Potjeh wrote:Yeah, the worst part about those guys was that the devs were surrounding themselves with yes men who defended every terrible design decision with "this is what makes Salem unique and you're just not hardcore enough to appreciate it", where hardcoreness is basically having high tolerance for tedium. I can understand that positive feedback like that feels good, but it's totally useless as there's nothing to learn from it, and it makes problems with design seem smaller than they actually are. JLo, please don't let yourselves stray like that again, and always keep your eyes on the one true goal of game design - making it fun. Salem is forgivable because it was just for the $, but if you ruin Haven like that you'll have committed a heinous crime against art, because Haven has actual soul.
When have we ever surrounded ourselves with "yes men"? People like yourself and Jackard? Avu? Burg? Spiff? Who are you thinking of, more precisely, because I can assure you that neither Chief nor Darwoth ever-in-a-million years fit the bill, being two of the most opinionated people on the planet. Having different priorities than yourself does not make one a "yes man". Sucking up to us and taking anything we say for gospel would, perhaps, but no one I can think of ever did that, and I have the chat logs to prove it. If anything we are *much* too good at surrounding ourselves with manic-depressive defeatists who cannot even be bothered to share in that most basic sliver of optimism required to attempt to build anything.
Even your own argument very much disproves the point, because there was, indeed, and precisely, a general consensus in the initial testing group -- even throughout! -- that the game wasn't where it needed to be. Do you think that this somehow escaped us, or perhaps that we just sat idly by and twiddled our thumbs when we could have furthered the better interests of the game instead? Surrounding ourselves with "yes men"?
Interestingly enough you simultaneously accuse us of A) Not taking feedback into account, and B) Listening too much to feedback. I'm not saying that you couldn't weasel your way out of the glaring contradiction by qualifying the statements to mean that we should have listened to your feedback and thrown everyone else's out, but man is it there.
Whether or not we acted enough on the feedback you provided for Salem...
- We did not always know what to do about it. Pointing out that one gluttony system is bad does not automagically replace it with something better, and in fact even we didn't, until the last big gluttony patch we did, with which I was quite pleased, under the circumstances. Do you even remember the *very* first study system we tried for Salem? I do like to believe that we did make some use of some feedback.
- Development was on a schedule, and we did not have the luxury to sidetrack the whole thing for any length of time. We tried to deliver on the things we could deliver on -- functioning buddy systems, villages, blablabla, map generation, skill systems, proficiencies, every other little widget the game requires to operate -- rather than not delivering on anything at all. We continuously and throughout prioritized operational functionality whenever we were in doubt, and I stand by this priority fully, and would make the same decision again, as that is precisely what allowed Salem to make it to any sort of release.
- Purity could arguably have been yanked from the game once it was established that the setup was going nowhere, but for starters that conclusion took some time to mature -- by no means was it established conclusively at the end of the closed testing we did with you guys -- and also the "system" that was in filled at least some placeholder functionality, for which reason I felt -- and probably still would feel -- that some sort of quality system is better than nothing at all, or at the very least that inaction on the matter is better than spending development time simply cutting stuff. Again, we didn't know what to replace it with, and continued for a long time to hold out hope that we would be able to improve on it eventually.
Frankly I find this patronizing BS post about how we go for "good feelings" insulting, because I honestly can't quite remember when it was that I last got any sort of good feeling from reading the forums!
(Well, actually I can. Every once in a while I do get some quiet and sweet little PM thanking me for making the game. That usually feels good.)
Our morale has never been as low as it was toward the end of the first iteration of Salem development!
I also don't agree with you that positive feedback is useless. We need to have an idea as to what people like, and we won't unless they tell us. People usually miss this completely -- being, as they are, in their own heads and with their own complaints written in bold across the frontal lobe -- but it does help to have an idea as to what to develop further and what to (not) cut. Negative feedback is simply the norm (for good reasons), but it is not the only useful kind there is.
TLDR: I think that was a wildly unfair and inaccurate summation you just gave of our motives and development history.