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Originally Posted by Laserschwert
Yeah, but that thread - though started as a feedback thread - was more a thread for the developers to defend the new control system. Criticism towards the controls wasn't really acknowledged, but more reacted to with counter-arguments...
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Quote:
Originally Posted by Hero1
Have you moved into PR Nick?  Due to current market place realities a new control system must be implemented... 
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Wow, that's really disappointing. Telltale's the most transparent and receptive to fan feedback of any company I've seen, much less worked at (hence the announcement of a series that is the most requested by fans since the company was founded). To see that get dismissed as PR-speak or refusing to listen is a shame.
Members of the team have taken the time to explain why we make the decisions we do, and they're dismissed as PR speak. Some have come into the forums to solicit feedback and to explain how and why certain approaches work better than others, and why some won't work within our constraints, and that's dismissed as "counter-arguments." We've said repeatedly we want our games to play well on as many platforms as we can handle, and that's dismissed as "going after the money." (PROTIP: If you're looking to make a fortune in game development, don't make adventure games. Only do it if it's a labor of love for a style of game you like playing and want to see move forward).
If the feedback is "just go back to point and click," then no, you're not going to get the answer you're looking for. It doesn't work well on consoles -- we've all played games that try to simulate a mouse on consoles, and they're all pretty much awful -- but that's not the only reason. As far as I'm concerned, after 8 episodes of Sam & Max (I started halfway through season 1), 5 episodes of Strong Bad, and Monkey 3, seeing something as simple as the hallway in Wallace & Gromit's house is a god-send. You don't have to look at the world from the side anymore, as if everything's on a stage. We can have rooms with 4 real walls. We can make more use of vertical space, and circular space, and let you go anywhere we want.
And most importantly: we can make games that really make use of the environment and make you feel as if you're in a place, instead of looking at a puzzle game. Is it going to be perfect right off the bat? Of course not, and that's why we're looking for feedback. But "go back to the way it's always been done" isn't the answer we're looking for; we're trying to move things forward.
We're obviously not going to implement every bit of feedback, because even if that weren't completely impossible, some of the feedback is counter to what we're trying to do. And when we can, we'll explain why we choose to do the things we do. The only criticism that's not welcome is accusing us of not listening, because that's demonstrably false.