I also appreciate the civil discussion, though I wasn't expecting anything less to be honest. That's also a very thorough post, let's see how I go about addressing it.
What is it that makes a player hardcore, and what does the game owe those people over the 'casuals' who don't fall into that group but buy the game just the same?
Personally, I think the team's goal is actually to appeal to casuals so they buy the game, but have a game that's deep and engrossing enough that it turns them into hardcores, or returning players. That means the veneer is shiny but the core experience is actually built for various flavor of hardcore. And I very much believe that is the larger philosophy that the team works on. We need to pair accessibility and ease of access with room to grow and depth. That is very, very hard to do and we're trying to do it on a relatively new sports franchise with a relatively small resource budget.
I wouldn't go as far as saying either category of player is more important. I mean, as a person who loves to replicate what they see on TV as much as possible, I definitely lean towards the realism crowd, but I do understand the importance of a game being "fun", of accessibility, and ultimately - what a business is. Listen, it was never my intention to disregard the casual fan. I've always wanted the game to be as fun as possible to either category of player and to be really successful (which means for casuals to buy it). I'd like a big playerbase. I've always been willing to make compromises in my suggestions and demands during UFC 3 and UFC 4, but to see almost none of our suggestions come to fruition in UFC 4 - that's disappointing to say the least. Especially considering what we got instead - lots and lots of superficiality, and little else.
Now, this whole process had a few downsides all the same. We had months of different prototypes and designs of how to simplify things, as well as how to keep the old system alive during those prototypes incase we ever convinced leadership to not gut the old system (and thank RNGesus we did...). However, all the dev work that went into these designs, many of them quite good in their own right, meant the devs involved were effectively working on things that never got into the final game. This is very common in any creative industry, but this was likely one of the larger prototype churns UFC has ever had and it means the final game has less final content given the time spent building it. Diablo III was in production for over 8 years! Still a pretty small game when it came out... that is simply the nature of our jobs.
I can see that you think very highly of your work. There's nothing wrong with being proud of certain accomplishments and I also appreciate the in-depth post, but the issues I have with the game go way beyond which target group you're trying to appease, and at times I think you think too highly of it. Like I said, I have nothing against casuals playing the game, but the game is plagued by a myriad of glitches that trouble even them, and also plagued by many downright poor decisions on your part. All of those give off a very, very bad impression and have resulted in an overall poor game. A game that had a 2-year development cycle, mind you. I'm not blind to the things you listed in your defence. I know about them and recognise them, and just addressed them, but I don't feel they overrule what I said. If anything, the control scheme debacle only illustrates how your orginal desire to oversimplify things came to bite you in the *** in my eyes. It should also be clear that my gripes are with UFC 4, whereas many of the things you listed encompass the whole series.
I'll end this by saying this again: while I appreciate you taking the time to respond so thoroughly, your product speaks louder than you do. Make of that what you will.

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