So the solution is to make a game that caters to one audience only so none of this ever happens again? Who woulda thought?
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The point is that one looked for ways to grow and improve accessibility/playability without abandoning their core concepts for the game or constantly debating/making major design shifts to what it should be. The point is also that you aim for creating experiences the heavy challenge seekers enjoy, without tuning the entire game that direction and abandoning the rest of the players who keep your worlds populated. Thanks.