It's fascinating to me the number of people who suggest in Deus Ex there should have been an option to leave UNATCO. There was! At first...
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Replying to @qntm
The design documents for Deus Ex have ridiculous scope. The game would have been three times as large. Why shoot lower, I guess
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Replying to @qntm
Wait, did I say leave UNATCO? I meant side with UNATCO. But either way: plenty of people think both options should have been on the table
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Replying to @qntm
But at that point you're building two games in parallel. It's hard writing, and there are only so many hours in the day
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Replying to @qntm
In general it's interesting to me when the consumers of a creative work notice issues which the creators were also aware of
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Replying to @qntm
I can't speak about every creator but whenever I read a review of something I wrote, there's rarely anything in there I didn't already know
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Replying to @qntm
That includes the negative parts. Nothing of mine has been shipped "perfect" in my eyes, and I expect this is true of nearly everybody
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Replying to @qntm
It's much less "How bad is this? Can't wait to read the review to find out!" and more "What did they spot; what did I get away with?"
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Replying to @qntm
This is true of software as well as artistic works/writing/films/games. We ship with bugs. We know there are bugs. It's a tradeoff
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You play a new game; you find obvious, glaring bugs. Walls you can clip through. Balance issues. Do you really think they didn't know?
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Replying to @qntm
There are priorities here. Showstopper bugs successfully fixed instead. There's a hard deadline, and patching is preferable to delay
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