Fast Jimmy wrote...
^
You have a very odd perception of how these things work. Are you lumping players who want their Warden back, who want a toolkit, who want more roleplaying control, who protest MP and who want different combat all in the same group? There are tons of complaint threads on these boards. If Bioware made a game that failed to cater to ANY of those requests, they would have no fanbase, period.
What exactly do you hope that they do for DA3 to scare away all these "crazy ex-boyfriends" you speak of?
They could simply continue in the direction they left off with the DA2 DLC, apply a lot of the ideas there in a bigger game, and it'd be the last straw for some, I think.
I don't know if it's worth getting into the debate about complaints. I'll try.. We already discussed the creative process the other day, and you seem to think games are some exception for being "interactive". Like RPGs are some shared enterprise between developer and gamer. I don't even think that's very true for Pen and Paper RPGs. At the end of the day, "Dungeon Master' is called that for a reason. As for digital games, the power is shifted even further. The games are almost entirely revolving around the creative and design end. There's not enough freedom for players to call many shots.. All of their options are coded in already. It's never been about the player. That's an illusion. The player doesn't throw the game for a loop occassionally like they would a pen and paper DM. It's in those moments a player is exercising some power, using an odd choice or action that wasn't accounted for at first. Otherwise, they don't have much power. They're there for the ride. It's just supposed to be a time to have fun and be entertained. Whoever thought they were as important as the designer is deluded.
Anyways, I think creative people should just follow their hearts. I'm not saying anything controversial there. It's not an "odd perception" of how these things work. To quote Steve Jobs, since it's slightly relevant. "I don't care what the customer wants. I'll tell the customers what they want." If you make something good, then there's a fair chance you'll always have fans. That's all anyone should concentrate on, no matter their project: having a good idea and doing a good job. Generally speaking, a good idea sells itself. And if it's bad, it won't.
Modifié par StreetMagic, 17 mai 2013 - 03:06 .