I don't think this comparison is all that valid. You are correct in regards to your example that it is a subjective opinion, whether a steak is good or bad.It's the same as saying, "I offer delicious steaks at my restaurant -- a top-shelf dining experience." Well...maybe some people feel that it's not "top-shelf" unless steaks are dry-aged. Others would argue it's not "top-shelf" unless there's an offer for lobster tail to go with the steak. Wait -- there's no Bernaise sauce!? Then it's "obviously" not "top-shelf"! This place offers only ribeye, sirloin, or NY strip!? There's no filet mingon or chateubriand!?!? And they have the AUDACITY to call this steakhouse "TOP-SHELF"!?!?!? HOLY @#$%@! The glasses aren't made of actual crystal!! They're only GLASS!!! THIS IS NOT ANYWHERE CLOSE TO FREAKING "TOP-SHELF"!!! And, etc...
You get my point. It's not up to a restaurant to ensure that every subjective detail of what "top-shelf" dining means to every subjective customer that walks through the door is met. It's job is to provide good steaks. Hence, if I decorate my restaurant with patio furniture and have paper napkins -- I'm still free to call it "top-shelf" based on the food. Liking it or not liking it is up to the customer. I'm not responsible for their individual preferences. I'm responsible for offering my vision. Anyone who doesn't like it simply won't eat at my restaurant. And the people that do like it will continue to eat at my restaurant. But no one is free to point the finger at me and say I'm "lying" based on their, personal, subjective interpretation of what "top-shelf" should or should not entail. End result is people either like the steaks or they don't. Personal preference. Subjective.
But the example doesn't really reflect the issue, I think. Because the issue as I see it at least, is if the restaurant say they are selling Kobe beef, but in fact they ain't and it's just some sad milking cow beef, then it is a problem. Obviously you as a person might not like Kobe beef regardless of it being the best quality available or not, that is your subjective opinion.
Your example is sort of like CDPR going out saying, "We are making the best open world RPG ever!!!", fair enough that is subjective. But if they go out claiming "We are making the most advanced AI in any open world game to date" and it can't figure out how to go around a parked car, then that is borderline lying. Because then it is not even remotely advanced and definitely not close to being the most advanced AI in an open world. Now being realistic, everyone know that these comments and statements are made by anyone trying to sell a product, so we accept it, to some degree. And it's not like people will sit down and dissect every little detail about the AI to figure out, whether CDPR in fact made the most advanced one to date or not.
But people will react when such statement is made, when something that is considered very basic AI in games today, seem impossible for it to do, and that will trigger people to start testing it a bit more in regards to how advanced it really is, because something about such statement seem to far from the truth that we don't simply accept it as normal "marketing selling stuff" anymore.
I bet you, that were CP's AI capable of doing what the AI can in GTA 5, no one would have bothered with it. The issue is, that if you venture to far from a claim, it becomes "bullshit" that people won't accept. To me that is the issue with a lot of the statements made about CP in the marketing material.
I completely agree, I was very entertained during my playthrough, in fact I played GTA 5 just before CP and weren't really caught by it due to lacking character creation, didn't really like the driving to much, the switching of characters etc. Might in fact be one of the few people, that enjoy driving in CP more than GTA 5Frankly, I think that the game delivers a pretty awesome gameplay experience with a lot of rough edges. I still think it qualifies as "next-gen" (even if it's AI isn't as good at GTA's AI). I still think it is a quality RPG experience where choice and consequence really matters (even if Detroit: Become Human offered more choices and outcomes). I still think it offers a wide range of playstyles, significantly effective skills, and cool stealth / combat / dialogue pathways (even if XYZ game is more intricate / better balanced / more varied). Too many subjective concerns involved in all of this (and every other game for that matter) to ever say "this game is lying about what it offers and is a failure."
I would however disagree with choices mattering, I have a lot of general design issues in CP, which I don't think is good, like combat, the lack of a walking button, skill design where some of them makes absolutely no sense. Like the ability to not be spotted when swimming? I don't know how many missions people have done underwater, where they thought this was a huge issue. I did the one with Judy and then I jumped in the harbor just for fun The crafting is broken and the list goes on. My point being that despite all these things, I did enjoy playing it, but one can't simply judge it based on that I think, but have to judge it, based on what they said and how they delivered it.
This again is something that is subjective I think, I don't think anyone expect games to be released 100% bug free, and if they do then clearly they are diluted, especially as you say, the scope of games today are massive. So this is obviously a scale of how many bugs do people find acceptable.As for the fixing issues after release, I used to be really bothered with this before I first worked with a studio on a game. It's, frankly, borderline impossible to release a game this big without major issues. And that is going to get worse and worse as games get bigger and bigger. That's just simple cause and effect. Even 1,000 QA testers working around the clock for a year would not find half of the odd issues that can arise in systems this complex. (But millions of players world-wide on various platforms definitely will! Guaranteed! )
And as I mentioned, maybe the AAA industry need to change how they do things. Maybe apply the same strategy as a lot of minor studio uses, which is to start releasing games in alpha versions and keep working on them while getting feedback from players. They in return would know that it is an alpha game and that bugs exists etc.
A lot of studios seem to have success doing this, Larian studios with Baldur's gate 3 (Now this studio to me, really seem to know what the hell they are doing, they are releasing top quality games, in my opinion at least):
But as you can see, Early access game with a "Very positive" feedback from a lot of reviewers. Subnautica have done pretty much the same.
Looking at 7 days to die, which is also really impressive:
Been in early access since 2013 or maybe even before and yet "Very positive" from a lots of reviewers.
From what they write:
HOW LONG WILL YOU SURVIVE?
With over 11 million copies sold, 7 Days to Die has defined the survival genre, with unrivaled crafting and world-building content.
This is a small studio compared to CDPR. From their website:
Little did any of us know that after almost 4 years later we would still be working on 7 Days to Die, the game would reach over 2.5 million copies sold on PC , the game would make Valve’s top 100 best selling games of all time and the team size would grow to over twenty five with full and part time team members. This game has become our passion and we still aim to make it hands down the best damn zombie game ever made.
I don't know how many employees they have now, but I doubt its anywhere close to CDPR.
I mean maybe it's time for the AAA studios to learn something from these guys.
But looking at a lot of the latest releases from some of these studios something is clearly not done correctly here, when they time after time are releasing games which just fails big time, either due to gameplay or simply doesn't meet expectations. Now CP sold really really well, so in that regard it was a hit, but in regards to PR it was a disaster. So maybe the issue is not that games have bugs during development, but rather that people get a feeling of them being solved before final release, and early access games done by good studios seem to handle this quite well.
Maybe getting a steady stream of feedback from fans during development can help guide the development in directions that players are after and sort of improve areas that are not working etc.
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