I wish I'd found this thread earlier, there's so much I wanted to add as I read, midway through the thread before the conversation changed topics and apparently, upon the mention of nazis, ended. Still, I'm going to make an attempt, trying to keep it brief (and probably failing miserably) and ignoring anything irrelevant to the discussion.
I think probably the most important point in the discussion people seem to not realize was already addressed by Sci - I'll only be reiterating, repeating and underlining what he said. Everyone talks about devs listening or not listening to players as if the devs had no idea how to, you know, actually make good games, and be capable of discerning a suggestion worth pursuing from a retarded suggestion that shouldn't even be considered.
If you think anyone is capable of simply magically creating a great, balanced, deep and fun game just because "they're smart" or "they're creative" and everyone else that can't is stupid or a crappy developer, you have obviously never been involved in any kind of game development before. The fundamental reason why devs have been and will always continue to listen to what people who play their game have to say is because that's the one of the only reliable ways of making your game better. As has been mentioned before, no amount of predicting, scrutinizing and tweaking your game in production yourself will avoid the occasional glaring flaws that will eventually be identified by having people who weren't involved in the production actually play the damn game. This is as true for the game design itself as it is for the code that makes it work.
Play-testing is at the very heart of any game that can be considered good, by any standard on any genre, whether that comes from in-house testing, open beta testing or players playing a continually developed game. And even completely "sealed" games have the people responsible listening to player's feedback after the product has shipped anyway because it's still tremendously important to identify any flaws in the game. You might make a sequel (be it an actual sequel or a "spiritual successor" kind of thing) and guess what, the sequel better address those flaws. Even if you don't, if your job is making games it is in your best interests to get better at it and gaining experience on what went right/what went wrong is probably the single most important part of this.
The biggest reason why this is the case is likely that when you have worked on something for months or years you simply are not capable of playing your own game and getting a good opinion of what the player would actually be going through when they tried to do the same thing. You know too much. And you have to know what they're going to go through because that experience is what will determine whether or not they'll actually play your game for more than 5 minutes. And if this game is under constant expansion and constant development it's even more important that you find out the biggest problems and fix them. The only way to do that is by listening to the people who are actually playing it way more than you'll ever have time to. You get every opinion you can. Then, using what you know about how the game works behind the scenes and about how players' minds work, you filter through the complaints, identify the most important issues and start trying to figure out the best methods of fixing them, given existing constraints. Repeat ad nauseum.
As far as artistic integrity, honestly that whole argument is completely missing how game development actually works, which is that you never end up with a game that is exactly like the idea you initially had. While a very small amount of this can be due to Tech constraints, 95% of the time the primary reason is that the actual game is better. In fact, many extremely good games were created like this - start out with one seemingly good idea, find out some other part of it is WAY more fun and interesting than the original and re-organize the entire game to go towards the direction of the idea which proved to be better in practice. Note that during none of this is listening to player feedback detrimental: your "vision" is never at stake except in the situations where your original vision wasn't very good to begin with.
One of the first rules about game design is that ideas are cheap. Don't get too attached to your ideas - everyone has their own brilliant idea for a game. The only thing that counts at the end of the day is the actual execution of that idea and if part of improving the execution involves sacrificing or heavily modifying part of the original concept, then so be it.
As far as the devs primarily caring about money (as opposed to the business people and the publisher) and who's responsible for decisions, Akanei is (I think) the only person who made an accurate comment, so I'll just support his previous post without really adding anything else.
Well. There goes the attempt at being brief out the window.
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