IF you continue to believe you are the only individual to blame then any other problems outside of yourself will continue to exist and most likely remain unresolved. That's the TRUTH.
We don't know what happened. That's the TRUTH.
What we do know is that the direction of the game changed. Soveriegns and children show that. We know that some systems that originally worked to some extent prior to the changes no longer functioned as intended, such as the weak magic system. We know there are bugs.
Someone made the decision to ship.
Someone didn't see the full extent of the weaknesses caused by the changes, or didn't feel they were major, which is *not* uncommon when you're close to a project. It's *very* easy to lose objectivity, just because something's better than it was doesn't mean it's right. Someone felt the bugs could be squashed between RTM and Day 0, and it wasn't possible.
So Brad's taking responsibility, in the end, he could've held it up. Did someone tell him "Maybe we should wait 4 weeks"? We'll never know, we don't need to. For whatever reason, what was expected to happen didn't. Brad's being a responsible CEO and acknowledging he could've changed things.
The TRUTH is that this makes a stronger company. When the CEO says, "Hey, it's partly my fault too, I could've done...", well, that's a company I want to work for. Much better than a CEO who says "It wasn't my fault!".
This is what happens when you redesign midstream and hold to schedule. One little change has reprocussions all the way down the line. Stardock learned a critical lesson, this experience will make them a better company.
And the aftermath definitely makes sure I'll give them my money again. I can support a company who says "It's our fault, we're sorry", and busts butt to release fixes. Not since Black Isle and Fallout 2 has a company shown such dedication.
Trivia time:
Master of Magic was released in a similiar state, and is now a classic.
Fallout 2 was released in a similiar state, and is now a classic.
Plancescape Torment was released in a similiar state, yup, also a classic.
Master of Orion to this day has a gamekilling bug (32k ship stacks, murder without the black hole generator), yup, classic.
Diablo was released broken, Starcraft and Red Alert 2 had critical imbalances, TES: Daggerfall was released broken, Magic the Gathering Online has had numerous instances of complete failure, Diablo 2 was released hellishly broken, so was Warcraft 3.
The TRUTH is, it's not how it released that's remembered, it's what you do on that critical day when you realize how bad things are, and what you do the weeks after that are remembered. Because the TRUTH is, most of the classics released with problems just as bad.
Edit, let's get this over with pre-emptively, sorry for making a long post twice as long all, quit reading here if you want, the following is a list of how those games actually released.
MoM- Crash bugs, imbalances, performance problems.
Fallout 2- Crash bugs, incompletable quests, broken car, disappearing inventory.
Planescape- Gamekilling memory leak that made it unplayable for more than a few minutes at a time.
Moo- Imbalances, 32k ship bug.
Diablo- Imbalances, crash bugs.
Starcraft/Red Alert 2- Imbalances, Unbeatable strategies(Zerg rush, tank rush) due to imbalances.
Daggerfall- Bugs, crash bugs, bugs with random dungeon generators, game-stopping quest bugs.
MTGO- Twice new versions killed the service for months, frequent server crash bugs, inability to handle volume.
Diablo 2- Copy protection prevented many CD drives from reading or installing properly causing fatal crashes, servers weren't stable for months.
Warcraft 3- Bugs with DirectX and Nvidia cards causing crashes continuously, when Nvidia was the only card to own.