Quote Originally Posted by AddictedToWitches View Post
Opinion discarded for using a food analogy.
Thank you for this wonderful display of discussion etiquette.


Quote Originally Posted by W00by View Post
I actually don't disagree with this sentiment. A lot of the time, feedback is a really poor motivator to make certain changes, and many of the best changes don't come from feedback (I don't think anyone was asking for the Tsubame change, for example, but it's really good).
I am not sure I entirely agree here. Generally, yes, having a clear vision and following it is a good thing and developers should strife for that. At the same time, feedback can bring attention to issues that devs may have overlooked.
Take for example current Reaper - with the level 100 skill, Reaper is now gauge negative. Unless Square Enix says that this is intended, this could be seen as unintended side behaviour that has been overseen.
Or, Endwalker Gunbreaker. With the addition of a 3rd cartridge, the rotation changed noticeably compared to Shadowbringers in more ways, and I heard asking for a fix in their cartridge economy, which they got with the Reign of Beasts combo this patch around.

Or, a different game example would be Helldivers 2. It came out, people had fun, Devs patched a lot of the "fun" out of the game, people provided feedback, and the shotcallers in the company (at least publicly) agree, working to return the game to a state where it may be enjoyed by more people again.

I do agree that bending over backwards to take in every feedback is bad form and will result in a mess of a game. After all, most gamers are not game designers, and its a job of a game designer to create a good fluid loop of fun. Completely ignoring feedback from your customers however may also cause you to alienate those that you want to reach.