You seem to think I agree with the FTC filing people.Baby Tea said:Fans are equal creators in the same way that readers of 'choose your own adventure' books are equal authors.Frank_Sinatra_ said:Remember: BioWare has stated that their fans are equal creators in the story along with their actual writing staff.
Read: They aren't.
"But they SAID we are!"
Yeah! And the cover of my 'Choose your own Adventure' book says I pick where the character goes!
But even IF every choice I make in the book ends up at the same, unsatisfying conclusion on the final page, the bottom line is: That's how it was written. I might not like it, and I might even feel cheated, but that's the creator's choice. I can not buy from them again, I can critique it like crazy, I can even ***** about it on the internet, but to DEMAND that a creator, that an artist CHANGE THEIR WORK because I am unsatisfied is the height of self-entitled bullshit.
No, it's not false advertising.
No, they don't owe you a thing.
Geez, I'd be happy with another bullshit 'boycott' rather than this garbage.
People need to grow up. Seriously.
Read: I DON'T (See how insulting it is when someone talks down to you?)
I actually don't demand they change the ending, what I do demand is that they try better to make a f*cking ending that makes sense and is congruous to the rest of the series. (Or at least explain themselves)
Why is it that they wrote and ending that comes completely out of left field?!
Regarding players being part of the storytelling process BlueInkAlchemist said what I'm thinking very well over on the EC forums
BlueInkAlchemist said:Writers can't write in a vacuum. They need feedback. They need test readers, editors, and so on. And it's highly likely that the writer's work will become altered as a result of the feedback they receive from these sources. Gaming, more than any other form of art, relies on the participation and feedback of its audience. From the moment we put our fingers on buttons, sticks, or mice at the start of a game, we have a measure of control over our experience. A well-designed game lets the player feel like they are truly a part of the world they're being shown, that their choices will help shape the events to come. In a movie or a book, there's no interaction between the observer and the observed. We experience the narrative the authors want us to experience regardless of whatever decisions we might have made differently. Video games, on the other hand, invite us to make our choices and experience the consequences for better or for worse.
Since players are a part of the building process for the narrative, it could be argued that they have just as much ownership of the story as the developers do. That isn't to say they should get a cut of the game's profits, as not everyone can render the iron sights of a gun or the glowing eyes of a dimensional horror-beast as well as a professional, who has to pay for things like training and food. A game done right, however, makes the player feel like a part of its world, and with that comes a certain feeling of entitlement.
That word's been bandied about quite a bit lately, and to be honest I don't think gamer entitlement is entirely a bad thing. The problem arises when gamers act like theirs is the only opinion that matters. Gaming is, at its best, a collaborative storytelling experience. Bad games shoulder players out of their narratives with non-interactive cutscenes or features that ruin immersion. Bad gamers scream their heads off whenever things don't go exactly the way they expect in a given story. "This sucks and so do you" is not as helpful as "I think this sucks and here's why."
As gaming continues to evolve and the line between developer and player begins to blur, it becomes more and more apparent that the old ways of judging those who create the stories we enjoy no longer apply to games. We are just as responsible for the stories being told through games as the developers are, and while games empower and encourage us to make decisions to alter the outcome, we must realize that our power in that regard is shared with the developers, and is not exclusively our own. By the same token, the onus of integrity does not solely fall on the developers. We, as participants in the story, must also hold ourselves to a standard, in providing constructive criticism, frank examination, and willingness to adapt or compromise when it comes to the narratives we come to love. Only by doing this can we blur that line between gamers and developers. Only by showing this desire to address these stories as living things in which we have a say and for the benefit of which we will work with their original creators will gamers stop coming across as spoiled brats and start to be considered a vital part of the game creation process.