This has literally killed games that failed to deliver the reality of their brief to their players. Promise one experience, deliver another, and people quit.
Could you elaborate on what you mean by that in relation to people generally preferring to play as humans/vanilla experiences?
Maybe people are downvoting your replies because this is a commonly discussed and well-studied issue in design circles, but you're failing to understand the problem and dismissing it as a "misguided" concern.
No, when I was writing my comments it was only the person I was talking to that was downvoting, votes are public so you could easily check. At that point, just tell me you don't want to discuss the topic and I'll stop replying.
Just because YOU don't think it's a problem doesn't mean it isn't a problem.
I'm arguing it's only a problem in the mind of the creator. For the ones it actually do matter for, the audience/customers, it's not an issue.
Could you elaborate on what you mean by that in relation to people generally preferring to play as humans/vanilla experiences?
No, when I was writing my comments it was only the person I was talking to that was downvoting, votes are public so you could easily check. At that point, just tell me you don't want to discuss the topic and I'll stop replying.
I'm arguing it's only a problem in the mind of the creator. For the ones it actually do matter for, the audience/customers, it's not an issue.