I 100% agree that it’s easily used as a cop out for a design team, but because mods exist and people fidget with the game the way they want it, it’s only made PC gamers even more obnoxious with exactly how they think a game should operate. And when it comes to game “extras” the sad truth has become that many games are safer to let the modders make the 15 different variations that people ask for versus hard coding one into the game.
I’m not saying I like the current state of gaming and how Millennial-aged programmers are approaching this, but trying to also pull back and view the onslaught of opinionated forum goers pulling designers on 10000 directions and each one being professed as the one most vital for the game’s success. So telling them “We’re making the game mod friendly” is at a least shield, or more precisely, a funnel for criticism to focus on certain things as you concede many QoL and bells and whistles will be added by modders in the desired flavor.
I hear what your saying but Im guess what im ultimately saying is "A game of this magnitude and with its pedigree should have vision - and that vision should feel complete End game and all." Meaning regardless of whether I like the specifics of a game theme, time period, weapons, town names etc...Ill still know that this game is someones vision and feels complete to its own direction on its own merits. Sure we can always add new cultures, blood mods, turn it into Star Wars, middle earth whatever -but that shouldnt in anyway diminish what should always be expected and thats a completed piece of sandbox art in someone on the Dev teams mind.
Im not saying there arent dedicated developers on this game -far from it -but i honestly dont sense an overall strong direction the way say a Prophecy of Pendor mod had. Again you dont have to care for that mod's theme -but ive never met anyone who didnt agree that that game had deep roots and thought and care was put into it at every level. Can the same be said for BannerLord?