D&D 5E Dragon Age lead says Baldur’s Gate 3 and Clair Obscur prove publishers wrong as games can crush market trends is they’re “given time to cook”

You might be thinking of Avowed? That got a patch this week that added an arachnophobia setting.
I don't know that game. I have a memory of watching a promo video about Veilguard during which the devs talked about some inclusive toggles in the game's settings. I can't remember what they were.

In terms of the arachnophobia mode, I was apparently thinking of Jedi: Survivor rather than Jedi: Fallen Order. Despite featuring lots of spiders on Kashyyyk, the latter game doesn't have an arachnophobia mode, whereas the former game does have one, and it only applies to the scorpions on Jedha. Apparently the toggle doesn't even work all that well so ... 🤷
 

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Never played it. Dragon Age 2 was excellent in spite of a few cut corners due to its rushed timeline, and Dragon Age Inquisition, while buggy, was likewise excellent, and got game of the year for good reason.

Veilguard is ok. It’s by far the most polished entry in the series, but its writing suffered a great deal from the rocky development cycle. A disappointing finale, but far from the terrible mess the reactionary gamergate redux crowd would have you believe it is.
My fundamental problem with Vielguard is that it looks like medieval fortnight, not Dragon Age. And every time a character opens their mouths to make an obnoxious marvel quip it makes me want to lobotomize myself with an ice pick. "Reactionary gamergate redux crowd" people have nothing to do with either of those two things, merely out of touch trend chasing executives.
 

My fundamental problem with Vielguard is that it looks like medieval fortnight, not Dragon Age. And every time a character opens their mouths to make an obnoxious marvel quip it makes me want to lobotomize myself with an ice pick. "Reactionary gamergate redux crowd" people have nothing to do with either of those two things, merely out of touch trend chasing executives.
The writing is not up to the quality of the previous games, certainly. Also, the reactionary crowd wildly over exaggerated the game’s shortcomings, to the point that a lot of folks didn’t give it a chance. Both of these things are true. I know the way the internet works discourages acknowledgement of nuance, but it does in fact exist.
 



"The Dragon Age lead explained that both Baldur’s Gate 3 and Clair Obscur do appeal “very, very strongly to that one audience” but that appeal is so strong and so high quality that it ends up expanding the core audience."

I've been saying for years that your hardcore fans are engine of the hype machine that draws in the semicasuals who draw in the casuals, expanding your audience. You make your hardcore audience happy, that builds hype that gets others excited and wanting to try it.
On the one hand, I 110% agree with the assertion that corporate game development has an unnecessarily harsh view on perfectly meeting development timetables (and on making timetables shorter than they should be).

On the other, there are two VERY important caveats. First, if you announce a release date and then push it back three times, it's going to dampen the response, even if the final product is pure awesome. You can usually get away with one delay without suffering too much negative feedback, because folks understand that projections are imperfect and sometimes stuff just takes longer than you thought it was going to take. But if you push it back two, three, four times? That's going to make the hardcore, invested players annoyed, frustrated, even angry, feeling like you either never knew what you were doing in the first place, or that the game itself is floundering and not succeeding even before it's been released. (How many games get repeatedly delayed only to then be cancelled?)

Second, and I think somewhat more importantly, there is a push and pull here. Corporate types absolutely want amazing results faster than is actually possible. But at the same time, Kickstarter has shown us that being cut COMPLETELY free from timetable constraints or higher-ups with the authority to say "make SOMETHING, NOW or else we're pulling the plug" has its own share of problems. We need a better balance between the two extremes. Right now, we're VERY far into the "deadlines are absolute you MUST meet them no matter how much you have to hurt yourself to make it happen"/"make an amazing game in 1/3 the time you actually need to make a game that good"/etc. direction. But, as we advocate for change, we should do so recognizing that a perfect diametric opposite of where we're at right now is not necessarily a good place to be either. There is a midpoint, somewhere between, where most games that need the extra time get it, and most creators that need a kick in the butt now and then actually do get one now and then.

Edit: Finally...one last thing to keep in mind, not about time taken to polish something, but on having your focus be hardcore fans.

SOMETIMES that is a great move. We see it here with BG3, we see it with Elden Ring.

But SOMETIMES it is, objectively, a very, very bad move--and we can see this with Amazon's New World MMO, and how it faltered because it tried to chase a hardcore fanbase that isn't going to appeal to the wider crowd, but they expected that it would and then had to scramble when it didn't. Specifically, New World advertised itself as a "hardcore" PVP MMO. Fighting against other players, taking their dropped loot, capturing their constructed infrastructure, etc., was meant to be THE core gameplay focus.

And then they did the invite-only beta and came to the conclusion that most people HATE that. There have been calls for many years for a "hardcore full-loot always-on PVP MMO" (or some variation of that phrase), where it's PVP 100% of the time, ALL your carried items get dropped on death, and the core focus of gameplay is fighting and killing other PCs. The problem is, while that type of gameplay has an extremely vocal minority that absolutely adores such an experience, that community simply is not large enough to actually support such an MMO. In order for an MMO to succeed, it needs a fairly robust base of casual players, and every single one of those above features drives casuals away, consistently. Mass appeal does not appreciate those things, and nobody has yet found a way to make something in that space which gets the hardcore fans excited without also destroying the mass market appeal of the game.

So, even the very core notion--"appeal to the hardcore fans strongly enough, and everyone will come knocking" isn't really correct. It can be correct, if the premise is sufficiently compatible with casual players that they can continue to enjoy the game casually despite never becoming hardcore fans themselves. But some hardcore fanbases are looking for experiences or mechanics that require the player to be just as hardcore as the fanbase. Anything that works like that is going to be game design suicide, even though generally speaking, making the hardcore fans happy is a good idea.

TL;DR:
I agree that we need to give games more time to polish.

BUT: (1) Don't take TOO long, and especially don't repeatedly push back launch dates, and (2) Sometimes deadlines really are useful, we need to find a balance between the current awful extreme of "flog yourself to death to make a half-baked product" and the other unfortunately plausible extreme of "it's not PERFECT yet, I need to keep FIXING it until it's PERFECT".

Also: You have to be careful to find out what your hardcore fans want. If what they want is just the core experience executed REALLY well, then you should probably focus on pleasing them. If what they want is to force ALL players to be as hardcore as they are, pleasing them will harm your game or even kill it.
 
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