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And remember, Now you're typing with Daisywheel!
But it's not just that. On a sight of a developer I must say either there are too many suggestions or there are to less. If you project doesn't earn enough attention it doesn't make sense to let the community design a game with you because there is no community. If your project earns enough attention the community is too big. Everyone wants to lead the game in another direction. That would be too much for one developer.
If there is not much attention I'm sure you'll get more attention if you announce the whole game play at once than just announcing everything you're working on immediately.
Here is a real world example of a shareholder system, http://www.kickstarter.com/projects/1810822448/furcadia-the-second-dreaming
Developers should definitively do this.
unlike ms whos taking the ♥♥♥♥ IT LETS JUST DO IT ALL NOW AND FORCE EVERYONE TO USE IT MAHAHAHA route
I’m certainly not the OP, but I’ll take a shot at answering that question.
Game developers that we love, like musicians and other figures/agencies in the arts, provide something more than simple entertainment, we actually incorporate their work into part of whom and what we are as individuals.
We take a highly personal form of ownership. It’s not something that’s right or wrong, it just is.
When a developer goes in a direction that we find alien, we can’t help but feel betrayed. It’s not the fault of the developer; they simply move on to survive. But it can challenge consumers’ emotional investment. . .and as a divorcee, I’ll state that emotional investment and expectation trumps logic, ethics and finance.
I love Valve for Half-Life 2 but I don’t care for co-op, multiplayer or MMO’s, and Valve’s increasingly diversified work over the last few years leaves something of a sour taste in my mouth.
Just the way it is –for me, anyway.
You might think, OH, I want Dark Souls to be easier but then it wouldn't be Dark Souls and you'd drop the controller a few hours later and never look back.
Sometime developers really DO know better. Obviously there are other ways out there. When you are making a primary online game, you kind of need feedback from your community. There are games out there built with a lot of input from players.
At the end of the day if you think you have a great idea for a game, why not learn the skills to turn said idea into a prototype, become the next Edmund McMillen (yes Tommy, you too) or Phil Fish or Jonathan Blow.
So basically if you have an idea and you know it's good, do something about it.