Japanese gaming news is kind of dead right now, unfortunately, so some stuff on English language games instead.
@Mass Effect 3 Ending DebacleBeen /popcorn-ing at this for awhile, and rather surprised that it's gotten so much attention from non-gaming sites. I don't have a personal stake in it beyond "yes the ending was terrible, no I'm not obsessed enough to send petition letters at the developers", so it's been pretty entertaining to watch. The latest news is that they're releasing free DLC sometime to "clarify" the ending, whatever that means.
However, one issue that I really wish the debate would just drop already is the use of "artistic integrity". "Artistic integrity" doesn't apply that well to video games because a) games by large studios are much more affected by things like budget, schedule, and market research, and I tend to think that "artistic integrity" is kind of the opposite of "changing or dropping a bunch of plot elements cause you ran out of time/budget", "hold single player content hostage to make people do unrelated multiplayer", or "failing to proofread/debug your game thoroughly" and b) puts me in mind of writing essays required for high school art classes on the deep symbolism and meaning inherent in a ragdoll made of toothpicks and tinfoil, all the while suspecting that the creator pulled said meaning out of their rear end. There is such a thing as bad art, or bad writing, and playing the "deep and profound art" card does not exempt you from criticism (see: Anne Rice).
Also, different media place different requirements on their creators. If a high fantasy novel takes a sudden twist into vampires vs werewolves in urban dystopia in the last 20 pages, the audience has a pretty good case for being somewhat discontent. Unlike art in a visual medium, the entirety of a narrative is not obvious from first glance, so some level of internal consistency has to be maintained to meet audience expectations, or the creator has to describe what it is they're trying to sell; if you tell your audience you're making A but provide B instead, they're going to get a bit upset. It's fine for Evangelion to descend into weird psychological shenanigans and turn the genre on its ear because Evangelion is weird from the get-go, but you can't tack that onto Gundam because nowhere in narrative does it ever imply such a thing; people don't watch Gundam to see everyone suddenly melt into orange goo. Probably. Whether it's directly contradictory marketing statements or the themes implied in the game itself, trying to handwave the fact that you've promised one thing and provided another in your product with "art" doesn't really fly.
So it's highly unlikely that they didn't see this backlash coming, but also kind of baffling as to what they thought to do with it. Trying to convince your audience that this thing they really don't like was your original intent all along, as opposed to saying "sorry logistical constraints, will do better next time" seems a bit of a losing proposition.
@PandasOne of the best design decisions they made in the recent years of WoW is allowing people to buy gear with VP. This is because VP is a guaranteed reward for effort, rather than a "hope the RNG doesn't hate you" system. It's why having sudden gaps in VP (shoulders at 378+, for example) is kind of annoying because no matter how many times you run that instance, the item is not guaranteed to drop. Even if VP is much less immediately rewarding than random drops, the guarantee of it eventually coalescing into a reward is much more assuring than vague hopeful "maybes". I could do with less excitement in this department.
Of course, the only items currently in the game with a stupidly low drop rate are vanity items like mounts, but I could also say that the probability of 15 Hagara kills (probably more like 18 considering those time I overslept raid) and 0 Conqueror tokens (supposedly a 30%ish drop rate) is abysmally low, too. And that doesn't stop it from happening anyway.
So the news that they're removing VP-purchasable gear in MoP is rather alarming, and I tend to think that rather than adding to the longevity of the game it'd cause ragequits instead. I suppose we'll have to see. I'd care more about the "individual loot" thing in LFR if I were incapable of doing the normal raids with my guild, but I have to say that, even though my main purpose in raiding is not to acquire loot, it's rather unsatisfying to still be forced to use LFR loot despite having cleared DS for a few months now.
On the other hand, PANDAS.