Sorry but you being a game designer in the industry doesn't make any difference at all and it doesn't invalidate this individuals concerns about wanting to upgrade their exterior without upgrading the whole house. I've also worked in game design (and development). People can have an opinion on an aspect of the game they think is bad, even if you feel it's perfect game design. If enough people hate it or want something changing, it gets changed. Tough luck. There's plenty of examples of this in the gaming industry.
I mean, I'm not saying the end user should get their own way all the time - sometimes changes people want would be legitimately game-breaking, but they just haven't thought about it that way becuase they don't fully understand how one element of the game affects another. But game designers don't get to just make the rules and declare it right - end users refine them. That's how design improves. If there was a perfect formula for game design, you'd be out of a job. It changes constantly, through innovation amongst designers and end users alike.
In the end, Games are designed for customers to play. I think there's a difference between calling features "bad game design" and saying "this might not be what's most fun to the customer".
I mean, yes and no. The fact of the matter is that the consumer isn't always right, but you already realise that.
@RooftopsRevolution already expressed most of my thoughts in this matter and also voiced my concerns about how some people have acted in a way that can be only described as entitlement with little thought about the fact that games are made by actual people, and the polish Nintendo usually puts in their games is truly staggering. There are HUGE issues with the crunching culture present in game companies, and we're also talking about japan, a country where people L I T E R A L L Y work themselves to death. But that's another discussion. Anyway.
Yes, design evolves with the consumer. That much is obvious. But here's not where my issue lies, there's a difference between an opinion and an uninformed opinion. The fact of the matter is this;
1: People. Are. Not. Entitled. To. Entertainment.
And 2; The Developer IS entitled to preserve their creative vision.
In AC's case that vision couldn't be more obvious; slow and steady wins the race.
Herein lies the issue with a vast majority of criticism directed at this game; people wanting too much too fast. It genuienly confuses me because Animal Crossing makes a very solid point from the very start that this is NOT what the game is about. It is one thing voicing tiny complaints about a lack of certain quality-of-life features, and another one entirely when said criticism clearly infringes on the very core philosophy of the game.
I also, quite frankly, feel like people have become too spoiled by the game in a sense. They take the good things for granted, so they latch onto what they percieve as bad things. It just, it makes me sad. More than anything, people are ruining it for themselves here.
Honestly the fact that some people seem to like New Leaf more kind of proves my point; it's the limitations that makes a game fun. There is infinitely more space for creative freedom in New Horizons, yet people latch onto the features that were introduced in NL, a game where you couldn't even place furniture outside for pete's sake. It's the space you carve out for yourself within the limitations that makes you attached to the game.
Example; as a RollerCoasterTycoon 2superfan, I was incredibly excited for Planet Coaster, but I found myself overwhelmed with the lack of limitations that I jumped right back into RCT2.
My point is that it's very very misguided to complain about a lack of creative freedom in this game WHILE praising an earlier iteration that had waaaaaay less creative freedom. If nothing else it's a fun study in psychology really, I just wish that people were a little bit more self aware.
Anyways, thank you for coming to my Ted talk.