I’ve noticed for myself that if I am enjoying something, be it a game, a movie, a car, whatever, and I read a bunch of negative reviews or comments–which happens a lot for both games and cars!–it can in a subtle way undermine my enjoyment. I think there is something in our psyches that makes us crave reinforcement for our opinions, even when there is objectively no connection between what someone else things of a thing and your experience of the thing. Sometimes I find myself just avoiding commentary on certain things.
In the case of this game, I really think there is a need to differentiate between a sort of critique and general fell-based opinion. Objectively I have a hard time calling this game good, from the standpoint of a critique or industry observer. There are too many fails, in ideas, execution, prioritization, and communications to see it as anything other than an epic Charlie Foxtrot. OTOH, as a gamer, I love this thing, warts and all. It is a heap of fun, and while I’ve put it aside after more than 160 hours, I plan to revisit it once some time has passed and there are some fixes/changes. Sure, there are times when I despair for what could or should have been, but what is actually there can be a real hoot.
FWIW, I’m beginning to think that the issues with the game are more failures in the management of the project and not so much with the design. While there are all sorts of weirdnesses that seem to be poor design choices, I suspect that the actual designs were sound, and it was the way management scaled back from those designs that caused most of the problems. You can see from earlier press materials and what’s in the game now that several systems originally were pretty elaborate and well thought out, but were slashed and severely truncated for various reasons before launch. I suspect that instead of building in graceful fall-back positions, sort of like those runaway truck ramps you see on mountain roads, they panicked and just lopped off whole sections and left it at that, tying up just as many code lose ends as they needed to make sure it actually ran.
I mean, so many of the systems that are wonky now could have been pretty solid, if not as cool as originally intended, if the people running the show had allowed the designers to spend a little time gracefully degrading things rather than just axing whole code branches. The police system could have been pared down to something more logical and less immersion-breaking, the skill trees could have been reconfigured to eliminate dead ends and useless perks, the existing district boundaries and themes could have been leveraged to offer a much better crowd/living city experience, by faking stuff, a lot better than they did. I’m 100% sure the creative people could have done this, but I’m reasonably confident that they were not given the chance. I mean, this company has demonstrated some very strong design chops, so the flaws in the game design here seem most logically to have been primarily imposed from above, rather than organic.