Simply put: "if you were a DM"
If you were a DM in a pen and paper campaign, would your design decisions enhance or frustrate? Would they be engaging or yawn-worthy? Would players be accepting of unfinished, broken content?
Or would players leave and attempt to find a new DM?
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Dungeon Masters are usually motivated for a a love of the game.
Cryptic devs are motivated by them cartoon dollar signs covering their eyes.
Very different, and worlds apart.
There's an old expression "You can have it done fast,well or cheap, pick one." I think we all know what the management are choosing.
Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
Really is sad that WoTC got mixed up with something like this. It's a far cry from the spirit of the original NWN games.
But to your original point, I do agree it can be a guiding game philosophy, to act as you would a DM trying to run a great table for his players. And to all the other cynics, I disagree. Happy players spend money. Unhappy players don't. The bean counters don't make game design calls, they just measure the effects. No one from accounting is banging on @panderus door, telling him how to design the game.
The direction of the game should be in a way that gives players an enhanced experience of the game, so that players will spend more money on the game to increase their experience of the game.
This could be either: skipping content, customizeable content (such as improved foundry features), ability to get BiS gear faster and so on.
right now, NWO's DM set are very limited and with limited zones, my stories take several zones to complete 1 saga.
i am trying to create "The Chronicles of Derethians" trilogy.