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#11
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Basically, the initial "vision" was too complicated and costly to continue. They set out to decrease the amount of unique conditions to develop and bug test for. This "streamlined" the game, increasingly. This is why I saw the strong move towards linear things, consistently: To reduce costs. Linear things produce less conditions. This means less things to test and develop for. They were very cautious. I would buy all these arguments given by them, if these incidents were isolated. But they're not. And one more thing... They may not have known consciously what they were doing. They gave all these arguments year after year. But underneath it all, they couldn't cut the mustard. Maybe declining interest and shifting funding (to other games) inevitably led to a kind of cognitive dissonance or denial. If they had come out and said, "We can't meet the demands of our initial hopes and dreams," I would have understood and even forgiven them. It was the denial that was unforgivable.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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Last edited by stormlord; 10-20-2011 at 07:36 PM..
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