One thing to keep in mind is I think it’s fair to say some ideas “expire”. There’s a sliding scale though.
Like, one time Sirrian expressed strongly he hates stamina systems, and that he’d never do that in Gems of War. It’s possible that if we confronted him directly about that he’d argue that what’s in GoW meets some subjective criteria that keeps the promise, but I think most players would agree sigils are the GoW stamina system and the promise is empty.
I will say firmly devs shouldn’t say “never” unless they mean it. There are a lot of dirty words we know aren’t true in software dev, and “never” is one of them. It’s better to say, “I don’t like stamina systems, but I have to keep the lights on at the end of the day. The best way you can prevent them is spend money on things that aren’t stamina.” It’s weasely, but it’s true.
Compare that to a statement like, “We’re thinking about a way to make poison do more damage.” As a player, you should NOT see that as a commitment. It means the devs are interested in that design space, but they aren’t really sure how it works. They aren’t making a strong commitment, so it’s not “a lie” if it never materializes. (In this case, I think the idea morphed into Bleed.)
I’ve been listening to a game developer podcast lately, and what strikes me is how the coolest indie games of the past few years all seem to have been developed very slowly out of small prototypes. The most successful people seem to pick one really cool idea, then try to figure out how to make a game out of it. They make a prototype and show it to friends. If the friends don’t like it, they brutally destroy it and start over. This process iterates over years until we get something like VVVVVV or Into the Breach that makes us think they just had this idea spring from their forehead. It doesn’t. It’s long, hard, insightful work.
Art’s like that. When you don’t know what you’re making, but you want to make it good, it’s not good to have a deadline. You just try what your muse tells you, and most of the time it’s garbage. But put a lot of garbage together and you start to get a feel for what might work.
“Live content” games as the devs have described GoW don’t get that luxury. They promise to release “something” every quarter, and various market pressures hold them to it. The idea that sounded cool in November might not have yielded fruit at the end of March, but By The Market they WILL release it. That means sometimes we’re going to get features that suck, and the devs know they suck, but again due to Various Market Forces they absolutely MUST release an update.
I hate it for them, but I also wish they’d have the power to resist Various Market Forces. If, say, Sirrian won a multi-tens-of-millions lottery, I’m sure he’d be happy to give his taskmasters the finger and produce sequels to Puzzle Quest that released when he felt like they were DONE, vs. on a schedule. Or he might buy the rights to GoW and release updates “when he feels he has a good idea” instead of "every quarter.
But we’re stuck with the realities of The Market. I hope the devs respond to this by using “never” or “we’ll do this” when it’s something they plan to stick, and using more weasel words like “we’re thinking about…” when it’s the kind of thing that isn’t a firm commitment.