This is a follow-up to a player post weeks ago I can't recall regarding his harsh beef about Cyberstep's "slaggard" treatment at fixing his free pleasure. It's slightly lengthy so you've been advised.
First, let's cut Cyberstep and other on-line entertainment firms more than little slack for providing a generally thankless public a free-to-play product that they can expect small profit from at the get-go and not quitting out of frustration after the first few dry months. Most unsung projects do. A lot "most".
This is not to say problems and issues shouldn't be reported, but game developers are not trained poodles who jump at an issue at the snap of one's fingers. Being on a game product team is often a thankless crap shoot at cracking a profit, much less fame and fortune. Each from a crew of often less than a hundred has a assigned task you must meet or stall the team. Stall the program. Think humiliation. Some issues leave you only taking cat-naps through the week. You have deadlines that has your wives and girlfriends wondering whether you're two-timing. On top of that, only a small fraction of those using your product are going to give you thanks while the majority tends to chew you out for hundreds of different coding issues on programs that rival the complexity of those used in space probe systems. And till your product scores big, you're paid peanuts for providing players free thrills. Try that with other products out there.
Today when I skim various on-line game blogs and forums I'm dismayed at the gripes and complaints from those not paying a penny for their on-line thrills. I'm talking unreasonable demands and expectations. Even if you pay for online games, you're supposedly sharp enough to know what you're getting into by the nature of the beast, bugs and all. People did not carp like this on the first on-line RPGs in the late '90s. We took it that we were on the bleeding edge of a whole new entertainment realm so we took the bugs and crashes and stalls in stride. We were all defacto beta testers of a new age and we understood that and restrained from giving the developers much grief. Today, we have a severe crippling entitlement mentality particularly in the Western world when we demand that our entertainment come as free as rain and perfect as driven snow and you're an ugly lazy SOB if you trip a step and not make it so yesterday. Professional developers try not to think "ingrate" from such harsh criticism. That feedback tone effects response. Ditto that squared.
I'm not asking anyone to turn into Cyberstep cheerleaders (or any other online entertainment firm) or turn a cheek to the problems, but to expect that there will be minor and major issues in projects like this that are born with far more hope than expectation of turning a profit or breaking even. Especially one straddling that very difficult frontier outside their domestic market. Issue feedback is very important to development teams, but -- compliments -- taste far sweeter to them and energizes their passion to get things right. And trust me, they do listen to how their products are received and what players think of them by country, and like kudos, undue criticism can be downright near personal. And again, feedback tone effects response.
All I ask is to send game entertainment companies a thank you email once a while (IN CARE OF!) their development and creative teams. They'll really appreciate it. And you will too.
I apologize for being long and in no way I'm a preacher. I'm just speaking my own mind, and in addition to my sent email, I here openly give you teams at Cyberstep my highest gratitude and regard for providing me hours of engaging entertainment.
Max