Let's look at two ways that Turbine can take in their developmental cycle.
Negative - "Why are people leaving? What don't people like? How can we address these issues?"
Pretty straightforward, in this viewpoint, the dev team takes feedback about what people don't like, see what is most common, and try to address it.
Positive - "What makes people choose DDO over ____? What converts a onetime player into a longtime customer? Let's emphasize these traits."
This viewpoint attempts to enhance and build upon the strengths of DDO, so as to maintain what is unique about DDO, and build a larger longterm customer base.
Obviously, BOTH points of view should be incorporated into any developmental design scheme being implemented.
The question: Is this the case? Or are the lead developers, those making decisions, focusing too much on the Negative path, even if it is at the expense of the Positive path? Is the focus becoming so much on bringing in new players, that there is little attempt to build DDO's strengths / convert new players into a lasting customer base?
It would be my contention that, at least in the release we are seeing scheduled for this month, as well as the last two prior to this one, that the viewpoint is heavily slated towards the Negative path. That there is minimal attempts to build on DDO's strengths; and instead focus is very heavily slated towards making as many changes as possible to "fix the negative" even if, in the process, the positive is being sacrificed.
Now, just because this is my perception, does not make it true. Hence the post. Is this your perception as well? Do you think they are being more balanced than this presentation describes, or that it actually goes the other way? Is this tilt only showing in certain aspects of the dev cycle but not others? Thoughts?