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Post by Danjal on Sept 13, 2014 9:21:36 GMT
Its not so much that "feature X has to be removed", as much as that "feature X would work much better if it were placed within the confines of its relevant platform".
There's no easy yes/no question to ask this though, because its apparently not as easy as "sure, we can do that...". With the heavy focus being on trying to filch as much money as possible from the average iOS player.
Now like I said, I can only see an increase in revenue of they make the game more enjoyable rather than spending all their resources on trying to wring their customers dry... Retention is a pain when you lack any entertaining content. Which is where it all comes down to. If they bothered to focus on that rather than exclusively on monetization. They'd have more players playing and thus more potential players paying.
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Post by Gmr Leon on Sept 13, 2014 17:19:15 GMT
To reiterate:
Questions: What are they planning with the Settlement Feature since we're left with awkward Homeworlds filled with farms/mines? -Aron. Are you ever going to make the game that you described in the Kickstarter for the PC hardcore gamers that backed this game? -Qetesh. Can we finally start to expect some degree of consistency in communications? -Danjal. What are you working on right now? -Hardly What's the current status of Hubworld's development? -Hardly. When is the PC sprint expected to be worked on now? -Hardly. When do they envision starting the PC sprint and how long will it last? -Spiderweb75. How will you thoroughly remove free to play mechanics [free to play design from existing mechanics] from the PC version? -Qetesh. What will be different about PC compared to mobile? -Hardly Why the hell would I still give a shit? [Why would I continue to follow this game, if it remains along its current development path?]-Ba'al. Why did you not publish yourselves instead of going via DeNA and Mobage?-ChillCore. Why are we not given the option to buy in and have a full game experience without microtransactions?-ChillCore. Do I really need to be online at all times if my only desire is to play single-player?-ChillCore. How can I communicate intent, using the powers at my disposal in multiplayer/Hubworlds?-MindPirate. How do they intend on improving communication going forward?-Spiderweb75.
Requests: Could there be a single of the Cans assigned to work on the PC version of the game, at any given time, for bugfixing/general maintence and content adjustments to make it suitable for PC? -Danjal. Could the CMs be given more flexibility to gather answers without needing to pass someone else for permission? -Danjal. Could Peter and Jack discuss feature/mechanic testing failures for a small amount of time in either this or future video updates?-vv [FuMM]
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Post by Crumpy Six on Sept 13, 2014 17:53:34 GMT
I have no idea why Jack thinks a video is the best way to answer these questions. Making a video takes at least three people (him, whoever shoots and edits it and whoever approves it), and will take the length of time it takes to shoot the video multiplied by however many times it has to be reviewed during the editing and approval process.
It does, however, give 22Cans the maximum maneuvre space for talking around and otherwise evading issues, ultimately copping out with "ok that's all we have time for!" 30 minutes can easily be eaten up with the usual platitudes and elucidations about how hard the team is working, how much they appreciate our feedback, how great they expect the game to turn out and what a storming success the mobile release has been. We could probably save them some time by recording someone reading aloud Jack's email to Leon and posting it on YouTube.
Once again we have been assigned to collate a bunch of questions/suggestions/whatever, and once again the call has been answered. 22Cans, I really hope you will show some respect to the fans and actually follow through with this promise in a meaningful way.
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Post by Gmr Leon on Sept 13, 2014 18:34:06 GMT
I have no idea why Jack thinks a video is the best way to answer these questions. Making a video takes at least three people (him, whoever shoots and edits it and whoever approves it), and will take the length of time it takes to shoot the video multiplied by however many times it has to be reviewed during the editing and approval process. It does, however, give 22Cans the maximum maneuvre space for talking around and otherwise evading issues, ultimately copping out with "ok that's all we have time for!" 30 minutes can easily be eaten up with the usual platitudes and elucidations about how hard the team is working, how much they appreciate our feedback, how great they expect the game to turn out and what a storming success the mobile release has been. We could probably save them some time by recording someone reading aloud Jack's email to Leon and posting it on YouTube. Once again we have been assigned to collate a bunch of questions/suggestions/whatever, and once again the call has been answered. 22Cans, I really hope you will show some respect to the fans and actually follow through with this promise in a meaningful way. Right? The response I sent back to him to try to approach this differently spelled it out pretty clearly, that in general the community wasn't going to like or appreciate this gesture that much, since we've done this before. I'm appreciative that some of you are still willing to toss questions in regardless, but I have to say, depending on how they respond and answer the questions will probably decide whether I stick around trying to compile and pass off feedback, make suggestions, or otherwise. I have a bunch of other games in my backlog to play around with, including the old god games that we hoped to see remade here, so it's not like there's much else to keep me dwelling on this game, especially if there turns out to continue to be no point in trying to influence the development.
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Post by morsealworth on Sept 13, 2014 19:24:00 GMT
y'all are dedicated optimists with excellent ideas and good hearts. Shame it is wasted on this utter waste of potential. Please cease throwing away your time on 22cans and advise me of your kickstarter that I may immediately back actual game focused design from morally respectable sources. Man, do you know anyone who can draw and 3D-model? If so, we can design the God game Molyneux never dreamed of. In his nightmares.
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Post by hardly on Sept 13, 2014 19:27:19 GMT
Everyone has a right to pose whatever questions they want. When I requested a change in approach from 22cans what I really wanted was discussion about design before things are implemented. With GODUS everything is revealed when it's implemented. The easiest way to do this is they post about the design for the next big thing they are working on and we thrash it out. Anything else is platitudes.
Why haven't they revealed the design for hubworld? How is hubworld going to work?
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Post by hardly on Sept 13, 2014 19:29:37 GMT
Oh and here is a really easy fact based question - what analytics do you gather from PC GODUS?
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Post by Danjal on Sept 13, 2014 20:22:18 GMT
I have no idea why Jack thinks a video is the best way to answer these questions. Making a video takes at least three people (him, whoever shoots and edits it and whoever approves it), and will take the length of time it takes to shoot the video multiplied by however many times it has to be reviewed during the editing and approval process. It does, however, give 22Cans the maximum maneuvre space for talking around and otherwise evading issues, ultimately copping out with "ok that's all we have time for!" 30 minutes can easily be eaten up with the usual platitudes and elucidations about how hard the team is working, how much they appreciate our feedback, how great they expect the game to turn out and what a storming success the mobile release has been. We could probably save them some time by recording someone reading aloud Jack's email to Leon and posting it on YouTube. Once again we have been assigned to collate a bunch of questions/suggestions/whatever, and once again the call has been answered. 22Cans, I really hope you will show some respect to the fans and actually follow through with this promise in a meaningful way. Right? The response I sent back to him to try to approach this differently spelled it out pretty clearly, that in general the community wasn't going to like or appreciate this gesture that much, since we've done this before. I'm appreciative that some of you are still willing to toss questions in regardless, but I have to say, depending on how they respond and answer the questions will probably decide whether I stick around trying to compile and pass off feedback, make suggestions, or otherwise. I have a bunch of other games in my backlog to play around with, including the old god games that we hoped to see remade here, so it's not like there's much else to keep me dwelling on this game, especially if there turns out to continue to be no point in trying to influence the development. Isn't it obvious? If they use a video then they can proclaim how they have LISTENED to the community and responded so well - without actually offering the community a chance to directly respond. Any answer that is unsatisfactory will not be dealt with for AT LEAST another 2 weeks, as they'll spend the initial week revelling in how they have listened to the community, and another week before it gets the CM's to the point that they get the question up the chain of command again. Atleast - thats how its gone every time up till now. Alternately, a reason why a video would be most effective for them would be that they can prepare and then tailor-make the answers in a video. They can do some prepwork to make sure that the answers are all perfectly tactical and PR-friendly. A direct conversation would require on the spot responses. It wouldn't allow them the time to think and craft the perfect answer. Then there's always the "but we're so busy" excuse. One that kinda falls flat when you reason that smaller studio's manage to push out more results aswell as keep up the communications successfully... Really, I hope that they understand that a single "lets answer a few questions" isn't gonna fix the problem. Its effectively a band-aid, a quick fix. One that will be ineffective if they do not follow through with the behaviour. (Although I frankly expect them to go silent again, only to point this out as another reason why they can't deal with the PC community, because we simply do not give them a chance to do right... 'See, we tried, and still you all got mad at us!')And as I mentioned in previous posts, even if its just keeping us in the loop consistently, because they can't afford to let the iOS release slip. That degree of honesty and communications is more of a professional courtesy than we've had in the previous 20 months. The fact that to this day, they keep misintepreting our wishes and problems just goes to emphasise the degree of miscommunications. Picking a minor issue, addressing it and acting like that "fixes all issues." Yes, we have issues with F2P mechanics in out PC title, yes we have issues with poorly chosen coats of paint, yes we thing the current game is dull and lacking in content (the same game that gets pushed as "released" on iOS I might add...). But its the combined issues, together with the communications that create the problems at hand. And to fix those issues you need to continually keep up communications while you step-by-step work on the larger problems. A problem that plagues the iOS release just the same, as the absence of proper content is directly related to the lack of player retention and thus IAPs.
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Post by Qetesh on Sept 13, 2014 20:57:31 GMT
What I know is if they try to skirt my yes or no question, in my opinion, the rest don't matter. Put it on a video, on a forum, or in the sky. Yes or no, it is that simple, if you try to say it is not, then the answer is no. If you say it is yes, then I will hold you to it.
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Post by Crumpy Six on Sept 13, 2014 23:03:51 GMT
I have an idea. Since Jack specifically mentions a 30-minute tiemframe in his email, we can safely assume he is prepared to set aside 30 minutes to deal with community questions. So, what about a phone interview? This takes out the whole PR-speak element that everyone (22Cans included, right George??) is so keen to avoid. Someone in the community can prepare the list of questions. Not Muir or Aynen, please. Someone who represents the other 99.999% of the community. That person will then be able to tailor the conversation in an appropriate direction. After all, I'm sure 22Cans would not INTENTIONALLY evade the questions (right George??) in a video response, any appearance of doing so would simply be due to a misunderstanding of the question posed. But we could entirely get around this issue by allowing someone to conduct a phone interview, recording it and posting it online.
An ADDED BONUS is that 22Cans would not need to waste valuable resources editing and approving this recording, it would be in the hands of fans.
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Post by Gmr Leon on Sept 14, 2014 2:34:22 GMT
Anyone have any ideas as to when we should pose a cutoff point for these? Or should we just roll for awhile until questions stop coming? I know I'm still expecting a few from 13thGeneral and Digital Jam when they find the time.
I'm also trying to decide how many of my own questions I should toss in. A few I've been considering are along the following lines:
Why did you go with Kickstarter and claim to be trying an open, transparent development cycle when you've done anything but throughout development? How much is forum feedback that is within the scope of the game fully taken into consideration, if at all, and to what extent is some dismissed dependent on the tone of the post?
Why were several, generally considered to be PC, classics pushed to the forefront of the Kickstarter campaign if it wasn't entirely the intent to build the game design around a PC focus? While it was certainly conveyed that Godus would be a crossplatform title, was it really in such a nebulous design state that it could not be clearly conveyed that there would be a semi-synchronous development cycle for PC/mobile?
Did the initial community resistance and backlash lead to the current situation in regards to the PC community, and if so, how was it any harsher than the internal resistance/backlash against ideas pitched to publishers/investors/development team members? To whom does 22cans feel more obligated, its publishing partner DeNA, its mobile audience/backers, and/or its PC audience/backers or its own/Peter's indescribable, ever-changing vision?
Why was crowdfunding decided over any other method of accruing the funds to make Godus, if the community was to eventually be neglected, was it the absence of accountability? Why has communicating the development process to both PC and mobile audiences been such a challenge to keep clear and consistent, setting aside the company mantra of iterative development/suck it and see/discovering the game and excluding also being utterly overwhelmed working? What are/may be the plans to improve this in the future?
I think I'll leave it at these for now.
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Post by hardly on Sept 14, 2014 2:44:54 GMT
We've lost sight of the original issue.
To date 22Cans have been secretive with their plans, and if they are to be believed have not produced forward thinking plans about the PC version of the game. 22Cans have not advised how the PC version will be different. We don't know where hubworld is at, or how it will work. Not even the most basic details have been shared about hubworld.
The starting point to any discussion needs to be the sharing of information.
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Post by hardly on Sept 14, 2014 2:47:52 GMT
I don't think we should be asking accusatory questions. I understand people are pissed off but we should focus on getting information and engaging the in discussion on future features.
I would be great to hear a fulsome explanation of why certain things have transpired but its not going to be productive in terms of moving the game forward. Better to force 22Cans to address the future than hold them to the past.
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Post by Gmr Leon on Sept 14, 2014 2:56:11 GMT
I don't think we should be asking accusatory questions. I understand people are pissed off but we should focus on getting information and engaging the in discussion on future features. I would be great to hear a fulsome explanation of why certain things have transpired but its not going to be productive in terms of moving the game forward. Better to force 22Cans to address the future than hold them to the past. Thanks for the elaboration, I was just about to ask what you were meaning. I'm just not sure how hopeful I am of our involvement proving all that meaningful to that end. Look at all the good that did the backers during the alpha. 22cans just did as I've said offhandedly before, outstayed them and carried forward with their plans to push what we see today into being.
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Post by 13thGeneral on Sept 14, 2014 3:23:40 GMT
Everyone has a right to pose whatever questions they want. When I requested a change in approach from 22cans what I really wanted was discussion about design before things are implemented. With GODUS everything is revealed when it's implemented. The easiest way to do this is they post about the design for the next big thing they are working on and we thrash it out. Anything else is platitudes. Why haven't they revealed the design for hubworld? How is hubworld going to work? Exactly this. I was hoping for the same thing; discussion about design before things are implemented. That's why the question, "What are you currently working on?" is so often expressed, because it's one of the foundations of the Kickstarter. A simple "Here's a list of what we're thinking of doing, what do you think?" - which they actually use to somewhat do (in a limited way) very early on in the KS and during Alpha - isn't so hard to do as they say. All the excuses about "No time" is complete malarkey; it's important, MAKE TIME. We don't need every detail, just a quick synopsis of what things are currently being seriously looked at (e.g. they've passed the scrum and are on "The List" to hit the devs desks as per the daily/weekly production schedule). I work in an industry where things can and do change fast and daily, but we also know exactly what everyone is working on, and what they have lined up to do next. Because otherwise it would be complete chaos. And if the investors (or clients) asked for a list of what we were working on, or preparing to work on, and we couldn't answer them... well, we wouldn't have jobs.
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Post by Gmr Leon on Sept 14, 2014 3:38:28 GMT
Everyone has a right to pose whatever questions they want. When I requested a change in approach from 22cans what I really wanted was discussion about design before things are implemented. With GODUS everything is revealed when it's implemented. The easiest way to do this is they post about the design for the next big thing they are working on and we thrash it out. Anything else is platitudes. Why haven't they revealed the design for hubworld? How is hubworld going to work? Exactly this. I was hoping for the same thing; discussion about design before things are implemented. That's why the question, "What are you currently working on?" is so often expressed, because it's one of the foundations of the Kickstarter. A simple "Here's a list of what we're thinking of doing, what do you think?" - which they actually use to somewhat do (in a limited way) very early on in the KS and during Alpha - isn't so hard to do as they say. All the excuses about "No time" is complete malarkey; it's important, MAKE TIME. We don't need every detail, just a quick synopsis of what things are currently being seriously looked at (e.g. they've passed the scrum and are on "The List" to hit the devs desks as per the daily/weekly production schedule). I work in an industry where things can and do change fast and daily, but we also know exactly what everyone is working on, and what they have lined up to do next. Because otherwise it would be complete chaos. And if the investors (or clients) asked for a list of what we were working on, or preparing to work on, and we couldn't answer them... well, we wouldn't have jobs. Which really just goes to reinforce the idea that they don't feel obligated or accountable to us by any means whatsoever. Something that should seem doubly frustrating for backers, I'm sure.
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Post by 13thGeneral on Sept 14, 2014 3:42:08 GMT
I don't think we should be asking accusatory questions. I understand people are pissed off but we should focus on getting information and engaging the in discussion on future features. I would be great to hear a fulsome explanation of why certain things have transpired but its not going to be productive in terms of moving the game forward. Better to force 22Cans to address the future than hold them to the past. I think so too; that's part of what I was trying to say when I was talking about needing to be very careful in how the questions are posed, as not to be accusatory, or bare any biased negative connotation - be it overtly or subtle, or even simply marginally hostile. The reason is, even the smallest "negative" could very well seen taken as a set up, thus having all the evidence they need to "prove" that the community backed them into a corner like an angry mob; out for blood. Of course, they could likely take almost anything we say and pose it as such, simply because it serves them*, but the safer we play it the more likely the better outcome. Or at least the better we look if/when they dodge questions and hide in the sand crying foul. *not that I'm saying they will, just positing potentialities to express the purpose of my point - to be very specific in how we word things. Essentially to stay as neutral as possible while making the question clear, and hope it will motivate them to answer as honestly as possible without fear of being condemned for their answers.
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Post by hardly on Sept 14, 2014 8:07:14 GMT
I don't think we should be asking accusatory questions. I understand people are pissed off but we should focus on getting information and engaging the in discussion on future features. I would be great to hear a fulsome explanation of why certain things have transpired but its not going to be productive in terms of moving the game forward. Better to force 22Cans to address the future than hold them to the past. Thanks for the elaboration, I was just about to ask what you were meaning. I'm just not sure how hopeful I am of our involvement proving all that meaningful to that end. Look at all the good that did the backers during the alpha. 22cans just did as I've said offhandedly before, outstayed them and carried forward with their plans to push what we see today into being. 22Cans have made a number of business and design decisions that have put them in a bind. They have to support and extend mobile as Danjal said and its implausible that they can do that and do a separate PC development that meets our expectations. So they have two choices: admit there is no PC game and that we will have a cheap port for the foreseeable future or string us along with minimal or ambiguous information and hope that eventually they'll have the money/resources to make good on their promises. I think we are all adult enough to recognise that its unlikely.
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Post by Danjal on Sept 14, 2014 8:32:15 GMT
And thats the very reason why I'm putting so much emphasis on establishing a mutual understanding and clear expectations. The initial exchange of information might be a step towards that goal - but ultimately we need to understand what it is 22cans WANTS and what it is they can give us. In return they need to understand what it is we are expecting/want, and what we're willing to give them in return.
The simple examples are along the lines of time and information sharing on a consistent basis. If they need time to develop certain features they can get that, aslong as they keep us in the loop (thats the core and essential part of both crowdfunding and early access programs, sharing of information...) The main difference between the traditional development model where information is kept hidden untill the very last moment and then gets a massive press release creating hype resulting in a big launch of the game. (It seems that Peter believes he can use the traditional 'big release/hype' method, while still gathering funds for his vastly incomplete product.)
Now mistakes have been made, and both sides have said and done things that the other side doesn't like. Whether deserved or not, there's not much we can do to change the past. We can work towards the future together. Which means we *NEED* to establish that mutual understanding. We need to establish some basic expectations and allign them according to the reality. And that ultimately means that 22cans needs to acknowledge and be open about certain features that MIGHT result in a further decrease of sales on PC... (Something that shouldn't exactly bother them since their focus is on iOS nowadays anyway.)
So as much as answers will be great. Its looking forward to the future and assuring that 22cans doesn't crawl back into shell that would assure that the communications remain positive/neutral in the future. If a clear line of information gets established. With honest and direct facts resulting the development being delivered on a regular basis. Combined with some more definitive concepts on the direction of development. Then in return, we as a community can create an environment where people are less likely to get ticked off at the drop of a hat.
If people know for a fact that 22cans is indeed working on something. Contrary to being told that this isn't the case and that they are doing their best to do something they're in reality not doing, or atleast not doing to the degree that people would expect of them. Then that basis of honesty will result in less people feeling cheated by the lie. Sure, some people will still feel they've been cheated originally by the sale - but again there isn't much we can change about that (barring refund talks...)
Now I don't see why it is that 22cans is so afraid of mentioning upcoming features in regards to "in-dev status", aslong as they are clear that these are features that are being looked at as potential future mechanics rather than posing them as this "amazing feature that is coming into the game". At the same time 22cans needs to understand that something that Peter believes is amazing, might not always be received as so ground-breaking by the community. Acting like this IS a ground-breaking or miracle feature enforces the belief that 22cans doesn't take us seriously and thus pisses people off.
Really it comes down to information and communication management. Respecting your community and providing the information in the right way. Not a PR-spin that is designed to garner sales. But plain pieces of information regarding the state of development (this is what both backers and SEA customers have paid for according to the FAQ's of the respective systems.) And if any specific member of 22cans isn't capable of delivering information in such a way, then this should be left up to the members that CAN do it. George has proven adept at sharing information and Matthew is pretty good at it aswell. Peter on the other hand is often too caugh up in his own idea's to realize that not everyone shares his exact vision.
And finally something to establish is that when we as a community provide feedback or suggestions. We don't expect 22cans to drop everything they're doing and give in to them completely. We don't expect miracle solutions and we understand that development takes time. HOWEVER... When a significant number of customers point out that they have a problem with certain mechanic, and these people get discounted/ignored as a minority with the problems remaining within the game for 6~12 months or more. It seems increasingly obvious that there's little intent on changing these features. So why the PR-spin? Why claim that you're going to do something, if you're not going to? Or why not do it, if you intend to do it.
There's countless of suggestions that I've seen pass that could be used in full or in part. And that would be of tremendous benefit to the iOS version aswell. Now I don't know whether it is that Peter and the design team believe their expertise is superior and they do not want to stoop to taking suggestions. Or whether it is that they are so rigid that they can't alter plans that have been "determined" within the 6-month sprint method. But it would seem to me that as 22cans touts an "iterative design" methodology, they could easily incorporate feedback into their design as they go. Even if they don't take OUR suggestions all the time, they could provide us with reasons why certain features were chosen and why others are ignored.
This ties directly into my request of giving the CM's more authority in obtaining and distributing information. If no massive embargo is maintained on the project (which there shouldn't be given that iOS is 'released' and both SEA and crowdfunding work off of an information sharing basis), then it should stand to reason that a professional CM should be capable of acquiring and distributing of information in a manner that is beneficial to 22cans.
It would diminish the feeling that 22cans isn't taking us seriously, it would increase the level of understanding between the two groups as people get to become aware of what is going on and it would decrease the level of disappointment on features that are promised as "real", but turn out to be a mere concept at best. If 22cans shows us this basic layer of respect - then I'm 100% certain that a significant number of the community is willing to show them some respect in return. Directly improving the relationships between the two groups as time goes on.
It won't be a miracle cure, it will take time... But as long as steps aren't being taken then nothing will change and this slippery slope will just keep getting worse and worse.
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Post by Gmr Leon on Sept 14, 2014 16:11:38 GMT
Not to be/seem too dense here, but all I'm gathering from the past few posts is to formulate the questions with a forward-looking direction and so on. Would you say that's about right? Present and forward-thinking questions along the lines of game content/design and communication? If so, that can certainly work without issue.
My only sticking point here, and it's somewhat unrelated to the gathering of these questions, is that we may have all the positive intent in the world with getting information and so on, but we may as well be whispering sweet nothings to a black box in the hopes it'll suddenly start streaming out its information. We can convey tons of goodwill, however it's all up to 22cans to be receptive to it, and I'm not very optimistic of that. We tried putting up a sort of safe space to discuss things, passing things off to them, now they're just holding it to themselves as usual claiming they'll pass it back without poking a hole in the ball of discussion.
I simply have a very hard time seeing how we can pose any questions to them that could guide this along to the kind of communication we're hoping for. Jumble up a bunch of questions, get'em answered/acknowledged, and then...What? React with feigned joy that they bothered to do something they should have been doing with more frequency, consistency and honesty/clarity? I guess what I'm trying to get at is, even if we present our expectations for how they should proceed forward, if their responses pretty much hit along existing lines of expectations which is to say disappointment and dissatisfaction, was anything really gained? It's not like they don't know many of our expectations for the game already, I'd imagine.
At the core of this predicament is, how can we build a bridge over a chasm when the bunch across the divide seem to have minimal willingness to help us complete the bridge beyond shouting out some occasional words of encouragement to the efforts?
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