3. Devs have a vision of how the game should be played.
Again, I respect that, but keep a sense of what people will actually enjoy.
The devs’ vision is exactly what makes a game not only enjoyable, but truly memorable, the type of game people talk about for years (or decades, ie. X-Com). If the goal of making a game was to produce something everyone enjoys, all we’d have to play would be Candy Crush Saga and Angry Birds. Every allowance made on behalf of gaining a wider audience (allowing re-rolls, picking units from a list, etc.) dilutes the experience. In my opinion, in the end it won’t even result in more sales. If you want more sales, create a game that breaks the mold and does things differently, doesn’t give allowances for every type of player. A pure experience generates tons of word-of-mouth coverage, and draws in the casual gamers who might have been intimidated by the more roguelike experience. Making a vanilla game that goes halfway (hey, there’s a hardcore mode!) just doesn’t have the same impact on the community.
I’m not saying the devs should or shouldn’t allow any of the suggested changes *BUT* to say “Let everyone play the game however they want! Who cares?” is no way to achieve great game design.