Thanks to Finalday for steering the discussion away from personal attacks, and to Chips for putting us back on topic.
A couple points of clarification towards the latter:
"Severe Problems"
After I wrote the previous post, I was thinking that my term "severe problem" is ambiguous. I was thinking from a programmer's point of view, not a player's.
Take for example a game-crash. Obviously a game-crash is a "severe problem" from a player's point of view, but from a programmer's point of view this is always extremely easy to fix once it's reproducible. So if I say the patch looks like a lot of piddly stuff, I don't mean that it's not huge and substantial from the player's point of view -- it very well may be, e.g. & esp. the ships freezing bug -- I just mean that it would take very little time to put the changes into the code.
A "severe problem" from a programmer's point of view would be where an entire system had to be re-engineered, for example because it doesn't scale well. (A more concrete but made-up example of scaling problems: if there were too much lag time in AI calculations in larger battles, the AI may need to be rewritten).
If the game were released with a lot of piddly problems, I wouldn't mind at all, so long as they're fixed in a patch. Severe problems are really serious, because often they're prohibitively expensive to fix. -- Such as the writing and mission design. (Two separate severe problems.) It's mainly the mission design that gets me. But yeah, neither one can possibly be fixed. I mean, in principle it can be done of course, and it would be fantastic if they did it, but I really doubt they'll go to the trouble.
I consider the lack of game-design a gamekiller because the bare simulation isn't sufficient, as it is in
X3. In
X3, it's fine if the story sucks: you can just ignore it. It's not really the strength.
SpaceFarce doesn't have an interesting enough simulation. It's like flying
Freelancer or
Darkstar One after the campaign: it gets boring
fast. This is a subjective thing of course, but hopefully the theoretical framework is clear.
Oh, and yes the story is "playable" in the sense that there are no showstopping bugs.
Developers Reconnecting with the Community
No, I don't expect them to come out with "yup we made a stinker, sorry folks" -- but something more like this: "we recognize that people are disappointed, and we'd like to open up the process by which we fix things, so you (the community) can be a part of the solution."
Then, real discussion, not advertising, not stonewalling, not patronizing.
Will they catch hell from the disappointed fans? Yes. Is that disincentive? Certainly. Nobody wants to face that music. But it's worth doing anyway. "Throw your suggestion on this big unordered pile" doesn't really sound like a plan, but rather more like a dodge.
In the earlier phase of this game's development, there was a separate suggestion board (on the official site), indexed by topic and everything. Something like that would have been a good move.
On the
Suggestions thread, I showed in some detail, with examples, how it's really necessary to get context and feedback, if one is to make non-trivial suggestions. Hopefully that point is well taken.
==
Just to contextualize: I brought up these two main issues not because I'm trying to hammer a point that's already been made, but because I wanted to show that the severe problems (and the developer's response) have nothing to do with JoWood.
The worst JoWood did was force Provox to keep their agreed deadline, and the game consequently shipped with some bugs and minus a few minor features.
As I mentioned above, these kind of piddly problems (autopilot doesn't work, the ship freezes, etc.) -- even if they appear severe from the player's point-of-view -- are perfectly acceptable, since a patch will fix 'em just fine. They don't devalue the game in the long term.
If you're like me, and sad about a potentially-beautiful game permanently badly disfigured, you're not thinking about problems that the JoWood had anything to do with.