Quote Originally Posted by Daniolaut View Post
TLDR/Synopsis:
Companies, and artists start to fail, when they put money first. The passion, and drive and focus needed to make quality art is lost when the root of the inspiration is cash money. This was my point, after the main point, of the developers do not have to listen to the players. In my opinion they shouldnt, as their focus should be on the game, and creating something that they like, and its my opinion if that is achieved, then the likelihood of the art or "product" of the inspiration thereof will be well received.
Truly in the best case scenario, there are no definitives.

The best art comes from both artist and consumer working together.

The artist puts in the work and makes what they want to make and the consumer provides feedback which the artist can then use to see if they can make improvements.

As I mentioned before, if you're actually in a development team, outside feedback is crucial because if you focus too heavily on just making what you want, you get tunnel vision.

But likewise, if you literally incorporate every change suggested then you end up also making a poor product.

It's a balancing act of responding to feedback whilst also pushing your own ideas in order to create the best product.

Even something like "Eureka is bad, stop doing it" can be used to let the developers stop and think if there's anything they feel could be improved. This, in addition with you know, far more helpful feedback that some people have provided on the topic, with details about what sucks about Eureka. Can allow the developers to still make content they want, such as Eureka, but then put on some fine tuning to make it a more pleasant experience for players.

Again, if you want to ignore your playerbase, which is a huge wealth of feedback as well as the direct audience for your product, you'll end up like all the companies that made the same decision. Which is haemorrhaging money from poor products because they're too busy spending all their time designing what they want in a vacuum rather than actually getting any experience of their content from someone who actually played it (Since developers don't always get a bunch of time to play their games)