take a step back and look at the overall point, rather than the inane drivel (mine included).  I just think we got so attached to shepard that actually to see it end the way it did (or did it?????) upset a few people - myself included.

I don't have any gripe against anyone at Bioware.  I dont have any gripe against anyone at EA.  Where i'm coming from is just trying to get - oh I dunno - clarification.  You know - someting like 'what have i just witnessed?'  

I'm a steadfast Refusal kinda guy.  The speech shep makes still makes me smile.

For Me Mass Effect 4 will be a great game, but there are just so many questions about ME3 still unanswered it kinda makes me still wonder.  Thats all.  Pretty much like everyone else really.

Anyways thanks for the response.  Have a good new year.   :o

#272
TheRealJayDee

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Ninja Stan wrote...

So get used to disappointment, learn to channel it into constructive feedback, tell your friends about all the bad games you've played as well as the good, and listen to online reviews and word-of-mouth reviews.


First of all, thanks again Stan for participating in this discussion, much appreciated! Image IPB
 
What you describe in the quote above is exactly how I will act from now on when it comes to Bioware games, and is pretty much how I acted when it came to DA2 and ME3. Only I wasn't really prepared for disappointment enough, and after DA2 refused to get used to it, which is why I kept my preorder for ME3 to the end although I wasn't happy about everything I'd seen and even despite the Origin requirement, which was as close to a dealbreaker to me as anything ever was. And what I learned from that is that I will not preorder games from Bioware again, which seems to be exactly what you're advising with the remarks to online reviews and word of mouth (of course you're talking in general terms here, I know). It feels a little weird and sad going back from being a uber-enthusiastic fan to being merely a responsible customer, but I have to agree that it seems to be the only way at the moment.

My main problems regarding ME3 aside from the things inside the game (autodialogue, forced emotions, weird transition from ME2, treatment of ME2 characters, uglyfication of Ash, endings etc.) - which at this point we can say with a lot of certainty are never going to be changed and are to be discussed as something historical - are things concerning the PR and community management before and after release. Here I believe is a lot of room for improvement, as I have touched in my previous overly long post. I guess more than a few people will object, but I am firmly convinced that quite a bit of the hard feelings and less than pretty reactions on the side of the fans/customers could have been at least measurably attenuated by a more open and well coordinated communication from Bioware.
 
Prime example: (once again) the EMS/SP issue. Pretty much everything about it felt like a "how not to handle things" didactic play to me. At the worst it felt like the fans trying to get behind the issue and later trying to precisely tell Bioware what was wrong were deliberately not being taken seriously, at the best you got the impression that there really were just massive problems in the communication processes, both externally (Bioware -> fans/customers) and internally (Bioware A -> Bioware B). We had lots of threads about it, going into great detail about what the exact issues were, and one after one they got locked because of "ongoing investigations" (not an exact quote). There was the infamous stickied thread by a dev about it. Lots of things were going on, little of it felt constructive. In the end the whole thing was quietly fixed via the EC, and with that it was just over. To this day I don't think it was ever adequately ackknowledged and commented on (I'm not even talking about some kind of aoplogy), and I feel kind of stupid about it all. We have, I believe, pretty much exactly one kind of apologetic response from a dev, and that was in the form of a private meassage to a fellow forumite.

Anyways, this is getting way too long again... Image IPB

Offering criticism is nothing anyone should feel bad for. Everyone should consider how and where this criticism is to be given, and do their best to be rational and constructive about it. That being said, it would be very nice to get the feeling that some of this criticism actually has some kind of effect, and that is even neccessary when things are concerned that can't be considered matter of personal taste and differing opinions. This year wasn't the best when it came to communication between Bioware and it's fans, and I'd say both parties have to take some of the blame for that.

Let's all try to start fresh into the coming new year and make it a more joyous year for everybody!! Image IPB

#273
Dean_the_Young

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Massa FX wrote...

@Dean_the_Young I'm OK with some peeps feeling good about the ending. But, I don't share that sentiment. For me a "typical" Bioware ME ending would have been like ME1 (one ending - positive outcome) or ME2's (varied endings with chance for positive outcome).

I disagree with... well, pretty much every part of that categorization. Not offensively, but just I don't see that as an objective breakdown.

Let's start by the description of the outcomes. Did ME1 only have one ending? The final choice, while it never amounted to much, was by far the largest political-world shaping change in the galaxy before the Crucible. While Sovereign died regardless (just like the Collectors died regardless and Cerberus was left with the keys to study what was left), who was in control of the center of galactic politics was something that could have been incredibly important: the established Council, versus a Human-dominated Council, could have changed the fate of the galaxy in any number of ways. It didn't, and the writers decided it was too big and pretty much neutered it, but it could have.

But, hey, Sovereign died regardless. The endings were turned into de facto the same thing. So... how does ME2 count as varied endings? The number of companions you have survive? ME1 had that in Wrex. The Collectors die regardless, ME2 shares the same sort of color-coded explosion graphic, and what amounts to the difference is... not much, so long as you're a completionist in ME3. You get some dialogue change, but we see no distinguished capabilities for Cerberus, no apparent usage of the intact Collector base over scavenged remnants, and all of ME2 leads to the exact same starting position of ME3. So if ME1 counted as a single ending, I'm not seeing how ME2 would qualify as multiple endings (except, if you're interested in non-canon, Shepard's death).


And as for 'typical' Bioware endings... I'm not sure ME1 and ME2 could be said to apply, but not ME3. Baldur's Gate was before my time, I admit, but let's consider KOTOR, Jade Empire, or even DAO. None of them were designed with the same concept of the ME trilogy's firt two: though Dragon Age would become a franchise in its own right, it isn't a trilogy and it never had the design considerations of the endings of ME1 and ME2, in which the sequel must be able to directly follow regardless. As a result, they had pretty incompatible ending states for the purpose of a direct sequel: Jade Empire's Open Palm vs. Closed Fist vs. Bad End endings, KOTOR's Light Side vs. Dark Side, and DAO's many 'fate of nations' decisions. Dragon Age escaped the Big Decisions and Ending State of DAO by promptly fleeing Ferelden, but ME1 and ME2 had to be Shepard's Story, and thus have their endings be pretty restrained. If 'very varied, incompatible ending states' were to be considered 'typical Bioware endings', then the one that comes closest would be ME3.

For continuity and "fun" factor alone, I think I'd have put up a some serious arguments to the idea of RGB, no real good choices, and the catalyst emergence which doesn't follow ME's established endgame norm.

A hologram appearing at the eleventh hour to provide key exposition and a means to resolution isn't a ME end-game norm? Vigil would be surprised to hear about. So would TIM when he called to give you the Collector Base choice.

I kid, a little, but other than the difference in self-indentification Vigil and the Catalyst serve pretty similar narrative roles. Vigil doesn't set up the Destiny Ascension decision directly, but he is pretty much a deus ex exposition dump with the key to saving the day that turns out to be a Moral Delimma.

Continuity doesn't need to be a factor with the finale of the trilogy (indeed, most Bioware games don't bother: they simply avoid the problems by changing the setting to make choices minor or establish assumed canons), and 'fun' is a very relative metric. I consider the differences fun, and I would have had even more fun had large parts of the community shared my interest and wished to talk about how they thought End State A, B, or C would develop.

As for 'no real good choices', that's a loaded and highly subjective phrase if there was one. It's pretty apparent across ME3 that Bioware was going for hard choices: hard choices don't exist if there's one real good choice. I'd argue, and given their movement away from it I suspect the writers would agree, that most of the ME2 moral delimmas were weakened by the prevalence of Persuasion 'outs': there was such a fixation in having a happy 'best' outcome that the others simply became irrelevant by contrast once the metaknowledge seeped in. Why bother with prioritizing Zaeed's loyalty in pursuing Vido, if you can save the innocents and still kill Vido (albeit not in person) and still get Zaeed's loyalty by Paragon persuasion? Where does the delimma in Tali's loyalty go if you can keep her loyal AND not be exiled AND advance Geth/Quarian peace with a persuasion out? What was the point of the Thane loyalty mission choice over the hostage politician if there was a glaring Paragon interrupt to get the best of both options right before it?

Real good choices don't improve moral delimmas: they sabotage them. The reason the Collector Base decision spawned thousands of pages of discussion before ME3 and Tali's loyalty mission didn't is because the Collector Base decision was less of a freebie: if you ignored that there was never going to be a severe consequence for throwing the base away, it made an excellent dispute between the relative risk/reward of studying Collector technology and having an ambiguous ally. You could have a view on it, whether it be that Cerberus couldn't be trusted with the technology or that it was too rare an opportunity to pass on, but both options had merits to believe in.

This discussion and heightened interest only exists when the question is actually complicated, and nothing de-conflicts of a delimma quicker than offering either a demonstratably 'better' outcome (there is no risk to the galaxy in saving the Council, the primary argument against doing so, because Sovereign will be defeated regardless), or by offering an alternative resolution that carries no costs (leaving the Demon-possessed Connor at Redcliffe to get the help of the mages).

The reason why MEHEM is a fanfic-mod and was never going to be the ending is because it's almost all benefit without the cost. There's a reason besides the symbolism/AI-solidarity that Destroy would destroy the Geth and EDI: because collateral damage is the consequence that keeps it from being an ideal victory, and makes you look at the other alternatives. After so much dialogue in which Shepard expresses skepticism of Control, and the heavy ambiguity and lack of Reaper destruction in Synthesis, what basis would players have besides nich-interests or curiosity to NOT choose Destroy if it only killed the Reapers?

By carrying a drawback (the death of sympathetic character and faction), people's priorities will lead them to give a more serious look at options that would otherwise be less attractive. The potential corruptive effects and previous narrative dismissals of Control are now weighed against what 'acceptable casualties' would be. Synthesis allows you to avoid the collateral damage AND the personal risk of corruption at Reaper tech AND offers a solution to someone else's perceived problem, but it's so ambiguous that there's a lot of uncertainty over it.

While the benefits and consequences don't have to be what Bioware decided to go with*, the concept of pluses AND minuses are key to making a balanced moral delimma. 'No Good Options' doesn't guarantee a delimma will be good, but creating vastly preferable options makes the alternatives meaningless and weak.

And, well, attempting and developing this balance is pretty typical in Bioware writing. It's definitely a hallmark of the Dragon Age writing: David Gaider's propensity towards bitter-sweet rather than just sweet is famous, and definitely comes out in the Old God Baby/Sacrifice implications for DAO, as well as a number of the main quests. Mass Effect has also been developing and maturing as a series across the franchise: every required Big Decision in ME1 amounted to 'kill this person (Renegade) or spare them (Paragon)', with a far greater expansion and moral complexity coming in parts of the sequels (namely the Genophage arc). Bioware has gradually stepped away from binary good/bad decisions in terms of setup (Jade Empire's poor morality system) and consequence (ME2's import consequences), and while they certainly can be said to stumble here and there it's definitely typical of them to try.

You mentioned that you nodded and accepted the ending. Well... I cried... not in a good way. I cried whenever I thought about the endings for days afterward. Not the reaction I think Dev's wanted. I wonder if Dev's are OK with "acceptance" vs "ecstatically happy" reaction. EC didn't help.

Which reaction do you think they'd want from players: Acceptance or Ecstatic Happiness?

f they wanted Ecstatic Happiness, they'd have made ME3 closer to ME2 (in which Shepard was never forced to accept any significant costs or setbacks, and the game was engineered around a goal of no losses) rather than ME1 (in which Shepard suffering setbacks and losing people was an intended part of the drama). ME2 is the structural and tonal outlier in the series: ME3 is often accused of it simply because ME2 seems like the progression rather than the exception.

'Triumph through hardship' is probably the reaction they were looking for, and I'd say that in my acceptence and other feelings they succeded. They wanted victory with costs that would matter to people: not pretend costs of the faceless masses, who cares about them, but costs that the player would feel because those costs mattered to them.

But where they probably intended but failed for you is that the ending is intended to be optimistic: despite the losses, despite the devastation, you have won. There's a very unsubtle reason why the Normandy crash scene takes place on a lush, life-filled world with the crew members, still alive, climb out of the damaged Normandy and look at a rising sun, and that's because it is the Dawn of the New Day. The night is over, the danger has passed, and people can and will rebuild. Life will go on.


Ecstatic Happiness is a goal a developer can have, but it isn't the superior or best one by any means. Dragon Age Origins embraces this by embracing the bitter and the sweet. You don't have to die, but it always comes at a cost: the Old God Baby is an uncertainty that can fill you with unease, or a companion you may view with great affection may die. The best of all, of course, comes to those who romanced Alistair, refused Morrigan's offer, and then took Alistair to the tower... I know for a fact that it sent some people to tears for days, and that was very deliberate.

In all honesty, I think ME2 did a disservice for people by making it a point to have Ecstatic Happiness as an option at almost any given point. Not only did it step away from the more somber strengths of ME1, it established a frankly unrealistic expectation in people for ME3, in which a 'Everyone Important Lives Suicide Mission Perfect Victory' was never a plausible scenario. ME2 tried to be edgy and it largely failed: it glorified the Ideal Outcome, ignorred the idea of costs, and got people so addicted to the Heroic High that when Shepard went back to the original point of being something less than an unstoppable Mary Sue, withdrawal hit.

#274
Jere85

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I only feel bad for the BSN when haterboyz and trolls ruin it for people that have actual constructive criticism and get ignored just the same.

#275
Grubas

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I just have to pick this one out.

Ninja Stan wrote...

But back to Mass Effect 3. Pre-release, there was a lot of hubbub about how multiplayer was such a hated feature, that its inclusion would result in the failure of the game, the collapse of the company, and, oh, I dunno, a locust plague or some such. Some folks were pretty apocalyptic in their predictions. And yet, the ME3 Multiplayer forum is the fastest moving forum on the BSN right now and MP play is still super popular, not to mention profitable.


I cant speak for others, but to me the fear of including Multiplayer into a former SIngleplayerorientated franchise, is a horror. But not for the reason you picked. 
ME3 Multiplayer is fun and the financial model fair. Really.

But then we have Singleplayer, which lacks heavily in quality and execution.
When i compare ME3 to its predecessors I see so many things missing.

When i compare ME3 to Multiplayer it almost instantly answers most of my questions. The focus on fighting, the maps, the tasks, the streamlined singleplayer content, and the boring way to boosting your warassets through fetchquests. Its like a big advertising for Multiplayer.
The entire priority earth is the most infamous example for this. It plays like a Multiplayer horde mode, only its not Multiplayer. 
Why did bioware decide not to include Singleplayer exclusive content into priority:earth? Such as war assets, decisions, and the chance to heavily script the missions like only Singleplayer would allow it?  

And there must be something that justifies this shift. 
Saying Multiplayer is, "not to mention" profitable, is to me a bad joke. Its obvious it has been pushed.

Modifié par Grubas, 31 décembre 2012 - 03:53 .