I don't think it's fair to say the narrative that EVERYONE seems to latch on to is that it was never supposed to be a multi-player game. I understand it may be hard to listen to the criticism, but I can't recall a post where a person interested in the "solo player experience" says that it was NEVER supposed to be a multi-player game. That's an unfair characterization. Since I don't speak for EVERYONE, let me give you my experience. I was primarily attrated by the story-driven solo player experience, but was also interested in crossing over into the multiplayer experience as an option. I had every understanding that it was supposed to be "selective multiplayer" and that what I did would persist in an online world. Otherwise, why would I have been attracted to a higher level pledge to have property? If you feel that people misinterpreted the KS, then learn to be very careful about what you say about Ep. 2. You basically admitted that there were many areas of over-promising. I don't think an ALSO takes away the fact that there was supposed to be a "story-driven solo player experience" where one of your "primary objectives" was to "to tell a story even more compelling than Ultimas IV-VII". And no I am not ignoring the other primary objectives in that paragraph. But don't be surprised if it comes back to you that people are unhappy with that part of the project. That is basically the substance of such posts as these. Heck, I even suggested at one point that Shroud should leave the solo player experience behind because I knew where the development was focused. I wish you would have done that. Why? Because in the communication of it, it would have given people the information they need to make choices about their involvement with the game going forward. Tyring to deliver a part of a game that pleases very few doesn't resolve things and makes the situation worse. There were enough updates given about the solo player experience over the development that it kept people's expectations going. So @DarkStarr. Please respect the investment people have made in time and money in the game, especially people like Corv. One of the things I don't see often recognized is that people's criticism comes from a place where THEY WANT TO LOVE THE GAME. Otherwise, as many have pointed out, why would they waste their time posting? It would all be very adult of us if we tried to understand why people are disaffected, respect it, and maybe even spend time thinking of possible ways to reengage the disaffected. Here's a suggestion - for Ep. 2 think of a way people can see the story/quests DURING development and provide feedback that will make them better. There is a ton of enthusiasm for that, and you mentioned in the telethon that you are going to overhaul the quest system "completely". Feedback on the quest system in development (and information was asked for many times by players early on, but never given) would have helped Ep. 1 get to a better place in that part of the game. I have hope based on the telethon that it will be different in Ep. 2. Unfortunately as you can see in this thread, those who are fully committed to your game often just try to push the disaffected away. I hope you realize how dangerous that is and might also comment sometimes on how your supporters are often not understanding things well too. I think if you can really engage the tension that people like Corv generate @DarkStarr, you will find a well of creativity and support you haven't experienced so far. See it with new eyes... people who criticize WANT to love your game... what might work to get them there?