Not surprising given Take-Two's history when it comes to trademark disputes. I'm pretty sure they went after the developers of It Takes Two because of the name, plus any random business that has Rockstar in the name.
Look, it’s very simple - even a cocaine addled exec can see. You remove a fair deal of your gameplay time, say 1/3, and focus budget and development time on quality control and polish. I.e quality over quantity. This is a matter of management and Bethesda’s management is dumb. It’s not rocket science, it’s just business.
Well I don’t know how to make a game, but I do know how to write interesting characters and stories, and Emil clearly doesn’t, so something something glass houses, Bethesda.
Just like I don’t need to be a ship captain to tell when the titanic is sinking. It doesn’t matter how it’s made, a product is bad if your model audience doesn’t like it. Starfield isn’t some avant-gard experimental piece, it was meant to appeal to the masses. He can’t use the excuse of opinionated craftsmanship to excuse its poor quality.
I wish people knew more about the way business works in general. Focusing on quality of product or service is a strategy only the smallest businesses can afford. In the big leagues it’s all about triggering purchasing behavior and minimizing price sensitivity by using well-proven psychological techniques to sell cheap minimally-viable and soon to be obsolete products to as many people as possible, and sell them the solutions to the problems left in the original product as “optional” add-ons. Developers all want to make good games, but the businesses they work for couldn’t care less since they make their money in other ways. Welcome to the 21t century, consumers!
Yeah but businesses typically don’t go out and rub that in their customers faces. That’s basically what most of the complaints are about: Bethesda should just shut the fuck up and swallow their pride. Is some/most of the stuff people throw at them unfair? Likely. Is it completely unwarranted? No. Should they defend it? Also no.
A lot of these comments from developers read to me like “We really tried guys, but you don’t know what it was like.” Given this is usually without commenting that industry norms are toxic since that can get you blacklisted. Their marketing department doing damage control is of course way less sympathetic to me.
I would consider Todd Howard to be part of development (since he directs the creative and narrative angle, from what I understand).
He defended bad performance with “get better hardware”. He defended criticism of the content with “you play the game wrong”.
Both are bullshit “excuses”. The first one was even debunked by modders who showed that there was potential for optimization. And modders are far more limited than engine devs. The game doesn’t look ugly, but there are far better looking games with more scene complexity out there that run better.
And “you play it wrong” is bullshit because if enough people play it wrong to have an effect on the rating of the game, then the game is badly designed. Part of game design is making sure the game explains itself or subtly pulls players in the right direction. Either they failed with that, or there simply is no clear direction. But that’s not the players fault.
Sounds like a terrible business model that deserves the problems it runs into. If a company doesn’t prioritize the quality of its offerings, why should anyone give them a cent?
“But throughout that time, I actually had no inkling what game development was actually like. How hard the designers, programmers, artists, producers, and everyone else worked,” he says. “The struggle to bring a vision to life with constantly shifting resources. The stress.”
Then tell us about it. Make it heard where you get Stressed and where you rub up on the state of the art. List off what had to be finished in crunch time. What got pushed by Marketing or Management. Leaving everything up to a nebulous “you don’t know” makes any criticism easily dismissed and reduces leverage against systemic issues.
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