Unpopular Decisions That Were Actually Healthy Long Term?
So Civ 7 recently had it's big test of time update, and overall it seems to be a pretty smashing success. One of the main points of praise was how you can now finally play as a Civ from beginning to end, which just made me think about why the Civ swapping mechanic was added in the first place. From what I remember in an interview with Director Ed Beach, it came down to both narrative and gameplay.
Civilizations in history rarely remain in the same form across all of history. Rome was first a Monarchic kingdom, then a republic, then an empire, and then it technically evolved into several other forms over the years. The Civ Switching mechanic was meant to replicate that idea, of a Civilization constantly changing it's name and identity as time passed by.
The devs noted that a lot of players were starting new games of Civ, but rarely finishing them. The Civ Switch/Era reset was meant to help with that, by giving players several stopping points, with each era being a 'new game' to help players see it through to the end.
Sadly, this didn't work out and was massively unpopular, hence leading to changes in Test of Time. However, it did remind me of another massively unpopular at the time change, that ultimately worked out for the best, Role Que/lock in Overwatch.
Back in the old days of Overwatch, there was no role que. Anyone could play whatever they wanted, any role, etc, etc. However, after Brigitte and the release of the hated GOATS meta, Blizzard implemented a role lock/que feature to Overwatch, where players were locked into two tanks, two supports, and two DPS.
A lot of people hated this, beyond the main issue with DPS que times taking forever, namely saying it 'killed variety'. Players could no longer experiment or try weird, goofy comps, or swap if one person wasn't doing their job, which...was funny to me as a support/tank player. Because my experience was most often "my team will go Five DPS, never swap, and blame me for not keeping them alive while the enemy will run a tank and two healers, and stomp us into the dirt." As well as games just feeling like a flip of the coin, on whether my team would build a proper comp or go 'woops, all DPS trying to deal with a Zarya being pocketed by a Mercy.'
Nowadays, especially with the shift to 5v5 and more balanced roster variety, people are a lot kinder to role que. Those who stick with Overwatch have recognized the mechanic does lead to games feeling more balanced, and ensures people who want to play a role get to actually play it. There are still issues of course, but it generally ensures that games have a better chance of being balanced between both teams, barring a few bad exceptions.
Even Marvel Rivals, a game people used to use to beat down on Overwatch, has had players requesting a role que like feature be added to it. As the playerbase was having similar issues with people choosing roles selfishly, and thus leading to unbalanced team games. It's kind of interesting that a really unpopular mechanic that people decried as making people quit the game, and being told it would kill Overwatch forever...actually ended up making it better to play.
Curious if there are any other examples of hated mechanics or changes that ended up working out in the long term.