One of the things I love most about games is how systems can get almost bastardized, y'know what is "proper use" after all. I imagine it's neigh on impossible to predict when developing a game how it's going to pulled and tweaked with, IE truck pushing (NOT ABOUT TO HAVE THAT DISCUSSION ) just that I find that... drive, to push limits, always really cool, and frankly important to the evolution of our game.
Emergent gameplay!
One of the best things about the developers of EVE Online is that they don't stifle it. Jetcan mining and wormhole societies, and so on.
The justification used by devs to stamp out behavior and unexpected gameplay is 'it wasn't our intention / it's not in our vision.' Prime example, John Carmack (I think that was the one) removed strafe jumping and a bunch of the momentum quirks from the next Quake update / game: he literally admitted because he removed it because he personally didn't like it, that it's cheap etc.. Needless to say, huge community backlash, he finally relented.
Ultimately, it comes down to humility and arrogance. If the devs are humble enough, they will either remove it for a good reason (proving that it makes degenerate and boring gameplay), or leave it be and adopt it into their vision. If they are arrogant, they'll remove it for dumb reasons like the one above. Developer intention doesn't matter a whit. Masahiro Sakurai created one of the most beautiful fighting games in existence, and he didn't predict all the myriad behaviors and depth that would arise from his numerous mechanics.
Developer intention doesn't matter. It matters morbidly to those who worship said developer, sadly, and often to themselves if they be arrogant enough.
That being said, I'm sure there's many examples of devs removing bad emergent gameplay, for good reasons (degenerate and boring gameplay), I just can't think of any right now.
could you post on the vet guide what is missing then ill update it?
Hey now--we don't know if the attribute editor is the accurate one here, though.