@SamJones I'm not saying it's extreme in degree, but I stand by my statement.
If the only reason to ignore the desires of 70.8% of the people polled (according to the poll as of right now) is to keep people from making uninteresting maps, then yeah, that would be a form of micromanagement. read this quote from the site you referenced "
manage[ment] or control with excessive attention to minor details"
Since, as I argued, what people do or don't do in regards to game completion and quality is their business, to base the decision to refuse to change the limit on that reasoning would absolutely be micromanagement.
That being said,
I have not nor would I ever say that RPG Maker is refusing to change it, or that they feel that way at all(what do I know of their intentions?). Please don't misunderstand me.
I also agree completely with
@bgillisp that it's low priority. I'm not addressing the behavior of RPG Maker developers in my post, but rather the notion (by some) that it should continue to be
controlled to avoid a
minor(imo irrelevant
) concern. (aka micromanagement according to the link you provided)
I think you've got it a little wrong. People like me aren't saying, "keep it low because it keeps terrible games from being made". Or anything remotely close to that kind of argument.
The argument, from the beginning, has been "Why does the vast majority of people who get the program need 999 maps?". Most of us would rather see the programmers spend their time and effort someplace else other than raising the map limit for a fair few people. Keep in mind, that while many of us wouldn't mind if they raised the limit, it's typically seen as "not a priority" because there's frankly a lot more pressing issues.
But, the answer we've been getting is something similar to, "I've got 6 hours of content in my game and I'm close to the 500 map mark!". To which, any really experienced user of the program usually thinks, "HOW?" And "WHY?"
So, the argument has thus become, "Is it necessary to raise the map limit for people who aren't familiar with how to use the program in efficient ways... or experienced ways?" My personal opinion on such would be "No, it's not necessary to change the program for people who haven't yet gotten enough experience in using the program to make an informed decision on whether or not they need that limit raised".
Anytime the discussion comes up about "raising the hard limit" of things, you inevitably run into that problem. How much is enough? Is 2000 skills really enough? 2000 Weapons? 2000 Armor Pieces? What about stat limits? Is 999 really enough? Many of these discussions boil down to the same thing, "Do you really need more than what you've got?". If the number is sufficiently high, then the answer is probably going to be "no", even if people want restrictive limits removed.
I think the proper way to handle such limits shouldn't even be handled via "vote". It should be handled with raw statistics. "How many people create a game that uses every single slot of X?" If that number is sufficiently high enough (I'd personally want that somewhere around 15-20% to make it a worthwhile endeavor to raise the limit), it becomes necessary or even a priority to raise the hard limit.
So, the argument is now basically, "Are you actually using your maps efficiently, or just making new maps every 10 seconds for the sake of doing so?" Do we increase our Weapon/Armor counts to 5000 because a chunk of people have 1000 daggers and 1000 chainmail variants in their game, most of which are bypassed by their players due to being useless/pointless in their game? I'd personally say "no", but people would probably tell me, "I need the freedom to do whatever I wish with the program!".
There isn't really a way to argue against that except to tell people to use what resources a program has more efficiently. There are people that no matter how large your map limits are... they're going to need more. And more. And more more more more more. "10,000 maps isn't enough. I've got 120 hours of content created and I'm already at the 9,000 map mark, I just don't have enough to finish my game, can we raise it even higher than that?"
I don't like having to be down on things like that, because it's silly to. But, at some point, there needs to be a hard limit, a place where people can say, "That's plenty". Maybe even a place where people running out of map limit come to in order to ask advice on either how to break that limit... or to not use so much of that limit in their game (This website does that quite nicely

). It's not about whether or not their game is good, or will be good. It's more about efficiency of their work.
I wouldn't mind a map limit of 10,000 that nobody would ever reach. But, at the same time, I have to think, "Do you REALLY need that many maps? What for? Do you even know what you're doing?" I'd love a removal on all the restrictions. Stats, states, characters, classes, etcetera. Anywhere a hard limit exists, I'd love to see that hard limit removed. But, at the same time... Do I really need that? Does anyone?
I, personally, think the limits we have in MV are perfectly acceptable. If I cannot create a decent 20-50 hour RPG with the limits currently imposed on me... then I feel like I'm not very good at making games and should probably learn some more. I'd wager if I did things right, I could probably get a 100 hour RPG out of the current limits in MV.
The point is, honestly, that it's possible right now to get a 100 hour epic with current map limits. How much further than that? I don't know. But, 100 hours is quite reasonable, I'd say. Especially with most users not creating much more than a 20 hour RPG.
So, while it'd be nice to remove the hard limits on everything, including maps and maybe make it "Infinity" or "really really big"... The question remains:
"Do you really need it? Will you ever use it? Especially after learning about how the program works and game design itself?"