Much of the debate comes from the difference in what a player wants versus what a dev wants.
Here's what the true debate actually looks like:
"I like X feature, so I'm putting it in my game, and players will like it automatically! Even if one player likes it, it's fine!"
"I don't like X feature, and I don't engage with it anytime it's been introduced. It's boring and I wish developers would stop putting it in their games because it's just bad and a waste of time."
It is difficult to reconcile this for a few reasons.
1. The game dev is often a "creative". As such, their work is DEEPLY personal to them. There isn't much of a way around this. A critique on their game or the way they design things is almost universally seen as a personal attack on their very character, even when it isn't worded that way.
2. The player of a game doesn't give two craps what your vision of your project was or is. They care that it's fun. Nothing more. Nothing less. Their personal investment is in whether or not you are wasting their time and money.
So, personally, I attempt to approach the subject a different way (rarely ever works, but there's no harm in trying).
I tell people what is boring about whatever they're implementing. I tell them what all the problems are. I tell them not to implement it if they aren't going to do anything beyond what these systems already are. Boring System from Boring Game A is going to continue being Boring System in Boring Game G.
I try to arm devs with the ability to see their desires in a critical eye. That is, tell them what all the issues with it currently ARE so that they can PLAN AROUND them. Or, rather, mitigate the issues.
While I often couch this in the language of "If you can't be bothered to put in the work required to make the feature fun for a majority of your players, then don't implement it, because it's only going to be appreciated by a very small percentage of people who really won't care if it's not in your game to begin with.", it is easily disproven.
That is to say, there are several users on these forums who have taken the criticism of such systems (not always from me, either) and thought about them critically. They reworked the way the systems typically interact with the players to try to maximize fun and engagement. There are at least two I know of on these forums who have "gone the extra mile" to make "on screen encounters" more fun, engaging, and less tedious. They took the complaints people had about them and worked to shore up the shortcomings.
However, most users, on either end of the aisle, aren't willing to budge.
As a game player, I don't care what your vision for you game is. I just don't. I don't care what you wanted me to feel. I don't care what you wanted me to think. I have my own feelings and my own mind, and I'm going to think and feel what I want. In fact, I may trash your message in my head while I play your game. I DON'T CARE ABOUT YOUR VISION. I bought your game to HAVE FUN. If you are not making me have fun or letting me enjoy my time with your game... THEN YOU HAVE EFFECTIVELY SCAMMED ME OUT OF MONEY. As you have scammed me, I am now entitled to tell people how I've been scammed (reviews!) and to let people know they shouldn't play your game.
This is me as a game player.
As a dev, I want to get my vision for the experience across to the player. I want the player to feel the things I want them to feel. I want them to think about the things I want them to think about. I want them to be invested. Why can't you just accept my vision?! WHY DO I HAVE TO CHANGE WHAT I'M DOING JUST FOR YOU?! Stop going out of your way to NOT HAVE FUN with my game! If this isn't your type of game, STOP PLAYING IT! Stop hating it if you don't like this genre of game or these mechanics! It's not a game for you!
This is me as a game dev.
Now, here is me as a user of these forums:
If I am not willing to attempt to make the thing I enjoy making, fun for someone to experience, I should just cut it out of my game and stop wasting time with it. If my themes are presented in a way that the player doesn't care or revolts against, it is my duty to make that more palatable for the player to engage with. If my mechanics don't provide the fun I thought they would, it is my duty to figure out whether those mechanics are necessary or if there are ways to make them fun for the players. If the player doesn't care about my vision, then I need to find ways to make them care as players, without forcing them to do so. If I am not willing to put in the effort to appeal to my audience, I do not deserve the audience. If I am not willing to compromise my vision a little bit so that the players have fun and I still get my message across, I have no right to make a game. Changing the way the message is conveyed does not change what the message is. It just changes how easily digestible that message is.
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So, my advice to anyone who has a feature they want in their game.
If people say it's not fun, you need to understand why it's not fun. If you aren't willing to put in the effort to make that feature fun, then just remove it. It's a waste of time and effort on your part. If you really care about your feature so much that you're not willing to drop it, then you need to care enough to put forth the work and effort into making it fun.
Those are your options.
If you don't want to put forth effort to make it fun, drop it.
If you don't want to drop it, you need to put forth the effort to make it fun.
You don't get points or good reviews from failing to do either.