This is the curious part...
Quote:
"Cody: Was the development focus for STO to provide current Star Trek fans with a familiar world they could immerse themselves in, or to offer players unfamiliar with the Star Trek universe a place they could enjoy without prior knowledge?
"
"Craig: I think both. Our goal was to make a fun Star Trek game. Fun games tend to draw gamers, regardless of the source material, and doing our best to remain faithful to the Star Trek IP draws in fans of the universe. So by making it fun and making it Star Trek, we felt we could hit both groups."
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But then prior, Craig says this in the state-of-the-game post back on 2/25.
Quote:
Throughout development, we guessed Star Trek Online might be polarizing. Some people don't get it and some people simply don't like it... But, others fall in love with their ships and captains and bridge officers. Those are the ones who can't live without beaming down to strange, new planets and participating in lively stories.
We guessed this and still we made a conscious decision to not water things down and go "mass market".
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Definition of "
Polarization" - In communications and psychology, polarization is the process whereby a social or political group is divided into two opposing sub-groups with fewer and fewer members of the group remaining neutral or holding an intermediate position.
Which is is, Craig? I am totally confused on your direction. At one point you say you're catering to a small group; the ones that GET it. Then you're in an interview and you're saying you're catering to "BOTH" groups? Huh? Man, you are one confusing individual.
Oh, and I do have to point out the comment that you mention "to not water things down". Wha? Not watered down? Are you kidding me? It is so watered down I cannot see the flavor in any of it.
You side-stepped so many direct questions, I would be embarrassed.
And then this...
Quote:
Cody: Many players have said that the launch for STO felt a little rough around the edges; what were some of the things that went wrong, and right, on launch-day, and what were the core changes made in the following weeks?
Craig: Launch compared to a lot of MMO’s was actually pretty smooth. We did have a few unexpected downtimes, but we quickly addressed those. It was probably the load that was put on the servers that made for some rubberbanding or players having trouble logging on, but we took immediate steps to improve our server performance and capacity by improving both our hardware and our software.
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What?!?! Look man, yeah your game is going smooth NOW, but don't even try to slide that one in that it was smooth compared to other MMOs. It was a freaking debacle. You added a queue system to play your game so people had to take turns! Take turns! Dude, nobody has done that, ever, in any MMO. Yeah, to join a PvP instance, but not to actually logon!
And smooth? Uh, no. There were so many server blow-ups you couldn't even count them. It was the worst. This is irritating you try to smooth it over with a little sugar. Say it was a major oversite. Say it was very shaky and that you've learned some lessons. Say there were so many more subscribers hitting your game than you ever realized. Then I could respect you. Don't lie to those that know better.
THIS, is the state of the game, even today. By your very own; Cody...
http://community.mmohub.org/forum/al...-part-one-2874
I'm fine playing your game, but don't get up there and start lying about it. That irritates me.