Jennifer Hepler… But alot of people would consider that just gutting out the very core of the game and the reason it would even be considered a game at all, The ding that much I’ll just skip all this and just read up the plot summary on wikipedia’ It defeats the point of the very form of media they utilize.
I think the comment kind of sealed the deal on why people disliked helper’s involvement within Bioware, she was an author who wasn’t interested in gameplay involved at the heart of major gaming developer.
Choosing dialogue options in DA and ME is as much gameplay as the fighting is. Giving you an option to skip the character and storybuilding aspects is “gutting the gameplay” as much as getting rid of the combat. The setup is basically “do you want to kill these dudes y/n” and then you kill those dudes or you don’t. It’s totally valid to say your enjoyment comes from seeing what happens if your character kills/does not kill the dudes moreso than the act of actually killing them. Different people enjoy the game for different reasons, and it’s not bad to give them the option to play it their way.
I’d like to also add on that same note that it’s actually healthy (in doses) to have people who don’t generally like playing games working in the game industry because it can help prevent creative inbreeding and stagnant ideas. When Michel Gagne was asked to collaborate with Joe Olsen on making a video game, he first thought he should play more games first, but then Olsen told him that it was his lack of experience that would help make the game. And so with his background in animation, Gagne helped push elements that the game developers might not have thought of, such as strong silhouetted designs and a dynamic camera that followed your dude around (something that the programmers said would have been impossible given their limitations).
Other (non-game) example is when Roger Deakins (cinematographer for many of the Coen Brothers films) was a consultant for How To Train Your Dragon, and he surprised the lighters by telling them to let characters in dimly-lit scenes to just go into shadow instead of adding a rim light. That habit of adding rim lighting was such an in-grained habit in CG lighting that it didn’t occur to them before that sometimes it’s OK to, uh, not do that.
Now obviously *most* of the game development team should probably love games, but there’s nothing more valuable than an outsider’s perspective, especially if you’re working in an industry that can get easily stagnant.