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I really need to learn to weigh my words more carefully. I genuinely was trying to make a constructive argument but phrased it poorly. It's been bugging me so let me try again:
My point wasn’t that I have an issue with criticism. My point was that it doesn’t need to be hurtful. Imho that creates alienation between people who have the same hobby and essentially all want the same thing: better games. Constructive criticism really has higher impact.
I get that there's a lot of disappointment out there. Good games are being mutilated to turn them into money machines and that obviously causes a lot of frustration because it makes the games worse. I think I've been fairly vocal about my thoughts on that and will continue to rant against those responsible because they devalue something I care about deeply.
But they were not the ones I was thinking of when writing my words. Instead I was thinking of those who truly care about their craft and want to continuously improve what they're making. I know many of them, and I’ve seen how hurtful packaging of criticism has affected them. Often, their reaction is to stop reading feedback altogether. Which is a pity because that means they stop engaging with their audience and lose all the good bits they could get from feedback. Not to say that their reaction isn't understandable. Continuing to engage after repeated written or verbal abuse requires growing a lot of callus on your soul. Some callus is fine. Too much, and you risk becoming desensitized.
Personally, I got my first threats of violence in 2009, all because I was trying to make something fun and failed in that person's opinion. There’s been a long list of things thrown at me since. It kind of sucks, especially given that I got into making games because I enjoy seeing people have fun with what I worked on. It took me quite some time to learn how to deal with that. These days, I still read the hurtful comments, but I focus mainly on the constructive opinions. They're the ones that helped shape BG3's success.
Speaking of opinions, I also wanted to mention that contrary to what's been written, I have a great deal of respect for game critics. Over the years, my job brought me in contact with many of them and I hope they felt that during the many chats we had. Respect doesn't mean agreement but I appreciate what they bring to the table. We have many ex-reviewers on our team. They are my first port of call whenever I work on something for too long and can't tell if it's good anymore. Often they will tell me that what I made was shit, but they'll phrase it such that it helps me understand why it was shit. That's invaluable.
The same goes for some public reviews of our games. A few were genuinely formative and had a real impact because they pointed out things we were overlooking. I consider us lucky that those reviewers took the time to think through why something wasn't working because by listening to them, we avoided making the same mistake twice.
So yes, I see great value in criticism and our development history should reflect that. It's the packaging I was trying to comment about. Didn't land as well as I'd intended so hopefully this helps.
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😉 @thomasmahler
Hey streamers!
We all know anyone can look good in Diablo 4 or PoE2.
Do you really want to show your audience you’ve got skill?
Try No Rest for the Wicked.
Precision combat. No carry builds. No spam.
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New video out on Alaloth: Champions of the Four Kingdoms by @alalothgame@gameragamesint@eldacar79! A janky but very enjoyable fantasy sandbox ARPG. Check it out now! https://t.co/upicH7qfla