Why not? Let's say, for the sake of argument, that six months into the game, raids are a very big deal, everyone runs them, everyone's tired of the current ones, but nobody plays warplots, it's like sPvP in GW2 was maybe eight months ago. Nobody cares. Now, they have been working on the new raid, and they have it mostly working, to a raid player, it's ready to go, but they still need to work on balancing the boss as a PvP mob, and if they release him in the current state he would be a mess. Now, why should they wait to release the raid? Why not release the raid to the raid players, but either make it impossible to obtain the boss for Warplots, or make it so that you can obtain some sort of "token" form that is non-functional? Then, when they do get around to fully balancing him in PvP, they can open him up to be used that way, but without holding up everything else until that point. Well, ideally they wouldn't put it behind content the gamer doesn't like. If they put it behind only one type of content, then it would be the type of content that the most players like (the other thing that got high votes). Ideally loot would never be available through only one means. Want that fancy new sword? Don't like to PvP? That's fine, you can get it in a raid. Don't like to raid? That's fine, you can get it through PvP. Don't like to do either? That's fine, you can do it through soloable quest chains. The base stats might be slightly tweaked to reflect the event type you got it from, but you'd have access to the skin for it. You should have to work for the item, but you should be able to determine what type of work that might be, and if you don't enjoy the game enough to work for anything, then why are you even playing? I think the polls would cover most of the "big" things," the discretionary budget would mostly be about the small things that players barely even notice you've added to the world, like when GW2 recently updated their achievement tracker UI, or that don't change the world at all, like paying CS staff. Perhaps, but people still pay into F2P games all the time. Perhaps they would need to tie more personal rewards into the voting system, like each vote (for any category) increments progress in some reward structure, or perhaps the early access to content would be made highly useful, so you'd want to get at least a certain amount into any category that you had any significant interest in. The players that are truly invested in all systems of the game should be chipping in more than those who only care about one or two areas. Yes, but sometimes the canary doesn't die, it just gets ennui. They know when players get bored enough to stop doing a certain thing, but they have no idea when players are bored enough that they're bored, but not yet bored enough to stop. Yes, they might eventually quit, and then Carbine would know that it was probably bad, but by that point it's too late, the players are gone, it would take months to correct the content to make them happy again, and even if they managed that, the player is likely long gone and not coming back. The goal would be to develop feedback mechanisms proactive enough that it catches them while they are still satisfied with existing content, if not enthusiastic about it, and make them enthusiastic again. Also, as you point out, sometimes players will do content they don't like because it's necessary to open up content they do like. This would give better feedback on that as well. That's a big assumption, considering that no MMO manages to avoid it yet. That's a relatively small sample size though. It might provide useful feedback, especially at this point in development, but it's a drop in the bucket after launch. No, all the player needs to know is what they want to see more of. This isn't like an election in which the candidates are both trying to be deceptive to some degree, the choices here would be honest and bare. "Do you want this content, or that content?" They don't need to know anything more than what they want, and unlike you, I believe that players do know what they want. Because mandatory cost is a barrier. I will not pay a sub. Ever again. Never. Not happening. It could be the greatest game ever made, and I will never pay a sub. I might be willing to pay $20 or more per month into a game that I enjoy though, if I felt that the purchases were worthwhile and entirely voluntary. You tell me I have to pay $15 per month just in order to keep playing the game and I'll tell you where to #### off and with what comedically shaped object, but you let me play the game I bought as long as I like, but offer me chances to put additional money to good use, and I'd be willing to spend it. If they're paying with CREED then they would either have almost no gold left by the end of the month, so they'd be paupers within the game, or they would be those hedge fund catcats that make fortunes off manipulating the markets, and nobody likes those guys. Believe what you will, I can't stop you from being wrong. If that were true every MMO would collapse, all of them, sub to F2P, are based on the idea of player momentum. People get invested in things, once you get them hooked, they have a tendency to stay longer than they would otherwise. You take any hardcore WoW players, wipe their account, block them from the game for six months, and then let them back in, starting from scratch, I doubt many would bother, they'd probably move to something else instead. But keep them consistently on the train, continually building up that character, and it's fairly easy to keep them on board, even if there are other things that they might enjoy more, they'll never know it.