CoHost staff actually talk to you and update you on timelines.
there's also less infighting, ofc, but like.... i really think a lot is just that on mastodon you're sorta kept in the dark and told to 'just check the issue tracker' where you realise glaring problems have languished in the issue tracker for 4 years.
I hate how the vibe of open source these days necessitates attention-driven design, but at least u could talk about it.
I'd think this less if mastodon didn't constantly market itself as a twitter replacement and not alternative, but false advertising without realizing you're false advertising is a thing that's rampant in Open Source, and mostly leads to a lot of wasted time and broken dreams by the people who believed you were talking about products and not aspirations.
Anyway, related to this: here's a Peter Molyneux review where he talks about how he finally Gets The Point re: telling end-users his aspirations as if they're colleagues, and I think it's important to at least skim because of that. If the timestamp link doesn't work, the part that matters starts at 14:20 or so.
Peter: When we went into E3, we got Game of the Show our first E3. That show had to be one of the most incredible experiences in my life. The queue of people to get in to see the game was incredibly long. I don't really to this day understand why it all happened at the show.
Interviewer: You're really good at talking about your games
Peter: Yes, I am. It's gotten me in a lot of trouble. I guess we should talk about that a little bit. The rule which I think I should adhere to for as long as I possibly can, is that I shouldn't talk about a game that hasn't been released. I shouldn't hype a game.
Peter: And what I Did with all these games really was, and this is not an excuse because I fully take on my shoulders what people's perception of what I was saying was. Really what I was doing, is talking to people in the same way as I talk to the team. You're going to make a game like fable, why wouldn't you say 'lets make the greatest role playing game of all time'.
Peter: And so I would talk very, very much about the passion and the ideas at the moment, and what I didn't realize, is that that became a promise in peoples' minds. That became a promise. Now, if you were to go into 22Cans today, and you were to talk to any team member in there, they would tell you "you know what, working with Peter is fine, but the number of ideas we implement, that are then thrown away, are just legion. And that's always been true. You can have every idea you want, but they're just like pieces from another jigsaw -- they don't fit. What I realize now is that I overpromised. I overpromised not because I wanted to lie to people, or believe something in the game wasn't there -- it was just things I believed, at the time.
Peter: And [the maker of no man's sky] was doing the same -- he was talking about what he wanted the game to be, not what it ended up being at launch. A lot of other companies in the industry have PR people, who control the message. And that message is, you know, there's a logic to that. But we didn't."
