trueshot: I really appreciate your posts and almost entirely agree. I'm more forgiving towards Beamdog's mistakes if they later recant them (and they mostly have as you pointed out), and if the games run well with respect to performance and stability. Ironically, I'm not even close to being their most ardent supporter and I'm distressed about their approach to NWN:EE. I believe that launching on mobile so soon could be a grave mistake and could easily kill this chance to revive the game's community. I'm concerned NWN may be out of their league. Frugality and cost cutting will work against them when dealing with this particular gem from BioWare.
However, I'm an absolute fanatic about CRPGs, custom-made content and games with robust toolsets and- as in your last point- Beamdog is the best we've got for reviving NWN. There is no one else. No game developer will touch this series and we know because it's been 10+ years since Neverwinter Nights 2; categorically, this series was already dead and rotting before EE's release. On a good day,
NWN Diamond boasted ~300 online players. In May,
Overwatch had about 40 million players. Skyrim (classic) had about
10,000 players last month, and
SSE had about the same. This online community that we keep hearing was fleeced, threatened, or otherwise undermined included about 300 players on a busy weekend. And they all already owned the game. Nothing has changed for users of Diamond Edition other than the growth prospects of their community, which was already unequivocally bleak.
Obviously, we can all rage about how inexperienced and ill-equipped Beamdog is relative to behemoths like Blizzard and EA, and veterans of RPGs like BioWare and Bethesda. And we can certainly pontificate on their mistakes and harangue one-another on their major botches of new content. It's easy to do this. These days, it's effortless to join a tribe. It's happening everywhere...politics, sports, you name it. Everyone wants to feel like they are part of a tribe or a cult that shares their views. One such tribe is the Beamdog bashers. This is the path of least resistance.
What is quite harder is understanding why Beamdog can make a living doing the things that they do, and how RPG games are
dwarfed by other genres. What is difficult to accept is that the most lucrative franchises are not RPGs,
but are in fact action and sports games. To take it a step further, classic RPGs are undoubtedly but a tiny subset of mainstream role-playing games like The Elder Scrolls series. By far, the pill lots of gamers here don't want to swallow is that sometimes you have to make do with what you have. Beamdog is one of the few entities left with people that care about classic RPGs and want to see them expanded to a wider audience. Other developers and publishers don't want to commit to these kinds of games because they hardly make any $$$. NWN EE can be thought of as an indicative test for the popularity of multiplayer D&D-based games. If you are a true "fan" of Baldur's Gate, Neverwinter Nights and so on it is simply an incompatible viewpoint to wish that Beamdog didn't exist and that these games remained buried in history and largely inaccessible to the huge demographic that is casual gamers today. To be clear, it is perfectly compatible to suggest that NWN:EE isn't worth the cost and that Beamdog will not be able to handle this project in the long-run, and I totally respect this view.

jinxvorheeze: I definitely agree with you about people joining one tribe or another when it comes to stuff like this; almost like there can't be middle ground, both sides are all or nothing. The basic idea of all or nothing undermines the strength of dialogue, which can take those strong ideas and foster new understandings and insight to possibly create an entirely new concept. We see the industry itself strive to meet this criteria, through things as big as community events like Quake-con, down to the small things many end-users take for granted like blue-posts reading the feedback of their forum topics and responding to the community directly. We see it in the way smaller companies, and sometimes big ones create and market games with crowdfunding to make sure their niche idea can best fit their target demographics. But we don't often see the community following that same direction and that will only hurt all of us overall.
I think many companies get lost trying to not single anyone out as a target demographic; and would rather cater to the masses. With RPG's this can be disastrous because as you pointed out, the market is small to begin with; alienating ANY potential customers could result in the project losing money overall. It's a tight-rope that the industry walks with role playing games; which is why many companies are choosing to add many of the basic RPG elements into their action games and such. Even many sports games are focused around having you create a character, join a fantasy championship of some kind, gain stats as you play to increase the effectiveness of the character. Change or trade teams and players. Action games are the same way; many times even opting for skill tree's and stat-based weapons. Is Shadow Warrior 2 an RPG? What about Borderlands, Battleborn, Destiny, Dead Island, Dead Rising, Batman, Superman (2018 PS4), etc? Some are obvious, but many of them start to blur the line. Minecraft is an RPG of sorts. Maybe the idea of RPG being a genre itself is an antiquated idea, much like First Person games have evolved into being known as more than just a shooting genre.
I also couldn't agree more about the mobile version being a lower priority than the PC, MAC, Linux version. I would love a definitive edition for computers as soon as possible since the only reason they can make the mobile is because people supported the computer based version. However, I also understand the user base for mobile is huge, and portable access is an important factor to many people. Mobile is also a better platform for small-factor DLC, which seems to be the direction they are going to take NWN:EE. Also, once they have ported over the code for mobile the vast majority of development can be done at once for both platforms. This allows them to not only sell more copies, but maintain both at once rather than having to do almost the same amount of work updating, only to redo the work later for mobile. I can see why a developer would want to flesh out the base code first; push out updates in tandem and double your efficiency. It's much easier and less energy to keep something moving than to start it up initially. So strike while the iron is hot, and word of mouth buzz is at its highest. In the end, the goal for Beamdog is to profit.
As for the question of why Beamdog can do what they do; have you ever thought, I wish I could play "xGame" again? After that, find out who owns the license and get a hold of them. If you have credentials in development, even weak ones, there's a chance that license owner will give you the source code and allow you to attempt to make it accessible again; especially if they are making no more residual income from it. I wouldn't be surprised if that's the mindset that Beamdog used, or something similar at least. The main thing is having the ability and resources to make good on your intentions; and most people who think they're up for the task probably aren't. People buy nostalgia, and as long as you stick as close to source as possible, you'll cash in on maximum nostalgia. It's actually such an easy concept I've been surprised over the last few years tons more of these haven't popped up.
I don't know about tribe, a company that pisses me off in the way Beamdog did, is just a company I won't do business with anymore.
I think that is normal customer behaviour, sure they could "atone" but I have seen no move on their part there so eh just excersing my right.
But frankly there is also no need to get half assed stuff like their EE editions or "Expansions" there is a ton of CRpgs around, so many I won't ever be able to play them all, so it is really simple to just ignore a company you don't like.