I mean as far as I’m concerned is not even debatable by default you disregard those that want it “done fast” IMO
That being said, the devil is in the details and the problem always lies in implementation
Just imagine for a second that we’re trying to create the most fun game out there that hasn’t been discovered yet and we’re “inventing” football
Person A - what do you want football to be like ? - I like to win, and by winning I mean win a lot
Person B - what do you want football to be like ? - I like to be able to adjust to turn losing around or even adjust when winning to prevent a comeback from the opponent/s
Person A - what do you not football to be like ? - I don’t want to lose, I don’t like to play vs better players or learn, I want the super sneakers be given to me so I can outrun others and outscore. Heck if I think I’m not gonna win I’m not even gonna play at all
Person B - what do you not football to be like ? - Super obvious, always hanging in terms of knowing who wins, I don’t want the game to not allow planning for future moves, I don’t want the game to end as soon as it starts
For the record to all out there: Blizz has listened to Person A for almost 2 years long
Listening to “I wanna win no matter what” is not just pointless but outright idiotic even, who’d have thought people like winning lol, like that’s the #1 most useless piece of information and #1 most captain obvious
The KEY to creating a good game is to design the challenges in a right way and if that is hard then at least properly design the “innevitable” loss