clearstream
(He, Him)
I would say that there is a discernible designer ethos toward service in many studios. A feeling among the designers that they do owe their players something. And an appreciation that their players in return do not owe them anything. That players engage or disengage, criticise or praise, only on the merits of their work.However Wizards of the Coast has no duty to any existing, potential or former fans to either elicit feedback or design a game that fits their interests. They are group of creatives making a product they want to sell. They don't owe us anything and we don't owe them anything either.
It's that in part that leads design teams to efforts to understand their players. A typical process goes roughly - understand your audience (who are they, what do they value, how do they want to engage), understand your context (what thought and expressions e.g. as captured in other games will form the context for your game), and then of course, what can you do for players (what insights, innovation, solutions, ideas, experiences can you attempt to craft for and with them)?