| I don't think it's fair to blame this on gamers. With all of the hyperbole over various games being "broken", most people that are hyped about a specific game are just going to buy it and see for themselves. Unless it's literally unplayable (as may actually have been the case here), most people won't refund it. This has been going on for years and years, it's just getting worse over time. It's always some variant of this conversation at $GAMEDEV_STUDIO: Focus group feedback: Our test groups are noticing 10% of players are running into this bug/issue. It's frustrating them, but there are workarounds. Management: All of our marketing materials target release date XX/XX/XXXX. If we try to fix this bug we'll have to push the release... How many people will _not_ buy the game because of this bug? Focus group feedback: Nobody that would have otherwise bought this game would decide not to buy it over this issue. Management: So we ship as planned, and fix the bugs in a patch. Over time studios realized that you can get away with much bigger bugs affecting much larger portions of players. Ship sooner, start recognizing revenue, and push post-launch patches to fix the "really bad bugs". It's shocking how bad the quality has to get before it starts making headlines. |
The games that didn't ship broken simply weren't that complex. Console games never were that complex. PC gamers gamers accepted this in order to be able to (sort of) play through an experience that was at the edge of what was possible. There was no Digital Foundry to count pixels and analyze frame drops. If you hit 20FPS most of the time, that was considered "playable".
If a game like Cyberpunk 2077 can't ship broken, then it can't ship at all. It can't even get produced. Nobody is going to put hundreds of millions of dollars on the line to maybe ship next year, forever. Nobody except maybe the Star Citizen community.