Thanks for that Chris. It was an interesting summary of many of the things that have been discussed here over the months and months...and from the dev diary some more months and months.
But that has always been one of the plus points. That despite the changing funding, the early set backs, the horrible engine you still discussed a lot of those issues with the people here.
One quote concerned the realistic setting "I consider it a mistake. Firstly, we wasted the setting: the mistrust between the two superpowers is barely mentioned, let alone factored into the gameplay mechanics. I took an interesting period and
then did nothing with it."
As someone who banged on about the game crying out for this part to be developed further, I'd be the first to say that it was still one of the biggest attractions in the first place.
Choosing that setting and,specifically, making that gritty Osprey style art available so early, gave the game a distinctive style that any amount of near-future games would fail to achieve. Like the stories behind each Xenonaut, there's a lot that can be picked up by the player's imagination in such a setting.
Because of the interaction with the forum, it was clear what the priorities of the game were to be. So, while it's true to say that the setting wasn't developed as much as it could have been, it was always clear why. I'd never say it was wasted, since it was a big drawing point in the first place.
Another quote "Having the community involved in development is of huge benefit to any team, but I really feel the
optimal point to bring them in is when the prototyping phase is over and the design is largely settled."
I can certainly see the appeal of that from a developers side. But from a player's view having all those discussions means that the reasons behind the choices are understood. I could pick half a dozen things from when the game design was largely settled and mistakenly think poorly of the game. Perhaps enough to not pick it up.
Knowing how those decisions were reached, makes quite a difference. Having an opportunity to express an opinion before hand makes an even bigger difference. Not venting on several issues at once, as you would had the game been developed more privately also helps. The global reach chinook being a good example of this. It's a natural reaction to see people react poorly at first to small changes, let alone the larger design decisions that had to be made for Xenonauts. As uncomfortable as those first few days are, it works out in the end.