"It felt too long" was right. The solution was not to make the story shorter. The solution was to look at the parts that felt long, and believe that feedback.
If you're building something, and your users tell you it's complicated or it's slow or it's not useful, they're right! The fix may or may not be to make it simpler, faster, or more useful. Maybe it needs to be organized better, or to create deliberate moments of action, or to be used at a different time. The problems are real, but the obvious solutions are not always right.
So if they didn’t like your movie the movie probably is bad. But don’t listen to them about what they would change about the movie. They don’t know anything about the creative process.
The gist of the conversation was about TV execs giving all sorts of bonkers notes all the time that are usually terrible. This writer tried to think about what might have triggered the exec to make a note. Maybe the characters are not engrossing enough, or the plot is too complex, or the dialogue isn't snappy enough. If the exec had been engrossed in the story they wouldn't have made a note. This writer rarely implemented any note from an exec, but did make all sorts of changes in and around noted sections.
However, the maker has tried many things, and among them will be things which are obviously bad (to anyone) if you actually try it.
Story time: in 2008, I went to the big board game fair in Essen and got to try the then-new game Dominion. I think most people who did, knew that this game was going to be hugely popular and influential, which it was. Donald X. Vaccarino is a really, really good game designer. And sure enough, it spawned the genre of deck building games, games where you build a deck as you play (as opposed to collectible card games, which are an important ancestor). But the first few attempts to adopt improve on the formula were pretty lousy.
What's interesting is that Donald X. posted dev diaries, writing at length about what he had tried and rejected. And although I'm pretty sure he did not follow the Dominion-likes closely (the dev diaries may even have been written before many of them), the things he'd tried and rejected were exactly what the Dominion-likes tried to add as their twist. Multiple currencies, like Thunderstone had, he'd tried rejected because it was too high variance. "Pick one of the cards on offer" like Ascension had, he'd also tried first, and found that the game was deeper and more fun if everyone had access to buy the same cards. (The "Pick one of three" mechanic would turn out to work much better in solo/computer games, however, as Slay the Spire's success is proof of!)
smells like LLM
Smells like not adding value to the discussion.
> If you ignore what we tell you its possible we'll fire you. However, if you do everything we tell you to do its almost certain that we'll fire you.
Is that level really too hard, or did you just fail to properly introduce a new ability? Is the story boring, or is the story taking away from the enjoyable gameplay?
Game after game you get some half baked feature kept gimped by poor choices of values from the developers, and a bunch of modders have to go fix it to keep the game good.
Rome 2 total war (divide et impera)
Empire at war (thrawns revenge)
Rimworld
Skyrim
Stalker (project gamma)
Blade and Sorcery
And so many more games are just like this!
Actually gamers and modders DO know how to fix the game and it does NOT break the game. Folks like you would argue that the “lethal” difficulty added to ghosts of Tushima “broke the game”.
Star Wars Jedi knight 2/3 are infinitely better when you turn instakilling with light sabers on. I had to do that in the games built in command line.
Game devs are fucking morons. The cello maker is not the cello player. The map is not the territory.
eehhhhhh if I was going to install a skyrim mod at random, I would probably hate it. Even if I did this 1000 times, I would probably hate 99%+ of them. In fact just in terms of volume these are all likely to be porn mods of some description.
Skyrim modding hours, and output, converted into paid dev time would be a disaster. ROI would be negative a few million percentage points.
You seem to be taking examples where an individual player can tailor an experience to be just what they want, and extrapolating it back to presume the developers, who have to make a game for a wider audience, are stupid somehow.
Its a bad opinion, based on nothing and very much in the mode of the modern gamer.
And after so many layers of gatekeeping and due process, what got to the shelves are like, uh, Kiss of the Basilisk. I mean it totally makes sense in from a marketing perspective, but the whole situation is a little bit funny.
[0]: used as a neutral term, not a negative one
And even if you do get selected, you may fail for reasons that have nothing to do with the quality of your writing.
If you've got the social media following, your book can be really bad and it'll still get published (examples... abound). The book hardly matters, guaranteed sales via an audience you bring to the table (so, no work for them) is what they're interested in.
I mean, it was already nearly impossible, but now it's nearly-impossibler (nearlier-impossible?), with the social media following being almost necessary to make it even a very-long-shot instead of a no-you're-definitely-getting-rejected.
I, however, miss twitter's "twitterness". 140 characters and a link.
Maybe in this case the editor's comments were not helpful, and maybe OP is right for that. I do not see how this generalises to a rule "do not take advice from editors that reject your manuscripts".
For one, in scientific publications, when you get rejected based on reviewers' comments, chances are if you send the manuscript to another journal the article will be sent to the same reviewers, and if unchanged will be rejected again. Not taking advice into account, as a general rule, sounds like very bad advice.
You are basically working for exposure until someone puts it on a screen.
Aside from my general policy of never paying submission fees when I submit my writing, this particular service seems especially misplaced to me. I’m submitting my piece because I think it’s good enough to be accepted for publication. Paying that extra fee for editorial feedback is essentially starting from a position of, this isn’t good enough, in which case, there’s no point submitting in the first place.
The other loved the pacing, hated the opening scene! These were the editors at the top selling magazines at the time.
Needless to say, I didnt follow their advice. After some time, when no editor was found, I self pubbed the story in a collection.
Continues to tell us how he did listen to the advice because the editor actually had a point that made the story better, got the book published and won him an award.
Bug reports should describe the problem but often shouldn't try to prescribe a solution.