This has literally killed games that failed to deliver the reality of their brief to their players. Promise one experience, deliver another, and people quit.
Maybe people are downvoting your replies because this is a commonly discussed and well-studied issue in design circles, but you’re failing to understand the problem and dismissing it as a “misguided” concern.
Just because YOU don’t think it’s a problem doesn’t mean it isn’t a problem.
I’ve seen this argument before.
Maybe if you shill for billionaires a bit harder they’ll give you one of their yachts.