It is the right and the duty and the job of a game designer to do things that this forum calls badwrongfunning people.
Any game designer that tried to make a game that was fun while simultaneously never communicating what he or she felt was NOT fun would, by definition, be a quisling and a failure.
Not really. A game is designed to meet certain goals -- "fun" isn't really a good goal. It's nebulous and subjective and entirely marketing language; there's nothing concrete about "fun." You can't design a game to be "fun." You have to puzzle out what exact things people might really want out of the game. Those exact things you can talk about, without condemning other ways of playing.
It's easy to talk about individual goals without saying "doing it differently isn't any fun." You can say "We wanted to give the wizard something magical to do every round, because D&D is a game that magic plays an important part in" without saying "New people don't ever have fun in games where wizards run out of spells." The first is discussing the goals of the design, the second is BadWrongFun. I'm sure WotC KNOWS this. The designers all play other games that D&D can't hope to really do. Presumably, they have some fun doing so. 4e is not the only way to have fun playing a game, but it does (try to) meet certain goals.
This isn't a flamewar against Heinsoo, it's an argument against "I know what's best for you and your game" condescension. Instead of telling me if I'm having fun or not, how about you tell me what ends you tried to accomplish with your design, and I'll tell
you whether or not I want that in a game?
Unfortunately it means we have to take seriously arguments like, "I like it if my character is forced to be mechanically ineffective in comparison to other characters, because RPGs are open ended, and being screwed over by the game system encourages me think outside the box. And my character has to be forced to suck, because I won't do it to myself voluntarily." We have to treat that as a playstyle difference, and act like Robert Heinsoo wasn't allowed to say "characters shouldn't be forced to suck." We have to treat that as a playstyle difference, and act like Robert Heinsoo wasn't allowed to say "characters shouldn't be forced to suck."
Of course, that's not what anyone said.
Presumably, WotC is designing their game for a wide audience -- at least as wide as ENWorld, possibly as wide as "anyone who thinks dragons are cool." Why should they take a position of judgment against what one group of D&D players finds or might find fun?
They can talk about how their goals differ -- even WHY they differ, if you want -- but to argue that they are somehow inherently superior is goofy. And when someone says something as dumb as "No one has fun playing a wizard that runs out of spells," they entirely deserve to be called on their BS.
If that person were to say "We wanted wizards to always be able to do something magical, because magic has been important to D&D," then the fans could argue if magic had been important for them or not, but they wouldn't be able to say that the design was wrong. They might say that it didn't accomplish what they wanted, however, and that's a fairly useful conversation, because then we can discuss why that change might have been made, and how to change the dissenter's game to give them what they did want.
"You didn't have fun that way, anyway" is just shutting down conversation, as if there can be no argument, as if "Fun" is a trump card that wins all arguments and can silence all opposition.
"Oh, well, I guess if it's FUN, it has to be OK!'
That does not fly.