Quote Originally Posted by Aravell View Post
The main problem is that the dev team thinks that encounter design should be the main thing that engages the player.

The flaw in this plan that they don't seem to recognise is that, while there is no way to design content meant to be easy to appeal to players who enjoy hard content, there is however a way to design jobs to appeal to those who want an easy job to play while also satisfying those who want something to work towards.

The only type of people a low floor, high ceiling design wouldn't satisfy would be those players who want maximum output with minimal effort.
Pretty much.