It is kind of the GM's job to support the staff while at the same time acknowledging criticism they might get. I take it you have never actually even vaguely held a position similar to that have you? Because unless the staff under your management do something outside the lines of company policy kind of part of your job to support the staff under your supervision as well as acknowledge criticisms you might get and address it. People that instantly sell out everyone else claiming it isn't their fault it was steve and lucy's fault tend not to be managers for very long. And while I am certainly not an expert in BioWare's company policy creating a game that some people don't like the ending I am sure is will within company policy.
Of course that's the manager's job. You're masterfully disregarding that the artistic vision is still the same "artistic vision" and no amount of "I support my staff" is going to change that. It's fine to support your staff. It's a good thing. Good managers should do that. Good managers don't publicly call out their staff because a product isn't received as planned. (I actually am a manager of people. Thirteen direct reports and twenty-five indirect. I know what the job of a manager is.)
The problem here is that Bioware wrote themselves into a corner. His public statements are fine. If that's what my staff did then sure, I'd do the same thing, so I'm not sure what your point is. It doesn't affect anything though. What Ray did was publicly reinforce that the ending was intentional. Which is really the whole point here, not a debate on whether Ray is a good boss.
There are a fair number of reason the thing is you personally don't care about the alternatives that might exist because they don't fit with what you want to have happened. You again are making an assumption and stating that your assumption is right because you are the one that made it. Mean while my assumption is wrong because it is different from your assumption.
It's a conclusion based on available evidence. I'm pretty confident that my conclusion is accurate and not just based in fantasy and wishing.
The proof is in the pudding so to speak. The end part of the game feels rushed. The talk with catalyst is short and the ending cinema is only a fer minutes long. Compare it to the rest of the game and how it plays out it is rather obviously rushed. This is a stark difference for the rest of the game. Even the DLC which a few players claim they threw together real fast to explain the "plot holes" in the story. The EC does it's fair job of reducing the rushed feeling and all they did was add a few new lines and extend the ending moment another few minutes. So again maybe just giving more credit then is due but I can't see BioWare releasing a game in that state unless they were forced to. And given EA's well earned track record combined with how anticipated the game would have been on release fits just as well.
What is this a response to? Because it's certainly not to my statement about what Bioware intended the Catalyst to be.
Your statement is basically stating that Ubisoft purposefully released Assassin's Creed Unity in the state it was in. You know the no face, floating eyes and mouth set up. Or that Bethesda purposefully wants all those game breaking bugs in their Elder Scroll/Fallout games because that is how they released them. And the only reason they fixed those bugs was just to silence the players who were complaining about randomly falling though the floor of the game and dying.
OH GOD THANK YOU FOR ANOTHER ANALOGY! I've never played Assassin's Creed so I can't respond to this. Not that I would care to anyway. And I don't think that Bethesda purposely releases games in the state they're in, I just think they don't care. They cater to console gamers now and that's fine, but PC players can mod in whatever they want or just fix things themselves. Bethesda has a very long history of releasing buggy games and Todd Howard should really get around to not doing that.