To Mass Effect 3 players, from Dr. Ray Muzyka, co-founder of BioWare
blog.bioware.com
blog.bioware.com
1. Despite the series being based on players being able to make different choices that affect the story, almost nothing the player does throughout the series affects the ending.
2. Although players have a choice of 3 different options during the ending affecting the fate of the galaxy, the only thing that changes in the following cutscenes is the color of some explosions (green for one choice, red for another, blue for the last)
3. The ending felt like a deus ex machina and wasn't satisfying
Lots of fans have expressed their criticism on-line, with many hoping that Bioware will "fix" the ending or release a DLC that alters or extends the ending. This is Bioware's first response as far as I know.
The reality was that at the end of the game, you walk to one of three areas, and then get ending A, B, or C.
Nothing makes your customers as upset as the feeling of broken promises. Don't promise what you can't deliver.
Instead, how about: Don't promise any specifics until you've already implemented them, and all that remains is debugging and optimizing.
Claim unwavering dedication throughout all three games would allow the most hardcore fans to get an "amazing" ending and then not delivering?
Not to mention there was proposal of story DLCs before the release of ME3 that caused further dissonance (nickel and dime perception): https://www.youtube.com/watch?v=zRRpGlmtws8&feature=g-al...
"... we respect your opinion and want to hear it."
"We listen and will respond to constructive criticism ..."
"Thank you for your feedback – we are listening."
"Comments are closed."This one is different in that it uses an appeal to the "critic" that acts as an interesting deflection of the issue.
My complaint for ME3 thus far is not with Bioware and the story, setting, or characters. Indeed, I appreciate the cameos and references to decisions in the previous two games. It (almost) makes me want to restart the series with different decisions just to see how ME 3 changes.
My complaint, however, is that EA (and I'm blaming EA because of pre-existing biases) is the commercialization of the game. Gamers are treated increasingly like wallets to be harvested rather than fans to be nurtured. Much as with Dragon Age Origins [1], DLC is used primarily as a way to lever more dollars. Zero-day DLC with core story elements and tight game-integration is unappealing and insulting [2][3][4]. Yes, it's a business. I get that. But if EA keeps treating gamers like something to be scraped off the bottom of a shoe (after paying, of course), customers will drift away.
ME was successful because of a following built over two episodes catering to fans wanting a deep back story and role-playing experience. ME3—despite its numerous exceptional qualities—is starting to feel like a bait-and-switch.
1: http://www.penny-arcade.com/comic/2009/11/6/ 2: http://www.forbes.com/sites/erikkain/2012/03/10/the-problem-... 3: http://www.youtube.com/watch?v=Ri0vrJ-y2zM 4: http://www.youtube.com/watch?v=aSfcWr5jxac&feature=relat...
Mass effect 3 as a whole does tie up quite a large number of previous story threads (Conrad Verner, even!). But the number of earlier choices is just too large to fit them all (or even very many of them) into story variations at the "very end". So they decided to aggregate all those choices into the list of units and resources in the galactic readiness screen.
If I'm in a band, and I make some music and the fans don't like the buzzsaw sound, and I then remove it and remaster the track, does that mean that my song wasn't art in the first place?
Your definition seems to include bizarre sentences like “When the creators can (maybe ‘sometimes do’ would be better here) change their work after they released it, that work is not art.” Maybe you qualify sentences like that further (and propel it to ever more bizarre heights) to only include changes made because of public pressure.
Throughout history, many artists took commissions. The ceiling of the Sistine Chapel was a commissioned work. Do you really want to tell me that if we were to find out that Michelangelo was asked by the pope (the customer) to change something after he finished and did so, the fresco would no longer be a piece of art?
Stuff like that makes me never want to use the word art again. Videogames as works to be appreciated by others most certainly do not have to hide behind any other works made for the appreciation of others.
Obviously this is not black/white and everybody has their own definition of Art, I was just pointing out how this connects to the pretty major controversy from Ebert's pronouncements last year.
The justification for that kind of mindless definition just makes no sense at all. The artist sets the parameters and all possible different endings (if they exist at all, most games don't have something like that) are obviously part of the artistic vision. Someone had to make those endings. The player certainly doesn’t. Why can the artistic vision only encompass a single way of experiencing a work? What’s the reasoning for that? Why can’t the artist offer multiple ways of experiencing a work and let a player (in this case) pick? Because doing stuff like that didn't used to be possible? Why add something as ridiculous as that to the definition?
It boggles the mind.
(Oh, and I was picking the pope because he is the customer - just like in this case customers of the game are complaining and potential customers say they want things changed before they buy. Talking about tourists in this context makes no sense at all.)
I ask you how is this even remotely a big deal?
Instead of the Death Star being destroyed, the Imperial assault on Endor being stopped, Vader's redemption, etc., the story goes off on a wild tangent for the last 10 minutes and brings no conclusion to anything. Did the Rebels on Endor survive? Did the Death Star get destroyed? Did Luke defeat Vader and the Emperor?
Too bad. You never get to find out, and there's other non-sensical scenes with an ending on a different planet with zero relation to anything that's happened in the Star Wars universe to date.
That's Mass Effect 3's ending.
What happened was that Bioware had long promised an ending that would reflect your decisions across 100 hours of gameplay. They promised relationships would be explored and closure would be brought to the series. They promised it would not be an A-choice, B-choice, C-choice cookie-cutter ending, and it was quite literally exactly that. This wasn't a product where people expected some la-dee-da happy ending, they expected the same level of care and quality writing to be carried through to end the series, and it all falls through in what is the last 30 minutes of the game (that is not an exaggeration, the game de-rails in the final segment completely).
To better understand this issue, you can watch videos like this: http://www.youtube.com/watch?v=6M0Cf864P7E
It's not just that the ending was bad, it was because it was insultingly offensive on every level as a fan and as a consumer of the medium.
I wish the guys from Battlefield or CoD paid this much attention to fan response...
Customers are unhappy. The why is only important to the extent that it lets you figure out how to fix it. It's a mistake made over and over and over by companies dealing with unhappy customers: "Hey, this isn't that big a deal - you guys shouldn't be that upset!"
This doesn't work; you can't argue a customer out of being unhappy, and trying to do so makes it worse. The more the customer thinks that you don't understand and sympathise with his complaint, the harder it is to make them happy. (And this is just as true - if not more so - when the complaint really is ridiculous.) Bioware has a very loyal fanbase; it's an incredibly valuable asset, and they need to keep them happy, no matter how silly the complaints may be.
tl;dr: It's a big deal because Bioware thinks (probably correctly) that a critical mass of customers think it's a big deal. And that's all that matters.
You've got a software product that you promote as having feature foo.
You sell 900,000 copies at ~$60 apiece, plus DLC, plus premiums for collectors. Many of these are pre-orders.
Users discover there is no feature foo, but rather feature bar. Feature bar was not what was described – feature foo was, and was a selling point of the product. The nature of game sales leaves customers with no easy recourse, as returns are not generally permitted.
Tens of thousands of customers, feeling deceived, revolt.
Help me find the silly in there.
Is it in the $58,500,000 in sales?
The huge customer volume?
The dubious marketing and business practices?