Apologies come in many different forms. Over the course of our lives, we spend a lot of time giving and receiving apologies. It's not as sinister as it sounds; saying "sorry" helps cut down on confrontation and can even help to form new relationships. Unfortunately it's also very easy to apologize too much. In this age of indie development and crowd-funding, developers need to be aware of when they are saying sorry too much, and players need to watch out for overly apologetic people.
There are many ways, subtle and obvious, to apologize.
One type of unnecessary apology comes in the form of discussing original premises in a yet-to-be-released title. In an example, developer X issues a FAQ about an upcoming game. In it, the developer compares this new game to another title. "Our game will not be like game Z," says the FAQ. While comparisons to existing titles are an inevitability, they are not something that need be made by the developer. If a reader wants to write up concerns about the soon-to-be-released game in the comments section, the developer could briefly respond to the concerns, but taking the initiative to discuss just how a new game is not like game X can make developer X seem underconfident in his new game's basic premise.
Developers can avoid apologizing by remaining confident in their product. I often hear an apologetic tone coming from inexperienced indie developers, but I've also heard it from AAA creators. These apologies come in the form of jokes about the game's players ("Our players are a bit nuts!"), acknowledgments about the game's shortcomings ("It's not for everybody!"), or halfhearted sales pitches.
Making jokes about a game's systems or players might seem like something to do when a developer wants to sound like a gamer and not an executive, but the truth is that jokes often come off as self-deprecating. Admitting that a new game may or may not be for everybody is too obvious to be useful -- of course the game won't be for everyone. Admitting that a game will be attractive to player type A or B might feel like honesty, but I can promise one result: It will limit the number of players who consider and then play the game, whether they fit the types or not. A developer should just list the game's systems or selling points and let the player decide whether it's right for her.
A halfhearted sales pitch is possibly the most damaging. I am not asking developers to use more PR-speak while employing a radio voice! I am asking developers to know their game, to enjoy it, and to appear eager to answer questions about it. I've talked to nervous new employees who had never done an interview before, resulting in less-than-stellar interviews, but many of them were so excited by the game they were making and selling they were still able to have a good time. I don't care if a developer cannot name every NPC in his game as long as he is having fun.
Critically, I rarely hear an apologetic tone coming from Jens. Even if something in the game seems off or there appears to be a glitch or bug, he rolls with it. A good developer appears to know that these issues are par for the course and are unworthy of focus when he could instead be talking about the rest of the game.
What I am asking for might sound like an abstract, Jedi-like ability to maintain perfect balance while making a game, but that's not it. I am simply asking developers to stop covering up their designs with thick explanations. Gamers know when a system is borrowed from another game, and they generally don't mind as long as the entire package is something unique. Developers should own what they have made, learn it back-and-forth, and balance external criticism with feedback from players who log in to the game every day without much complaint.
Apologizing is so easy that many of us will do it without thinking. A game developer needs to be aware of when she is doing it so she can stop. I don't want to read about how a game is made for player A or B or how the game is not trying to be like game X or Z. I want to get excited by what the game is.