True, but "My games do this, which proves it can be done," is strong as a rock.
I don't think anyone even believes that it cannot be done.
What angers me about Max's post is the idea that all it takes is the desire to do it, and therefore any group or game that ends early is simply because they did not care enough.
Considering the sheer number of games I've had fall apart for life reasons, I can state unequivocally that he is wrong. No matter how much you desire a game or a group to continue, sometimes that isn't a choice you can make.
That's because it's evidently impossible to discuss Pathfinder 2 and how it relates to 4E without a deluge of posts that just talk about 4E completely ignoring PF2... [emoji102]
That might because a lot of us have no knowledge of PF2, I've never even looked at the rules for it. But, we can discuss 4e, and through that we can potentially highlight why a game might emulate some of that game.
Let's not discuss this in general, or in theory.
If you try creating a PF2 character I think you will find that you are asked to make a ton of decisions. I posit they don't have enough of an impact.
I'm asking the question:
Why did nobody at Paizo realize they were going down the same path as WotC's last and failed edition in this regard?
Perhaps they believed each decision does have enough of an impact.
Perhaps they wanted to create a game where a character was a dozen minor impacts instead of three major ones.
Perhaps they heard complaints about 5e characters being locked into their path by 3rd level and decided to design a game where that would not be true, while keeping the balance of 5e.
Perhaps their designers liked 4e and thought it could have been a success with different marketing
Perhaps
Perhaps they don't see the similarities you are claiming between PF2 and 4e
Perhaps they see this as an expansion upon the mix-and-match design that players of PF have expressed enjoyment of, so the designers are building to increase their most popular feature.
Without having sat down with one of the designers and asking them, I can't tell you for certain. But, I can posit that as professional game designers, they likely have a reason for it.