oh yes, I so agree with this. Have you seen the Bon Jovi DLC thread on the rock band forums? that's a great example of how trying to please everyone is impossible. to make a long story short, basically people now have to repurchase any future DLC songs that contains rock band 3 features like keyboard and harmonies. reason being, it's impossible to upgrade the tracks since hmx never created stems for them, which means a whole separate version of the song has to be made. that's the really short version. there are a bunch of other factors involved as well like recharting song for consistency etc. There's this massive debate... well mostly flame wars, about it, and you have people on both sides throwing insults back and forth and making a nuisance of themselves.

----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, November 10, 2010 8:24 AM
Subject: Re: [Audyssey] MOTA Beta 16 Released!


Here here.

Developers should listen to fans to a certain extent is what I think. For minor things like little gameplay tweeks, small-scale feature suggestions... but on the larger scale like difficulty, the developer should totally do things his own way. I think this is why a lot of mainstream devs generally don't talk to fans in public... they just scan forums and see what people say and put it in the suggestion box. But I agree. Mota should be done the way you want it to be, and the rest of us can either suck it up or find another game. I personally love everything about Mota, difficulty included even if it means dying over and over again on high levels of difficulty. But what good game doesn't cost you time and experience? If capcom were to listen to everything their fans said about how Street Fighter should be, I'd hate to see the mess that SF would become... *cringes* especially about how all the noobs like to whine about how they lose befcause such a player keeps comboing them... and these are the same people who use the same bloody tactics over and over again and just don't want to learn the deeper side of things.

At 05:01 AM 10/11/2010, you wrote:
Hi Bryan,

That's a pretty aped point. Over the passed six years or so since I
started writing accessible games I've learned one very important
thing. Simply put, it is impossible to please everybody. We all have
different skills, different ideas what is the ideal game, whatever and
trying to implement all of them is a fool's task. It can't be done.

However, part of the problem here is that we've become something of an
entitlement society. We think it is our right to have this or that
handed to us, or that a developer should do this or that because it is
suppose to be for the good of everybody. If a game is too hard then
the developer should make it easier so the less skilled can play it
too. If someone can't figure out a trap or puzzle then the traps and
puzzles should be made easier to guess etc. On the other hand, you
have those who say that is too easy and the game should be harder,
more difficult traps/puzzles, and so on. Who is right and who is wrong
here?

As the developer the decision what to do about it is sully on me. Part
of the solution is by tuning out the special interest groups and
making decisions on what I personally feel is right. I haven't done
enough of that, and I'm beginning to see the only way this project
will ever get done and be done in a timely fashion is to do it my way.
Special interest groups can take a hike.

Cheers!



On 11/9/10, Bryan Peterson <bpeterson2...@cableone.net> wrote:
> I hate to be rude but some people need to just stuff it. It's hardly as
> though Thomas has been putting a gun to the entire community's head and
> forcing them to play his game. I haven't tried MOTA on the higher
> difficulties but the beginner level is just about right as far as I'm
> concerned, easy but at the same time not TOO easy. I'll worry about the
> higher levels after I beat the game a few times on Beginner.
> We are the Knights who saaaaay...Ni!

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