Psychopathy is a personality disorder that has been variously characterized by shallow emotions (including reduced fear, a lack of empathy, and stress tolerance), coldheartedness, egocentricity, superficial charm, manipulativeness, irresponsibility, impulsivity, criminality, antisocial behavior, a lack of remorse, and a parasitic lifestyle. ~ Wikipedia
http://www.scientificamerican.com/article.cfm?id=what-psychopaths-teach-us-about-how-to-succeed
This is me when I post negative reviews on a message board. 100% pure me.
When I said that I wasn't able to believe in WIH's story, it's not because the story is flawed. Act 3 definitely pushed the limits of Freespace but pushed them in multiple directions at once. That's not the problem. The problem is that I said it wasn't believable anymore.
Instead of playing myself and getting angry at the game for being difficult, I find myself, as some people have said, unable to connect to the main character, Laporte and the crazy situations this one character is getting pushed into. I'm not ripping into the dev's(at least, it wasn't my intention to) about how they've pushed Freespace to new limits. It's about how this one character, central to everything in the universe, is now in the "be everything, do everything" position that ultimately tips the scale of the war.
I said the character isn't believable because in my opinion she isn't.
That's no reason to throw out all of your work or start a huge flame war. It's just time to realize that "wow, not everyone gets it." Do you keep your work the way it is? Or change it to make it fit the people you are appealing to.
I go through this a lot with design. I do children's English learning materials in Japan. The one thing I've learned is that the more complex the directions get, even having a single piece of paper with more than one goal (such as write a word, vs choose when the word is used properly) things can go terribly, terribly wrong.
There are two schools of thought in education for a teachers purpose: one is to instruct the student, step by step, through a process. The other is to give the student a task and see if they can perform it on their own, then ask them what they've learned.
This may sound like it has little to do with BP, and that's true. But I have to point out: if the game's story is to be believable, I need to be guided through it with as little friction as possible. The goal with any science fiction story is to have the player give up as few notions of reality (aliens don't exist->shivans, everythings fine->we're all going to die) as possible while getting them into the action.
I can't be spending time trying to figure out the plot. I should, when I read the story, get a very clear understanding of the situation so I can enjoy the game. Even in a mystery novel, you'll see clues leading up to something, but if that something is not believable or if the clues aren't enough, it makes you want to throw the book in the trash and go find a new one because you've taken the readers relaxed understanding of reality and pushed it over the edge to where they look up and realize "I'm sitting here reading a book" instead of enjoying the story.
I'd like to go back and redo all of war in heaven and see where this stuff fits in, not because someone on the forum/dev team says it fits in, but because it FEELS like it does. That's a mighty high and lofty goal for me to set for you.
Don't worry about it though. I'm just a psychopath posting on your forum.