“One person’s entitlement is someone else’s customer preference.”
…how much are you willing to pay again, in order to not have to share your game with others of a different playstyle preference?
According to Crowfall’s Kickstarter, the answer is a very rough average of $100 per person (specifically for Crowfall’s potential playerbase anyway, though I wonder how much they’ll balk if asked for more money later.)
I also wonder if it’s really a good thing to have zero conflict of player preferences in a game. Where everyone is of the same mind all the time? Does that a community make, or just a cult of groupthink?
Will a constant dose of always good and always happy feelings become boring and stagnant, without an occasional influx of the bad to offer contrast and subsequent renewed appreciation of the good when it does happen? A slot machine is most attractive with unpredictable staggered rewards, after all.
Perhaps this is why we see many MMO devs adapting their game to a form where there are many different activities appealing to different playstyles, where little mini-communities can form around each activity.
Except that this produces a new problem, in the shape of potential insular silos that may develop and proceed to chase other players (and worse, -new- players) away from the activity they are zealously guarding.
So maybe the next angle of attack is… how can one encourage the naturally forming little communities to interact with each other, communicate and share information, and even intermix or intermingle sufficiently to the point where folks don’t feel hostile towards another group?