(I’m not talking about Video Games, In the sense of “spending time on video games”… JUST IN CASE. Also, I’m just “venting” a little )
I think too much effort is spent creating a Season story, aesthetics and mechanics only for them to almost completely disappear.
It’s good that not everything “stays” but it’s bad that almost nothing stays… it’s a big waste of time.
Seasonal mechanics should be thought of as something that will ideally always remain in the game, and only go away if they don’t really work.
Taking risks in the “safe” environment of the seasons is very good and a very good idea, but taking them with the idea that everything will disappear later is a bad mentality that leads you to make decisions that will surely have to be reversed.
The mentality behind it should be:
“I think this is a very good idea, it is a risk, but it could be very good, although also very bad” and not “this will surely fail, and we will surely have to remove it, but it doesn’t matter because then it disappears”
Season should be the developers’ playroom. The Sandbox of mechanics and development. Go crazy, but with the goal of improving the game, not just filling space.
Now, to be honest, everything I said before is how I would do it if I were forced to make exclusive seasonal content every season.
The truth is that I think Season should actually be a place where rules are broken and not where new content is added. A place where you can use items you normally can’t use, break limits that shouldn’t be broken. Something like “the seasons of legal exploits.”
When Diablo 3 started doing it it was amazing even though they were extremely simple things like being able to equip an extra item.
Being able to do what you have always wanted to do, but couldn’t due to the limits of the game, is one of the best feelings that the season could appeal to.