Theo R Cwithin
I cast "Baconstorm!"
Dude, if I had to guess, I'd imagine most people play sports "because it's enjoyable", not "because of the spectators". Millions of kids play in league sports every year just because they enjoy doing it-- despite benchwarming, getting injured, losing, or not being the best on the team. In fact, that's one of those activities a certain stripe of parent insists is good for kids to help them learn that having fun and being part of a team is in fact, not completely fair or symmetric (ie, it's helps them grow up).Because football is entertainment for the audience, and an RPG is entertainment for the players.
When a bunch of guys get together in a backyard to play touch football, they don't have a special teams group that sits out for 90% of the game.
Really? That strikes me a slightly insulting; I hope that's not the real reason for that particular design decision, as it greatly underestimates a player's capacity to enjoy the game or maintain interst in it for longer than a few minutes with "nothing" to do. When my PC goes down, or can't do jack for damage, meh, I still manage to cheer on the rest of the party... just like when I was a crappy rightfielder in Little League, I still managed to have a good time when my team won despite my minimal contribution. Admittedly, if the unspeakable horrors of imbalance happened literally all the time, then sure, it'd be an issue for me-- but of course that's not at all what really happens ime, nor in the experence of anyone I've ever talked to beyond the hyperbolic echochambers of the internet.When you're talking about a game, something played for the sake of its own entertainment, everyone ought to have something interesting to do at any given point, or at the very least right around the corner. WotC decided that having something interesting to do on a round-to-round basis was enough to keep everyone engaged.
None of this is to say there's anything wrong, imho, with a design decision that ensures all players have something to do all the time. It works very nicely in lots of contexts, from boardgames to cardgames to CRPGs, and even *gasp* TTRPGs. But such a design decision is absolutely not the only valid one, simply because player sensibilities and motivations do vary widely, as we see in threads like this, and (more significantly) in the wide variety of ways people choose to entertain themselves.
Insistence that there's only One True Way regarding game design-- or marketing, or publishing, or anything else-- is simply wrong.