David Gaider wrote...
Fast Jimmy wrote...
Its mind boggling to me that the 'limited resources' argument gets used to discuss why a requested feature can't be implemented (like a mute PC or full text toggle) but when discussing a feature many fans protest (like multiplayer), limited resources or "it will come at the expense of something else" are claims that only curmudgeon, stuck-in-the-mud fans bring up, and not at all how video game design/budgeting actually works.
Again, not trying to be seen as abrasive, but just find it... inconsistent... when two different feature decisions are defended with seemingly opposite logic.
That should really only be confusing if you consider those features equivalent.
Multiplayer is the sort of fundamental feature we would discuss, make part of our strategy, and assign additional resources for.
Resources can indeed be put aside to implement things like toggles-- but they're evaluated with a different bar. Why? Because resources are prioritized by how important they are to the overall game. Considering every toggle we implement we would need to support and test as if it were a legitimate way to play (and this is especially relevant when the toggle would fundamentally contradict the design of the game), it's not an inconsiderable cost... and thus the resources put aside for such a small part of the game are already limited. As I said previously, we're not casting around looking for toggles to put in. This is not Toggle Quest.
Could we put additional resources towards toggles, as we do towards fundamental design features? Sure. But we never will, and anyone who thinks we should has an unbalanced view of how games are designed-- which I wouldn't blame anyone for having, as there's no reason for you to be knowledgeable about such things, but it is something we have to contend with.
Thank you for your explanation. I was confused with this as well. I understand better how it works now.




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