Drauks wrote:Quit selling that.
What no.
Drauks wrote:There was more than just "pre-release hype marketing (designed to sell copies)". [...] But it wasn't all just some fluff designed to sell copies.
[Neither of these is what I said.]
What was it? You've said "grandstanding" so far. You thankfully haven't said "promises" so don't worry, I don't want you to think I'm putting that foolishness into your intelligent mouth—I'm just bringing that word into the conversation because it's something that's being mentioned in the larger conversations around this.
Of course there was more than just marketing. For example, there was also a lot of shooting the shit and dreaming out loud about big concepts—the kinds of things artists and designers like to do when they're fleshing out a vision. And it was done publicly, because there was an appetite for it. In a light-hearted quick-fire interview way back in 2014, Murray said "at the moment you can land on asteroids", and that quip is actually seriously sourced in those Reddit teardowns of the so-called lies about what would be contained in the game. Hilarious and ridiculous.
Drauks wrote:There were actual demos—
—gameplay vids showing off elements of the game—
—in front of people (press and others)—
—when those words are combined with actual gameplay and footage showing off those words—
—the game's Managing Director [...] was putting it out there that it would have something for pretty much everyone.
These are all common forms of and typical venues for pre-release hype marketing.
Drauks wrote:But when those words are combined with actual gameplay and footage showing off those words, it kind of lends a credit that just sitting in a chair and saying things in an interview with nothing to show off doesn't.
Sitting in a chair saying words with nothing to show off isn't the upper limit of what constitutes pre-release hype marketing. It's still possible and reasonable to be skeptical of something "more".
Drauks wrote:The hype was definitely real
Yes, it was. People were excited about the game.
Drauks wrote:and I agree with Vic, hype sucks.
Sometimes it does. Sometimes it doesn't. I like experiencing self-aware excitement and anticipation about some things.
Drauks wrote:—but it's just another game in a trending genre that probably would have only been $20 Early Access on Steam.
Or $0 with a free-to-play model involving microtransactions on refuels or whatever they charge the kids for these days!
_____
I'd say a relatively small fraction of the blame for people's disappointment belongs to the developers, and that fraction is for not being able to deliver a massive, revolutionary, mind-blowing game that would satisfy everyone's wildest imaginations and turn the industry upside-down using hipster dev tools (procedural generation, beards). As a corporate entity, they probably should have refrained from trying to get people excited about their product or entice people to purchase their product.
The rest of the blame is split between the media on one hand and uncritical gamer-consumers on the other.
The media's coverage of the game from announcement to release, gleefully lapped up the pre-release hype marketing and somehow, for some reason, presented it without framing it as marketing—presented the developer as a disarmingly charming participant and consumer-collaborator in some magical journey instead of as a business-artist selling a vision and ultimately a product.
Hype sells games, but someone has to "fall for" pre-release hype. Why fall for it? Wishful thinking? Willingness to make a gamble? Probably not this one—recognizing it as a gamble requires self-awareness and shouldn't result in outcry after disappointment. Sometimes getting caught up in hype is entertainment in and of itself, and riding the wave is fun (I'm the first to get hyped for From/Souls stuff). But some people (the "lies!" and "false advertising" folks) need to learn to think critically about what they're being shown by people who have a vested interest in showing them something really enticing. And they need to do their research. If you're going to hand someone a few crisp Elizabeths, you should know what you're getting in return in advance. I thought "don't pre-order games" was supposed to be the critical consumer mantra by now. But as soon as half the population of the planet sees a cartoon spaceship taking off from the surface and going into orbit with no loading screen it happily slaps down a deposit. This is the demographic that still thinks Nintendo is its "friend" and somehow believes that companies want to make decisions that are in consumers' best interests.
Honestly, the only legitimate complaint about the developers' actions & presumed intentions here is that the most recent high-concept demo build of the game (March-April 2016, I think?) showed some features that weren't in the shipped product. If they knew certain minor, non-central features weren't going to make it to launch, maybe they shouldn't have made their pretty videos include such pretty scenes? But even then, I have a hard time believing any self-respecting critical thinker would seriously believe that a small-scale demo build—featuring a tiny-scale procedurally-generated fraction of a universe that wasn't deployed on all servers to millions of simultaneous players—released mostly for the purposes of creating trailers and slice-of-game videos—would be representative of the full-scale live game.