Or more to the point, the players think they want something the designers aren't giving them. If there's one thing I've learned watching the WoW community, it's that players are pretty bad at figuring out what they actually want. And to be fair, that's not the players' job.
A prime historical example of this would be the transition from Wrath to Cataclysm in World of Warcraft. Vocal players thought Wrath was too easy. Designers agreed, so they made Cataclysm harder. Whelp, turns out the designers missed the silent majority of players who didn't think the game was too easy, and pissed them right off to the point where many of them left. However, making the game easy again wasn't the correct solution--though if you asked those players who were saying, "5 mans are too hard!" they'd have told you, make it easier. But making it easier again would just lose the customers who enjoyed the harder content.
|(Source) Corborus, The PUG Breaker. I can't count the number of times I've had random groups stuck on this boss.|
Context is key, and asking "Why?" over and over again until you can distill the actual reasoning for the solution posited is a better way to figure out if the proposed solution actually addresses the problem in a way that makes sense, or if the person is offering up potential solutions without actually thinking of the real reasons why. And those reasons can differ from player to player:
Let's take the statement, "Heroic 5-mans in Cataclysm were too frustrating."
Player 1: Why? Because we keep dying to bosses. Why? Because people don't know how to stay out of the bad. Why? Because they don't know how to play. Why? I don't know. My guildies don't have the same issues.Once you get down to the bottom of it, this player probably had an issue with being thrown into the LFD tool with folks of differing skills/attitude/goals.
Player 2: Why? Because the dungeons are too hard. Why? Because we keep dying to bosses. Why? Because I keep instantly dying. Why? Because bosses kill me in one shot. Why? Because I can't react fast enough or I don't see the mechanic.This player isn't at the skill level required to down the dungeons, and may never be, but they still want to do the content because last expac, heroic 5-mans were easy enough to do, but now they aren't. Or potentially some of the mechanics aren't as obvious as they should be.
So two player perspectives, completely different, stemming from the same base statement of, "this content is too frustrating." Once you start digging, you realize that you need different solutions, because while on the surface it sounds like the same issue, it's quite different once you get a little bit below the surface.
For WoW, solutions came about eventually by the addition of the buff for random groups to help offset communication issues, and later on in Warlords the addition of an automated skill gate to ensure they didn't accidentally walk into content that was too difficult for them. Also, the addition of further difficulty levels for raiding. Lots of different techniques to mitigate the "too hard" issue without actually necessarily changing the difficulty of the content for folks who were enjoying it.
|Difficulty Levels. Not a new concept, but an important one for a diverse player base.|
MMOs provide a unique opportunity in video games for rapid iteration of features. One-shot video games don't get this. They'll hear feedback on forums and the like after release, but the game is done, there's no more fixing it. Sequels can address that feedback, but MMOs are a fantastic opportunity for player feedback to be heard and acted upon. And player feedback is key to keeping the game engaging and keeping the dollars flowing for said designers making a living, because if your playerbase isn't happy, they'll leave, and take their dollars with them.
That's not to say designers should address everything players say. Sometimes players will never be happy, and sometimes you might have to decide, well, this 3% segment hates this part of the game, but this other 50% segment loves it. Oh well, too bad for that 3%. And sometimes other parts of the game fall apart without making an otherwise unpopular decision (like Draenor's treasure finding and flight).
So whose game is it anyway? Ultimately, it's the designers. They'll make decisions that are (hopefully) right for the game, to make it fun and to give it longevity. But they can't ignore player feedback, either. It needs to be taken into account in some fashion, or they'll end up losing a chunk of players.