Sure, and there's a world of difference between "This isn't what it was supposed to be" and "I don't like it. Go back and make it what I wanted". I don't think cutting the consumer out of the equation entirely is fair. ME3 ended up benefitting from the change. 1/2
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Replying to @DragonNexus @carolynmichelle
Again, for me it's all about how the story came into being. ME3's ending wasn't artistic, and I doubt it was intended. The game needed to be out by Christmas and was delayed to Spring and that was still not enough time. They didn't have time to make their artistic vision.
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Replying to @DragonNexus
For me the circumstances are largely immaterial. Film and, especially, television history are full of endings that are weak or compromised because the time or money ran out or whatever. We can critique it, but we have to engage with it as it is, not demand it be something else.
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Replying to @carolynmichelle
You're using the word 'demand'. Would it sound better if we used the word 'request'? Because I see a lot of that in circumstances like this. People love their favourite story and they want it to be good. And if there's a possibility it can reach its full potential...1/2
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Replying to @DragonNexus @carolynmichelle
...then people will go for that. It reminds me of how fan pleading is what finally got us the 2 part special for Farscape that effectively wrapped up the story. Wasn't a great end, bu better than the cliffhanger we got. Without vocal fans, we'd never have got that.
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Replying to @DragonNexus
I don't know the Farscape situation but, like, petitioning against the cancelation of something, or for MORE of something, is entirely different from saying "fix this" or "do this again, but differently." "Request," "demand," whatever, fans shouldn't feel that level of ownership.
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Replying to @carolynmichelle
Why not? They're paying to view the work. They've invested time, money and their emotions into the product. "Artistic vision" is all fine and good until the art becomes a consumer product. You put it out there and it's at the whime of your audience.
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Replying to @DragonNexus
Because I believe that art should sometimes challenge us, sometimes frustrate us, sometimes defy our expectations, and that we shouldn't think of it as something that exists solely to entertain and satisfy us, that should do exactly what we want it to do.
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Replying to @carolynmichelle
Thing is, the idea of a TV show of this nature being art is quite subjective. I tend to disagree that it is. Not to say TV shows *can't* be art, but this was designed as a product first and foremost.
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Replying to @DragonNexus @carolynmichelle
If I may, there's an important missing word here: service. IMO the more something is a service, the more "I don't like it, please change it" make sense. A long-running experience that evolves with the fans does in fact resemble a service. I agree with both of you
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I respectfully but vehemently oppose the notion of any narrative work, or, in the case of a game, the narrative elements of the work, being seen by fans as a "service." Learn to sit with the disappointment. Critique it. But don't expect it to bend to your hopes and expectations.
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I just think the level of entitlement that comes with feeling that degree of control or ownership over someone else's creative work is extremely unhealthy, and typically manifests in ways that are toxic.
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Replying to @carolynmichelle @godatplay
I'll finish by saying I don't completely disagree with you. I just find your stance to be too rigid. There are definitely times when what you say is completely true, but I also feel there are times when a fix could greatly improve a work. Either way, thanks for the discussion. =)
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