- Joined
- Jan 28, 2011
- Messages
- 100,043
Of course they were, you had God knows how many public iterations of the Ui, you had doctored screen shots not representative of actual game play released to backers, you had promises California would be everything Arizona was not. So many little things plaguing the development process that added up to a lot of community bad will.
A better run project wouldn't expose itself to this stuff, they would have been more open with the backers.
Public iterations of the UI worked on by one single guy who was also doing a whole bunch of other things at the same time. That's cheap.
It sounds like what you really have a problem with is that they didn't manage their PR well enough.
I don't think the issues aren't specific features or elements, like the lack of open world, or the tunnels, or the keywords.
OK, but I think some people might disagree with you on that!
The issue is the implementation: finding the best way to implement a keyword system, for example.
I don't disagree that Wasteland 2's implementation has issues, but usually when a game gets a poor reception on forums like these, it's just as much or more "they didn't make the game I wanted" than it is "they made the game I wanted, but poorly".
Although it is almost always a mix of these two things - it's psychologically more expedient to nitpick a game's implementation when it doesn't provide the basic experience you were expecting. Again, I am sure you're quite aware of this with AoD.