Asheras wrote on Nov 3
rd, 2016 at 9:43am:
On topic, All this really tells us is something we already knew:
The player base is diverse and what one segment likes, another will dislike.
Some players like quests with traps, some players like quests without traps.
Some players like linear quests, some players like quests that are non-linear.
Some players like a wide variety of mobs in quests, some want more homogenous and lore consistent mobs
Some players like long quests, some players like shorter quests.
Some players like stealth, some players dislike stealth.
Some players like puzzles, some do not.
Some players read dialogue and want a strong storyline, some players just next next next shut up through any dialogue even the first run.
And on and on.
The player base isn't fucking it up. The player base is asking for what they enjoy. Which isn't the same thing in all cases.
If they don't want to be sneaky they can fucking die
If they don't want to be clever they can fucking die
If they don't want to be prepared they can fucking die
If they don't want to face a trapped tomb they can be a shopkeeper
If they can't deal with mazes they can be a shopkeeper
If they don't like hoofing it around looking for clues in game to solve riddles and puzzles they can be shop keepers.
Not sure what the point you tried to make was. Because there is a right and a wrong for each of those when it comes to proper dungeon design. And the players who don't like something can fuck off.
DDO withered and died listening to those who wanted stuff ever more straightforward and streamlined. It alienated the think on the fly type that PNP appeals most to. DDO is for the unthinking static meta gamer.
You can't cater to both ever. Its like the DM bringing a pretty but dumb girl to the table. He will bend over backwards to try and make her want to keep coming back but the game will suck for everyone else.