StreamerDarkly said:
Not knowing about important mechanics is usually a sign that you haven't played a game long enough to be introduced to them or can't be arsed to look at the controls menu.
What game describes its mechanics in the controls menu? Well, aside from control related, that is: what game would have "oh, and btw, you only pick up ammo for the current weapon" somewhere in the controls section?
At any rate - the game DIDN'T HAVE A CONTROLS MENU. Even if it was common practice, you wouldn't have been able to see it. The menu literally had a toggle for music, GUI[footnote]yes, GUI. Dafuq, I know. I assume it's supposed to be the HUD as opposed to toggling between picture and command line.[/footnote], radar and then an option to go to character select and finally: quit.
Moreover, yes, Jim was literally playing the game for the first time. Something that should have been quite clear because he explained this in the beginning of the video. That's on top of the fact that his Squrty Play series are just about picking a game and playing it blind.
So it's not negligence - it was quite clearly advertised.
StreamerDarkly said:
Was the developer negligent in this instance, or was Jim just lazy?
It was the developer. It's quite clear - there isn't much Jim could do in-game that would make things more clear. Jim basically did a brilliant "hallway test [http://www.joelonsoftware.com/news/fog0000000118.html]" (credit for it goes to Mr Joel Spolsky) which the developer ignored in order to rant and throw fits. The game was shit. On multiple levels. I don't see how Jim could make it any worse. Remember, it was apparently Jim's fault that the mines didn't work...somehow. The developer claimed that it was quite clearly a bug (which it was) and that was somehow Jim's fault for not instinctively understanding that.
The music is about two minutes long and endlessly looping. Which was Jim's fault again...since Jim didn't stop the music - if he did, he would have apparently been able to hear a supply plane flying over. I remind you this is, according to the developer, not the fault of the developer that the game doesn't work as it should[footnote]where "it should" would be "soundtrack shouldn't mask important audio cues".[/footnote]
I also remind you - when you die, you don't get any ammo back. The level is restarted but the state of the game isn't.
I've said it before, I'll say it again: the game basically fails to be Death Illustrated [http://www.acid-play.com/download/death-illustrated]. The major differences are - DI is awesome. DI has awesome soundtrack. DI looks amazing, even if it's in black and white. DI is free. DI hasn't even been released in (the end of) 2014 but about 10 years prior. DI is awesome.
But back to the "hallway test" bit - as I said, it was brilliant. It did highilight lots of issues and it took 10 minutes. It also showed that that's 10 less minutes the game was ever tested. And were those issues to be addressed it may actually have been worth the money.
StreamerDarkly said:
Is it rational to expect more civility from a developer than from Sterling?
Yes observe how real developers handle it [https://jira.mongodb.org/browse/PYTHON-532]. And here is an answer from Stack Exchange [http://programmers.stackexchange.com/a/273969] that's pretty applicable.
Snowman said:
Remember, we are software professionals. The best way to deal with rude or angry customers (even if they are not paying customers) is to respond politely and professionally.
There are two very important points to keep in mind:
Reputation is critical in any business. Do you want to be known as "that guy [http://www.npr.org/blogs/alltechconsidered/2014/07/15/331681041/comcast-embarrassed-by-the-service-call-making-internet-rounds]" who is rude to customers? That is a good way to lose business, both current and future.
Responding in any other way than completely polite and respectful will escalate the situation. It will devolve into very nonconstructive behavior: see my first point.
Sometimes you need to swallow your pride and tell people what they want to hear, not what you want to say.
The first paragraph is something I want to frame and put on my wall - it's that brilliant. But the whole thing is brilliant.
StreamerDarkly said:
By the same standard, I can't see anything wrong with a developer or a fan taking a run at a critic. Why is this off limits?
It is not. It's just...let's say "bad form" to issue criticism against legitimate complaints. And also your defence to be ridiculously mishandled.
Basically, you'd have to have some ground to stand on when issuing criticism back. Lest that ground becomes a slaughtering one.