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How do you personally deal with negative criticism when you're presenting something you'd otherwise be proud of?asked by Luftwolf

TL;DRElwin says he treats criticism as not personal since everyone is working toward the best game, while Luke adds that public alpha development means things get refined and you can't please everybody.

That's a hard one.Lance Powell:– Best for last.

Everyone deal with that differently, right? It's something that you sort of learn to not take personally. Because at the end of the day, what we're all trying to do is make the best game possible. And us, specifically, we're trying to accomplish that by making the best art possible. And we may think that something works very very well, and it just doesn't, and if we keep holding that close to the chest and we take the criticisms personally, it's just going to make it harder for us to see how we can make the art better. So the way I deal with it is I just realize it's not a personal thing. Although I put myself into the artwork I create, the artwork isn't actually me, it's the thing I made, so you're just trying to help me make that better, and so is everyone else, so why would I take that personally. It's not always easy to do that, and everyone deals with it differently, but that's my perspective. We're all on the same team.

Yeah, I think to add to that, this is one of those projects that's not like a traditional console project. It's not a 3-4 year property, where you're in a bubble hidden from the world for a long time and then all of a sudden the marketing machine gets turned on 6 months before hand and you're like here's our stuff. And the world goes, okay, that looks pretty cool. 6 months later it's in their hands and they're playing it and you start watching the metacritic go down. We're not that case. We're a really public company, it's a huge project, we've got a lot of really top men and women working on the job, and it's one of those cases where we're slowly rolling things out ot the public, in an alpha state where they have the opportunity to see things sometimes as short as days from the thought of the original thing. So it's a very rare case where, if somebody doesn't like something, well, we got it out there to test it. It's alpha, right? At some point in time it's going to be refined and redefined and rolled back out and polished. This is one of those properties where you really put your passion into it, and you meet the vision of the vision we're matching, and then we go forward. As long as your passion is satisfied, that's where we usually I think we tend to kind of stop how hard we get impacted by criticism. I did my best, we did a great job, I like the way it looks, you can't please everybody. But goddamn it looks great. And, again, like the lightsaber with the little hand-guard on the end...

I had absolutely no problem with that.

Right, me neither, a lot of people hated it. In the end, they're going to see it, and they're going to be like, oh, that's cool.

They're going to forget about it two seconds later, cause there's so much more to take in. That's just one tiny little thing.

10 for the Artists›Episode 01 (2015.04.28)·
Published on this date.28 Apr 2015